speedyjx

Sound designer for games and that.

I'm here to kick ass and post cat pics, and I will never run out of cat pics.

Go here I guess: https://bsky.app/profile/speedyjx.bsky.social


prophetgoddess
@prophetgoddess

i honestly fear for the entire medium at this point. there were 9,000 layoffs in the game industry last year, and there have now been 3000 just this month. it doesn't seem like it's going to stop. and that's just layoffs that were announced as layoffs, not any of the other ways that companies force employees to quit without having to fire them (return-to-office policies, moving people's jobs to faraway cities, etc)

and outside AAA, nobody is funding indie games anymore. publishers are either not taking pitches at all, or won't take pitches for games that cost less than a million dollars. everyone i know, from new indies looking to pitch their first commercial project, to established developers with several hits under their belt is struggling to get anyone to even listen to them. everyone, from AAA down, is putting all their eggs into the biggest possible baskets to guarantee hits.

and this has an effect on smaller games that are made without publisher funding. for one, it's harder than ever to do that: if you have the skills to make a video game and aren't a professional developer there's a good chance you just got laid off from your job in tech too, because that whole industry is collapsing. everything is more expensive than it used to be. and the big companies spending more and more on their "indie" projects just makes anything that's not that level of quality look like a cash grab.

i keep thinking about dave the diver, a game developed and published by nexon, a billion dollar company, a giant in the korean gaming market, getting called an indie game by morons too stupid to realize that a game isn't indie just because it has pixel art graphics!1

that's what we're up against. massive companies spending millions of dollars on huge projects and disguising them as indie games. i know it's cliche to hate it, but i'm so sick of the whole "shorter games worse graphics etc etc" bullshit because it's not true. you don't want that. you're lying to me, and i hate being lied to.

i feel like i've wasted my life. i spent all this time nodding and cheering when people said that video games could be more, do more, that there was room in the industry for all kinds of freaks and weirdos. i devoted my life to proving them right, i spent years honing my craft and then those people turn around and say "fortnite's actually really good, they got goku in there now." dave the diver nominated for best independent game. "you should really take genshin impact seriously, a lot of people like it." fuck off. i am so sick of wasting my time trying to impress these losers. i want so badly to make the video games that i think would really matter to people, and it's just a total waste of time. they don't care. you don't care. nobody cares.


1: (and, let's be honest: they don't know or care what nexon is or how big of a deal they are because they're racist and nexon is korean)


eniko
@eniko

nobody is funding indie games anymore. publishers are either not taking pitches at all, or won't take pitches for games that cost less than a million dollars

this has been my experience the past few years too. and for the uninitiated, what taking a million in venture capital funding does (because lets face it, most indie-funding publishers that can toss out millions of dollars have some shadowy VC behind their friendly outward facing owners) is they fucking own your ass. bet on that million dollars being the only money you ever see out of that deal, even if the game becomes a hit, because the people who gave you funding can and will cut themselves a blank check for "expenses" just so they'll never have to pay you the % they promised since they magically never recoup their losses

not only that, you can't make a sequel with better terms either. they'll want "right of first refusal" which basically says you have to give them the opportunity to work with you first on sequals or spinoffs or whatever, and if you can't come to an agreement (i.e. you don't consent to whatever shitty deal they give you) they can sue your ass. and hey, remember how they have a shadowy VC funding them and you got nothing out of your hit game?

plus, like. a lot of indie games don't need a million fucking dollars in funding. they need 250k, or 100k, or even 50k or less to finish. but they're not interested in that at all. that's not in their "throw big money at lots of things and some will become a smash hit and pay back orders of magnitude more" playbook

and this then creates a culture of haves and have-nots. we're making kitsune tails on a shoe string budget (mostly me and my partner slowly whittling away all our assets until we've got basically nothing left) and we're competing with "indies" that have development budget in the multiple millions. of course we can't make a game of the same size, scope, and polish level with 0.01% of the budget. and that's not even going into the BS that is multi billion dollar multinationals trying to get in on it by being like "oh hey look at this cute indie game we made"

things are fucked


zumphry
@zumphry
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in reply to @prophetgoddess's post:

Listen, this is a good post, and what you've said is all true. And what I want to draw your attention is not the massive slop games that are always going to be fine, but that we have an indie scene at all! Indies have always had an uphill battle, but twenty years ago it was almost impossible to make money with them period. They would get zero coverage from the press, and you couldn't sell them in big box stores. A lot of the games industry is still horseshit, but we are always continuously twirling toward greatness. Finally, if it's all just getting to you, I encourage you to seek out the players. I promise you that more people love games, even the small ones, than hate them.

i am right there with you, but... i think the problem is not journalists or players being blind and/or dumb, i think the problem is that the game in which we are making games is rigged.

every human on this planet is currently trying to make the most money they possibly can, and sadly that also means shoving the little ones out of the way so the big ones can fully unfold their blank money-collecting-canvases.

i would love to make a living with something i love, but there are already people out there grabbing the cash... so i hope real indie games will never fully die, but i doubt there will be much profit in the coming decades in this venue.

it's the tragedy of the commons all over again.

  • a space is created
  • a space is used cooperatively according to the rules that everyone already knows
  • people who havent heard of the rules come in and just do it their way
  • people get mad about other people in the commons and "say they are not true commoners" or "they are doing it wrong"
  • people erect fences to claim that nook of the space as "theirs" (so you want to make a cartoon with a mouse that is wearing gloves? curious....)

i think the only way is to just move the whole space.
this year its "indie games" next its gremlingames or hobgobgames or shitgames.

and the moment an AAAAAAAAsshole sees it and wants it, we can just say: "actually this is crap." BAM! CRAPGAMES!

yeah, i wanna be clear that i don't think what i'm complaining about is the cause of the problem, it's a symptom. the thing i'm trying to get at is how isolating it feels that people who act like they want to help won't listen and don't get it. that the whole medium is having the goddamn life squeezed out of it and people act like it's normal!

well, i dont think this is the right medium for any in-depth discussion... so, i guess if you disagree with what i said, i'll just have to concede: i dont get your point

i hear you. you've cried out what i have long felt. but we must make art, regardless. make it just for you. there are people out there that love exactly the thing your heart yearns to make.

we are witnessing the death throes of an unsustainable for-profit industry. making things for us, for free, is rebellion. ✊

only thing I can think to mention is that while AAA dev is long dead in Australia, our indie dev scene is riding high with hits like Cult Of The Lamb, Untitled Goose Game and The Forgotten City in part because our government has been very willing to hand out art grants to indie devs. If only our film industry could match this quality...

in reply to @eniko's post:

plus, like. a lot of indie games don't need a million fucking dollars in funding. they need 250k, or 100k, or even 50k or less to finish. but they're not interested in that at all. that's not in their "throw big money at lots of things and some will become a smash hit and pay back orders of magnitude more" playbook

This is the one part of this I truly don’t understand. I believe it’s true! But I don’t get it. It sounds like there’s an easy niche for publishers here— you’re lending out less so you have less risk, right? Sure, you’re ROI is probably lower, but it’s probably also more consistent, and what if all your moonshots fail?

Is it just that marketing budgets are so bananas? Is there a perception that games that only need a little bit are riskier?

basically these things are funded by venture capitalists. they don't want reliable steady returns on investment. they want to throw a shit ton of money at 100 things, so that one becomes a runaway success. they're looking for unicorns, not solid pay days. that stuff is chump change to them. they want the next minecraft, the next terraria, the next stardew valley, the next disco elysium. anything short of that is a failure, and if a game is only asking for 50k, well, they've set themselves up for failure in their eyes

"plus, like. a lot of indie games don't need a million fucking dollars in funding. they need 250k, or 100k, or even 50k or less to finish."

i've been thinking about this for years, basically ever since Fig happened. Fig has since fully turned into a whole weird investment portfolio nightmare being bought out by a larger Looking For Unicorns kind of thing.

as far as i'm aware, there's no middle ground though. either it's fully a kickstarter situation, or full maximum profit portfolio with something like Fig/Republic, or a traditional publisher. there is nothing with a mission of like, modest sustainable growth with respectable terms because lol capitalism.

i'm at a point where i've got money i'd contribute to help game dev funding, but it's not Real Money such that i could single handedly fund anything, nor is it such an excess that i could just be a magical crowdfunding whale and zero-strings drop significant sums. but some kind of fund that was hoping for modest growth that wasn't offering shit terms. it could be a one-way trip even, i don't particularly care about cashing out shares for returns to retire or anything, i'd just want the money to do long-tail good, as much as possible. but honestly it probably isn't, because any such thing is inevitably going to be corrupted into whatever Fig has become. so unless i get independently wealthy (lol) to do direct terms there's really no way to realize this within my lifetime. anybody running such a thing would also have to not end up being nightmare people, who only greenlight the safest stuff from non-marginalized creators and whatnot, which just is increasingly unlikely.

so i do the more mundane thing, buy a lot of small-team/solo projects, do much more modest donations here and there, commission artists, try to pay creators directly, buy weird things from weird people; but it's incredibly hard to help with video games at the stage of helping getting the game made in any vaguely sustainable way.

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