Polish a rock vs a boulder

I have been looking through Steam Green light now for some time and have noticed one thing, I don’t like 95% of the games on there. It’s very sad when I look at a game a say “No, not interested” I feel like every time I hit that button that developer is slowly dying inside. As much as I feel bad, I feel even worse when I see some of the games people are making and worse they think they look good. My problem isn’t with the art or the audio or even the concept it’s just that a lot of the games look rushed. Even if they have been working on them for months they have not taken the time to make a good first impression on me.

I normally judge a game 10-20 seconds into the first trailer. If the first 10-20 seconds is filled with logos and nothing to do with the game, I normally get frustrated, skip the intro then get 30 seconds in to see some game play. Now that I am annoyed it doesn’t help when the next 30 seconds is filled with text or terrible voice overs. Indie studios aren’t going to win any fans with there self made audio reading skills. Then by minute one I finally see some game play, then…bam! Trailer over. A minute and a half video with 10-20 seconds of actual game play. While this is okay for big studios, it’s not for indie ones. No one is going to indie game for there amazing production value or their incredible special effect, we go to indie games for the game play…nothing else. Sorry to say it but it’s true.

Tip #1 - Make a video that shows the best parts of the game in under 30 seconds.

You might think that this is going to ruin the game, but if you show me the best parts of your game I am more willing to say that game looks good and approve it or maybe buy it. If you show me one good part a bunch of boring parts, why am I going to buy it at all? Don’t fill the video with clutter to try and make a two minute video. Make a 30 second video, that shows it all. If you can’t make a 30 second video that will get people to want to play then you might want to reconsider your game. Then once you have your quick 30 second video, then you can make your 2 minute long master piece. But you first need to bait the player in.

Tip #2 - Make your cover art look good.

I don’t care if your making a pong clone. Make that cover art pop. If your cover art is bad, your game is bad. Your cover art is like your cloths, it’s the first thing people see when they see your game. You don’t want to start off the relationship with them already disliking your game based on your ms paint drawing.

Tip #3 - Do internal testing before you ever release anything.

This one is one that I hate seeing. People put up forums or post and take about their game and put a playable demo of it online for everyone and their mother to play. While you think this is a good way to get feedback and a quick QA of the game it is the complete opposite. If you let people play your game before it’s to a testing part of the process your only hurting yourself. Before you do anything, let your friends play it or people close to you. Give it a soft opening rather than a mass opening. Then you can quick some kind feedback and then make some adjustments before you give it to the wolfs. Most of the time, people don’t play it anyways, and the ones that do either don’t leave feedback or say things that don’t help. It will only make people say Oh yeah that’s that game that was terrible.

Tip #4 - Prototype first, design second.

Most people and companies say they design the game then they make it. Well for most of us this sounds like the correct thing to do, but let’s face it, we all have limitations. Weather it be time, skill, funds or stress we all have something that will keep us from making these block buster games. Big studios can design a game first because they have the people required to make whatever they design come true(for the most part). We on the other hand don’t. That is why I feel it’s best to think of a quick idea, then prototype it. Once you have the core of game play mechanics done then design around your prototype. I like to work first think second, so this approach works best for me. It may not for you. You don’t want to design something that you can’t make or work well. Something that sounds good on paper may not play well once you have prototyped it. Then you have wasted all that time designing to only go back to square one.

Tip #5 - Show your faces.

When you make a video to promote your game, show yourself. If you don’t want to show yourself hire a model and show him talking. When I actually get to see the developers it makes you like them a little bit more and see that it is a person behind the game. One thing to do is just show a picture of the team or show you talking something that shows that people are behind making the game and that it’s not just a robot that put together games in a basement some where in Canada.

Tip #6 - Don’t limit yourselves.

Don’t limit yourself to one platform. If your making a PC game look into porting it to Mac/Linux. Same with mobile games don’t make just iOS but also android and windows phones. If you lock yourself into one platform your only hurting yourself. A trick you can do is release your game on PC, then wait a little awhile and then release the port to other platforms. This will help you create a buzz again when you release the ports. Look at Frozen Synapse that just came out on iOS. The game did great on PC then it came out with the iOS port and didn’t great there. Event though people played the same game on computer.

Tip #7 - Make a game with the people you have.

If you 3D models look bad and they don’t have good textures, ditch them or make a 2D game. If you are making a FPS and your models look bad no one is going to play it because there are 100 other FPS out there with better graphics and production value. Whatever your making the art has to stand out. Not mind blowing but it can’t look bad. If your thinking about making an FPS and don’t have a 3D modeler…just stop make a game where you have the required resources. Same if you don’t have a programmer. Don’t try and make something crazy if you have to learn the coding yourself because it will become a mess and will cause you to quit making your game.

That is all I can think of, any other tips feel free to post.

Bookmarked.
Good talk, nothing to add.

No they don’t? Just because it doesn’t have a huge AAA budget doesn’t mean it can’t look good. You can’t put yourself in the shoes of every person out there and assume because you feel like that they all do too. There are great looking indie games out there that have unique artistic styles that I find visually pleasing. To name one, Journey.

I could take a guess here and say you can make a great up to date version of Ricochet, with pretty GPU accelerated particle effects and awesome glows etc. This is totally doable with Unity and as an Indie. This might be something someone is willing to buy just because of the cool new effects that you can introduce into a playground like that.

I can hazard to guess what you’re about to hear is people saying “What are you telling us we don’t already know?” mixed in with some disagreements with some of the things you’ve said. This is all common sense or things I don’t agree with but don’t have time to respond to, others will have time. I generally agree though :).

Beats the open-world threads aha

This is the one that I recently came to the same conclusion on. I have background with A) programmng, B) composition, and C) 2D sprites, in that order of familiarity. I’ve done some 3D work, but there’s little way to compete with many of the veterans out there (e.g. everyone else on this thread it seems.) Thus, I stopped trying to do things I’m unfamiliar, and thus uncompetitive with, and started working with what I can do, and do well. So far, it’s been working out based on the feedback I’ve received.

Great list!

Generally good advice, and terribly sad that most of it is common sense. I have reservations with a few of the points, but overall I think most beginners would do well to follow these guidelines.

Yes it all is very common but go onto steam green light and it’s a mess. When I first heard of green light I was kind of happy, but once it hit about a month or so in the quality of games just dipped. Were back to filtering out the crap again. I just wish more people took the time and effort to actually put something on their that I don’t click off within the first 10 seconds of watching it because they have N64 graphics or the millionth zombie/fps/minecraft clones.

I was glad about greenlight, it got the initial games in that deserved to be in(which were the ones in the first month). But this is a problem that won’t go away. If they can’t present their game well I can’t see how their game would be any different.

I dont really know if it makes sense to port your mobile games to pc, in the comment section of greenlgitht you will get people complaining that its a mobile game. Mika mobile doesnt port any of there games to android anymore because no one buys them on that platform and its a waste of time and resources.

If you look at QUBE they didnt have 1 programmer, they used something like playmaker for UDK.

Have to agree that Greenlight is a friggin mess now,and it really doesnt work as it should. The only way ur gonna find the good games i to dig, and dig HARD! I found “Chasm” in there, looks really nice, but i had to skip around genres and makes my own queues and i almost gave up, i dont get it.

I dont think this post is harsh at all, i think its nice someone steps up and gives honest opinions about this, especially when u see ppl making games with “low quality” models and art…its not gonna work. Pick a genre u know u can do codewise, and that is also easier to make look good.

I know some 3d modeling and i have textured models in the past, but they fade compared to the REALLY good people, so i turned to my 2d games instead, where i can paint textures and focus on making those look nice, atleast i stand a chance.

I was thinking of using Greenlight Concept as a indicator, dunno how u guys feel about that? Im not sure i would ever put it on the actual voting system since ppl would probably never even see my game on there, and no one likes to skip through pages of bad cover art in order to maybe find one good game.