![]() Lets also minus weekends and mandatory holidays and say the game is worked on 260 days a year. ![]() not actually working on it) then we have 75 people over the course of three years lets say at nine hours a day. Factoring in drive train losses of (25% for project managers / managers etc. ![]() So new dev X comes in and says I want to make a game like, a quick search shows said game was made by 100 people over the course of three years. There's never any real modicum of thought put into it. in my opinion.Ĭlick to expand.It's not about being "likely", it's about possibility. I'm actually working on testing that.I'm working on a game that has mostly just different movement styles, but other than that is only exploration and collecting things, which requires good amount of content (and work) and I want to make it fun, even though the base game mechanic itself, doesn't seem very interesting. Not to mention that there are very good examples of very successfull indie games out there that don't have very "special" or fun game mechanics, but alot of interesting content. but if you want to do something that players have alot of fun with over longer period of time you "need" content. Of course you can make some platformers with "good" game mechanics or give tetris a new twist etc. I do agree with what you say though, specially considering that I'm seeing this trend with indie developers that everyone says to concentrate and focus on really good and fun gameplay mechanics and not so much on big content (because of being just an indie) but honestly, it doesn't work. I assume their point or fear is usually that someone who just starts out would be very unlikely to finish a larger scope game, due to more blockages due to experience (doesn't mean they can't be overcome, but with larger project there are just more of them) ![]()
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