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View Full Version : market niche? (have been reading DavidRM's Indie GD survival guide ;)


Morphecy
11-06-2003, 08:40 PM
Hi there,

background & stuff done already
I have been reading DavidRM's "The indie game development survival guide" and I must say that there was stuff I didn't realize earlier.

We (morphecy games = me + 3 other members) have been creating online multiplayer game for year now. As we do part time job it has been about 700 man hours during this time. So far we have learned to use our SDK and have build the basis for upcoming game (including server/client, game lists, level construction kits etc.) without actual gameplay. We also did quite a lot graphics & animation (6 characters with several animations and textures + some equipment and little scenery)

Now, the game is about "combat in battlefield with tactic elements, gameplay directed towards team playing (you get rewarded by team work) but now DavidRM's book gave me inspiration about non-combat game. It sounds very sad if I have to re-create (okay... our 3d modeler has to do it, not me ;)) all characters etc. (now they are quite bloody ones ;))

new idea
The idea about "team playing in non-combat 'battle' field" could be some kind of creatures trying to build something in team. There would be TWO sides in game (let's call them Black and White teams).

Idea is that there perhaps could be BIG (and slow) creatures which are the "polices" there, they will grap little creatures and throw them away. Nobody could get killed, but big creatures could throw little creatures so that "builder" creatures on their side could concentrate on building something to win the game.

new idea - some definitions...
"Little creature" = fast folk, they try to ruin the stuff "builders" do

"Builder" = they build SOMETHING in order to achieve victory. this something could be perhaps a statue of their god, and building this thing would need group work (because statue is so high, you must climb each other shoulders - and remember, this is also online multiplayer game, there would be humans on each side)

"Big creature" = like a giant but VERY slow, can throw little creatures away so that they can't ruin your sides statue of god.

"this thread will end soon..."
Back to the subject: so this was basically the idea, keep the server/client code we have build but change the visual style & storyline to something else.

I'm not sure if combat thingies could work, but as I think our compnay coming product line I see non-violent better option that violent games... please gimme your thoughts.

I'm kind of in a very bad place - we must make a decision about this and each day (or week) we don't have that decision made our time-to-market increases.

Fact is that we could complete our current game in playable shape in one month (let's say it would take about 50-100 man hours), and I could estimate that this new game would require at least 2-3 months (maybe 200-300 man hours) much more time.

Please gimme your ideas, and I insist that DavidRM answers here because it was his book which put me in this situation ;)

Jack_Norton
11-07-2003, 02:00 AM
I think that a NON combat oriented MMOG could be a good idea.
Recently some games did that, like:
www.secondlife.com
www.there.com

and so on...

I personally like both, in fact I am waiting for Everquest 2 with trepidation :p
But for sure the combat genre is quite crowded nowadays... so I guess that would be better go for another kind of game.

Btw, how you managed to keep working for 1 year without money support? ;) it is really tough, expecially in a team!
I've tried in the past to do that but wasn't ever successful, so I decided to make games alone ;)

DavidRM
11-07-2003, 09:54 AM
Do both. :)

If you're already near completion on the combat game, get it done. Then use the resources (art, engine, etc.) to prototype the other, non-combat game and give it a whirl.

My point in that section of the book was to promote "something different". We're indies, and as such we have more options in what we choose to create. But if we keep re-making the same games that are available in retail outlets, then we compete in an arena where we are seriously outgunned. On the other hand, if we exercise our options, and strike out into new territory, we could find something unique, something truly our own.

Why be a little fish in an ocean of sharks, when you might be the only fish in a pond you just discovered on your own?

-David

PS And thanks for reading the book! :)

Morphecy
11-07-2003, 08:20 PM
thank you guys, that's what I wanted to hear ;)

I'm even more confident to do what I want. I guess that was really the thing what I needed.

ps. I haven't read the whole book yet (5 chapters so far) and certainly it's worth every penny. Every "wannabe game maker / indie" (or something) should read it. And DavidRM, I (-> or let my friend do it) shall write the review (or rating) to amazon.com after finishing reading, it was that good.