{"id":4076,"date":"2021-06-04T08:14:36","date_gmt":"2021-06-04T06:14:36","guid":{"rendered":"https:\/\/www.winterwolves.net\/blog\/?p=4076"},"modified":"2021-06-04T08:28:32","modified_gmt":"2021-06-04T06:28:32","slug":"ideal-indies-releases-plan","status":"publish","type":"post","link":"https:\/\/www.winterwolves.net\/blog\/2021\/06\/ideal-indies-releases-plan\/","title":{"rendered":"Ideal indies releases plan"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">From time to time I like to talk about being an indie developer in general, like this time. I&#8217;m hoping that at least some people find these posts interesting!<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">So what is the topic of this post? In practice, I try to explain what I consider the best approach to be an indie developer regarding development schedule, based on my past experiences. Let&#8217;s proceed in order.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The main goal of every indie is to first stay afloat (which is not so easy as it seems) and then hopefully make a profit. To do this, you need to release new games (DOH!).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Now comes the more interesting part: what is the best strategy? In my first indie years, I had no long term plans at all. I was just making whatever game I wanted, often deciding on impulse. Those were very different years (talking about years pre-2008) and I wouldn&#8217;t advise it unless you&#8217;re just doing it as hobby.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-style-default\"><img decoding=\"async\" src=\"https:\/\/www.winterwolves.com\/assets\/universalboxingmanager\/images\/ubm03.jpg\" alt=\"\"\/><figcaption><em>in my early years, I was making one game at time but rather quickly: a dev cycle of 4-6 months max<\/em><\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">In more recent times I tried very different strategies: both taking my time to deliver the best game possible, like I did with SOTW, Planet Stronghold 2, and start several projects at once like I did for example back in 2016 when I released 5 games in a year!<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Let&#8217;s see both approaches in detail.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Releasing a big polished game every few years<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This is what most indies are doing to be honest. They take their time, polishing the game, doing a lot of testing, adding new features, getting feedback, etc etc.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I have tried doing it several times in my indie career. But every time, I can say it wasn&#8217;t worth it, from the commercial point of view.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-style-default\"><img decoding=\"async\" src=\"https:\/\/www.winterwolves.com\/assets\/seasonsofthewolf\/images\/theillusionist.jpg\" alt=\"\"\/><figcaption><em>SOTW is still regarded as my most complex RPG, even if Planet Stronghold 2 is probably second !<\/em><\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Seasons Of The Wolf took me around 10 months fulltime (12 if we also include the DLC). It wasn&#8217;t a flop at all, however it definitely wasn&#8217;t worth all that extra time.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In more recent times, I did almost the same thing with Planet Stronghold 2. This time, once again it wasn&#8217;t a flop, but it performed way worse than SOTW (but that&#8217;s also due to the &#8220;sci-fi curse&#8221; and reason why I&#8217;ll never make a long sci-fi game again).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In summary: the longer the game takes to make, the higher it needs to sell. It&#8217;s that simple. It doesn&#8217;t even matter how much money you spend up to a certain point &#8211; because it&#8217;s your own time that matters. I have my own way to calculate ROI (Return Of Investment): I divide the game earnings by the months I worked on it and that is my &#8220;virtual salary&#8221;.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Example: let&#8217;s say a game earns me $10k and took me 5 months to make, my virtual salary is $2k.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-style-default\"><img decoding=\"async\" src=\"https:\/\/www.winterwolves.com\/assets\/hazel\/images\/cute.jpg\" alt=\"\"\/><figcaption><em>yes, a simple yuri VN like Hazel provided me better ROI than Planet Stronghold 2!<\/em><\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">So, if the time you work on a game increases, the revenues need to increase as well. As of today, I got better ROI from TFTU: Hazel than Planet Stronghold 2, despite the first being a much smaller game, plain VN, and yuri only. That says a lot I think&#8230;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Let&#8217;s make super quick games ASAP!<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">That&#8217;s what you might think after reading this post so far. Well, that&#8217;s not true either! The games need to have a certain quality, or in case of VNs, have a good base idea, and good writing\/art\/music. Then, they can be even short. But they still must be quality products.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There&#8217;s also another factor to consider: game price. If you make a game which is 50-60k words long, you can&#8217;t ask $15-20! My RPGs are usually $20-25, and even if I had a few complaints (users always complain about price) in general they sold way more than my cheaper games, which means that for the vast majority of people, the price was fine.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A good thing of small games is that you can test ideas quickly, see if a new game world works, get quick feedback, not lose enthusiasm because you don&#8217;t still need to work 8 months on it, etc etc.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Also, there&#8217;s a psychological aspect to take into account: some players when they see cheap games, they think they&#8217;re automatically bad, and maybe are reluctant to buy them at all.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The formula of success<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">As you see, it&#8217;s not so simple to pick what kind of game to do. My advice is to mix both small with long games. Because both the things below are true:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li>releasing a game every X years is bad because people always want to play new games and they might forget about you and so on. Also a new game release is always a big marketing boost.<\/li><li>releasing bad games (rushed, done quickly) can lead to a bad reputation and in future people might be wary of trying your new games, even if they might be better than what you did in the past<\/li><\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">So the formula of success, in my opinion, is to release 1-2 short\/medium games a year, and maybe a bigger game every 2-3 years. The short games still need to be of good quality (good idea, writing, art, etc) of course.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This probably applies only to VNs developers. For &#8220;regular games&#8221; already releasing 1 game a year is a sort of miracle (most indies doing any kind of game but VN take 2-3 years to make one!).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sounds hard? Of course! Being a full time indie developer is VERY HARD (especially in today&#8217;s crowded market)!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>From time to time I like to talk about being an indie developer in general, like this time. I&#8217;m hoping that at least some people find these posts interesting! So what is the topic of this post? In practice, I try to explain what I consider the best approach to be an indie developer regarding [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-4076","post","type-post","status-publish","format-standard","hentry","category-general-topics"],"_links":{"self":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/4076","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/comments?post=4076"}],"version-history":[{"count":5,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/4076\/revisions"}],"predecessor-version":[{"id":4090,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/4076\/revisions\/4090"}],"wp:attachment":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/media?parent=4076"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/categories?post=4076"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/tags?post=4076"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}