S
Spike11
Guest
Personally I'm not convinced. yet. Not saying GL was better, just that SD has it's own issues too.
Benefits for the dev's are yet to be seen.
Thoughts?
Benefits for the dev's are yet to be seen.
Thoughts?
Less incentive to spam asset flips means proper games that took time to make won't drown in a flood of half-assed ones that didn't, so that's good for the devs... in theory, at least. Remains to be seen if it actually works.Benefits for the dev's are yet to be seen.
Can't say I have.I think its a good thing. Have you browsed steam greenlghts recent additions? It was a mess flooded with crappy FPS games! You had to browse 2 or three pages before finding something good! THats why you had to be very lucky to get your title seen for it to be put in the self feeding loop of exposure.
The suggested things to look at are ok, because they have already been spotted and in the feedback loop.Can't say I have.
But just looked then and (as suspected) nothing has been added since Greenlight closed down.
I'm either missing something here or I am greatly confused by what you have stated. :/
I'm pretty sure there's no feasible way to keep up with what games flip assets, there's a lot of asset packs up there and some of them are in very obscure places. And even if Valve could track every paid asset in every marketplace ever, there's still sites like OpenGameArt and FreeSound where you can find decent-looking free assets that's gotten uploaded less than 24 hours ago. Either Valve would need to constantly download every asset ever to do automated checks on submitted games, or hire tons of people that would constantly browse every asset site ever and memorize every new thing that get added. It just wouldn't be feasible to 100% detect asset flips, and anything that would require the flippers to cooperate would just be like trusting the Evil Bit protocol for online security.Including one for "game that have paid assets only".
If that was their true intention then I don't think $100 is nearly enough. That's about what it'd cost to get a game on a mobile store and that's essentially where spam asset flips were invented.Less incentive to spam asset flips means proper games that took time to make won't drown in a flood of half-assed ones that didn't, so that's good for the devs... in theory, at least. Remains to be seen if it actually works.
I think there's a bit of a difference in audience, though... EVERYONE has a smartphone these days, including gullible parents that just want to download some quick distractions for their three-year-olds, but only people that are already into "real" videogames gets a Steam account.That's about what it'd cost to get a game on a mobile store and that's essentially where spam asset flips were invented.
The comment on countries is a definitely valid one, what they could do in this case is taper the initial cost based on location, so that it is more in-line with what an expected budget would be in these locations. People would not be able to abuse this (or really it wouldn't be worth their time) as you have to validate your identity anyway. Though the other way of looking at it, as stated in my previous post is that there are still plenty of opportunities to raise that money by selling it on a different platform first. At this point, location wouldn't matter so much as the earnings of your game would likely be based on USD $ anyway. (You don't necessarily need to adjust for gdp when you are earning an amount for a price in a remote currency anyway.)I'm split on this. On one hand, I feel that $100 might only discourage a few from asset flips. It will cut down on it but I doubt as much as people want. On the other hand, I come from a 3rd world country (Tanzania represent) that is consistently in those "world's poorest countries" list and something like $5000 would be extremely tough on me. Even taking me out of the equation considering that I'm one of the better off people in the country and can find employment in Europe or elsewhere in order to afford this, it will also hamper what is already a pretty non-existent indie scene in my country by making it a huge wall to overcome in order to compete with international game developers on the same platform. So in that regard, I am grateful that it is at $100.
This reminds me of a cool side note that was brought up in some random GDC talk I watched recently, where the guy brought up how marketing is usually seen as something separate from the development process itself, while they saw it was a natural part of the development - so you should work on marketing material as you're working on the game, and make the game advertising-material-creation-friendly, like adding in a simple function to get screenshots for instance. And as you might've heard, record footage GIFs and screenshots and stuff on games in development and post on twitter every day or so. I've personally noticed glitches getting lots of positive attention (especially if they look funny because something is completely broken) so don't focus too hard on polished bragging-rights material but post anything you have that's interesting.So, that's the negative stuff, what do we as developers have to do about it? Well now more than ever, its our responsibility to market our games well.