Making vidya

Assuming that i make a goood vidya of course.
Is this profitable anymore?

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Not in the slightest

just make the next minecraft bud

>tulip mentality
No, i mean a vidya that's funny to play, not a popular shit

Yeah if it's good and accessible it will sell.

Just look at minecraft, my 5 year old brother plays that fucking game to death

>Assuming that i make a goood vidya of course
kek good luck

You mean making indie games? Not profitable in the slightest unless it blows up and you can get those sweet Patreon bucks. And it will not blow up because your idea is shit, the gameplay will be shit and your story is shit.

You're fucking retarded. Of course it's profitable to make a video game, but that video game has to be popular for it to be profitable. What do you think you're going to make some gay ass flash game targeted at /biz and /biz alone and make it?

I know my shit, don't worry.
If i can reach the gamers audience, my game will be appreciated.
What i don't want is to compete in an hypersaturated market full of shit, begging for visibility.

>funny

Fuck off you uneducated rat

>What i don't want is to compete in an hypersaturated market full of shit, begging for visibility.
This is the most retarded thing I’ve read in some time. You want to make a video game in 2020, but you also don’t want to compete in a hyper saturated market?

Yes, you're a gamer, but i'm not an hipster, so trust me.
The difference is making a game vs chasing a popular game.

I know that the market will be probably saturated, but when it's over-saturated, and your only hope to make some difference is not in the content (assuming that it deserves), but in some shitty social-marketing strategy, then i don't know.

The only difference exists to retards. What you call chasing a popular game has spawned some well regarded not to mention profitable and popular games. Look at a game like Path of Exile, 100% spawned by "chasing" a great game after Diablo 3 failed to deliver a worthy Diablo 2 sequel. It's true for indies and AAA, look at Siege, clearly inspired heavily by Counter strike, massively popular and profitable. I can give you so many more examples.

Diablo 2 was an old game everyone loved, D3 was not good, so of course another game was needed.
What's not needed is chasing something that is popular and actually works.

If you make a good FPS you have a chance to get some audience.

It's not about making a popular genre, and of course i will make something that falls in a genre and maybe is similar to other games i don't even know.

Okay, another Diablo example to prove you wrong, Grim Dawn, completely unnecessary yet still profitable, popular and well regarded.

The point is it isn't about any 1 thing, it can be whatever your inspiration is. If you loved diablo 2 and hated diablo 3, chasing that great game that could have been could be your inspiration. If you think of some new element of a FPS or some other original concept to add, that can be your inspiration. Some crazy unheard of category of game no ones started could be your inspiration. You have to have an idea is the point, after that it's how well you execute.

Yes, of course, it's stupid to chase "the popolar game now", that's a very normie mindset.

That's to say you can't just wake up and say hurrr video games=profit so I'll make one, that's going to lead to a failure. You have to have an idea, something you're passionate about that you can visualize and believe people need to play.

If you're a real gamer you know that

You have to make something superniche and be "part of the community" so the guys involved in the making yogurt simulation community or whatever youll chose will buy your game instead of pirating it.
Nowadays you need to be niche and "a fren" so people will buy your product.

People thinking "now i'll make a vidya to profit" have probably played like 2 games in their entire life

I already disproved that with Siege, that isn't the case at all. It's practically a clone of CS with a twist, and was released while CS was popular as all fuck, the result? Massive popularity. You know why? Because someone had an idea of a game they knew people would love, and they executed to perfection.

And yet that's exactly what your OP comes off as. You don't have an idea of a game people need to play, you just want to make a profitable video game.

was released =/= they started working on it, you know that

...What?

My question is about the market, not about the VG idea.
If it's just saturated, that's ok.
If it's over-saturated, that's not ok.

>I already disproved that with Siege, that isn't the case at all. It's practically a clone of CS with a twist, and was released while CS was popular as all fuck
It was released at that time, but it was in the working probably a year before, or even more.

Brah...Counterstrike has been around for almost 20 years, largely unchanged beyond graphics updates, well before siege was ever conceived.

Depends on the game. Im an indie game designer and the game I put the least amount of effort into has sold the most, because people ended up having the most fun with it. It kind of sucks because I put so much more work into the other ones...but whatever.

If you want a fairly steady stream of money, try to put out 1 game every 3-4 months, and do that for a few years. After that you can take a bit longer to work on games. Working on a game for 2 years with no previous releases, and putting all your hopes into that one game, is a very dangerous game to play, and you WILL be crushed when it doesnt sell. Not saying it won't, but if you've been promoting it on your social media all the time, and it doesn't have thousands of likes after 6 months of showing it off all the time, then you should probably either consider changing it, wrapping it up and pushing it out, or throw in the towel and start another project.

AND FUCKING COUNTERSTRIKE ITSELF IS ENTIRELY RIPPED FROM HALF LIFE!! Again it doesn't matter what the inspiration behind the idea is, but the problem is, you don't have an idea. Don't waste your time until you do.

Even if you make a good game it does not mean it'll be profitable. I recall seeing this high quality 2D game a few months ago with barely any reviews on steam. Ironic that had I learned how to make video games several years sooner I'd likely have gotten rich even if it was low quality. However it doesn't mean you shouldn't make a video game. I myself am making a video game, whether or not it is financially successful I still want to make more. Then again that's probably cause I wanted to make one when I was a kid. If you're just in it for the profit, think carefully because you might be devoting a lot of time into it with the possibility of very little financial payoff.

t. Over a year since I started working on my video game.

You're referring to the original CS? Fuck, OF COURSE there are tons of similar games, it's not about chasing a popular one there, they're just getting inspiration from a masterpiece.
FPS genre is full of games that have subtle differencies, no problem with that.

Is it worth starting that kind of business, or it stays as a side income anyway?
The entire biz requires a team, expecially for the marketing part? Or is better to try to sell your prod to a publisher?

And yet siege is nearly an identical replica if cs 1.6 gameplay wise with better graphics, and yet massively popular. You keep talking in circles to avoid the fact that you're doing exactly what you already recognized was a bad idea which was looking to make a video game, not because you have an idea of a game you know people will love, but solely for profit. That's the answer to your question, can you make a profitable video game, sure, if you have the right idea and execute it to near perfection.

>Im an indie game designer and the game I put the least amount of effort into has sold the most, because people ended up having the most fun with it.
Get the feeling I've seen someone say this elsewhere before. Nonetheless I have multiple video game ideas and am afraid that a lower effort one may result in more sales than the one I'm currently working on assuming any of them ever even reach release.

I would still be an indie fag, not ubisoft.