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Shaping the Homebrew Community: Confessions of an Indiscriminate Buyer

May 30, 2017 at 12:09:17 PM
arch_8ngel (68)
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(Nathan ?) < Mario >
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Originally posted by: Bert
 
Originally posted by: arch_8ngel
 
Originally posted by: GradualGames
 
 
I mean, you can make more money working at McDonald's for crying out loud.

How much time do you think was spent on Russian Roulette, versus the kickstarter payoff?

I'm at a loss for names, but I think there are at least a couple other "novelty" titles like that, where it's a stretch to call it a game, but COMMERCIALLY they did ridiculously well.

​They're definitely making more than "working at McDonald's" on "games" like that...
 

While I would agree that was a novelty title, I wouldn't say it was undeserving of its success. It is difficult to be creative and come up with an idea that's not only new and exciting, but people actually want. Creative talent is just as, if not more valuable than knowing how to program well. And there are many projects out there (in the video game industry as a whole) that take a ton of effort to pull off, but the idea just doesn't catch on, vs a good idea with not so much effort on execution taking off. Minecraft is the first that comes to mind on the latter. Hell, it doesn't even have to be video games. How much time and work do you think goes into building those stupid fidget spinners? All you need is a good idea, that people want. Thats the hard part.
I'm not shitting on it as a novelty item for parties.

​I'm just pointing out that there is no way that it took as much time to make as the kinds of games Gradual is thinking of in his statement about programmers being compensated for their effort.



But to the part in bold... you are living in crazy land if you don't think that Minecraft took as much programming effort than pretty much ANY other game concept out there.

​When you have a sandbox game that lets you naturally build things like computers, from materials in-game, and those computers actually function (look up people building 8-bit computers from redstone in Minecraft), then you have put in a RIDICULOUS amount of effort to design the details of the outer game.

Minecraft spent less money on the ART and graphics, sure.

​But no way did they put in less effort in the actual programming and game design.

"'The hard part" of minecraft was not the "good idea", it was definitely the execution.



Ideas are a dime a dozen.  Execution is pretty much everything.

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May 30, 2017 at 12:23:44 PM
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(Barclay Barry Bert Bort) < Wiz's Mom >
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Originally posted by: arch_8ngel
 
Originally posted by: Bert
 
Originally posted by: arch_8ngel
 
Originally posted by: GradualGames
 
 
I mean, you can make more money working at McDonald's for crying out loud.

How much time do you think was spent on Russian Roulette, versus the kickstarter payoff?

I'm at a loss for names, but I think there are at least a couple other "novelty" titles like that, where it's a stretch to call it a game, but COMMERCIALLY they did ridiculously well.

​They're definitely making more than "working at McDonald's" on "games" like that...
 

While I would agree that was a novelty title, I wouldn't say it was undeserving of its success. It is difficult to be creative and come up with an idea that's not only new and exciting, but people actually want. Creative talent is just as, if not more valuable than knowing how to program well. And there are many projects out there (in the video game industry as a whole) that take a ton of effort to pull off, but the idea just doesn't catch on, vs a good idea with not so much effort on execution taking off. Minecraft is the first that comes to mind on the latter. Hell, it doesn't even have to be video games. How much time and work do you think goes into building those stupid fidget spinners? All you need is a good idea, that people want. Thats the hard part.
I'm not shitting on it as a novelty item for parties.

​I'm just pointing out that there is no way that it took as much time to make as the kinds of games Gradual is thinking of in his statement about programmers being compensated for their effort.



But to the part in bold... you are living in crazy land if you don't think that Minecraft took as much programming effort than pretty much ANY other game concept out there.

​When you have a sandbox game that lets you naturally build things like computers, from materials in-game, and those computers actually function (look up people building 8-bit computers from redstone in Minecraft), then you have put in a RIDICULOUS amount of effort to design the details of the outer game.

Minecraft spent less money on the ART and graphics, sure.

​But no way did they put in less effort in the actual programming and game design.

"'The hard part" of minecraft was not the "good idea", it was definitely the execution.



Ideas are a dime a dozen.  Execution is pretty much everything.

Have you seen the alpha builds for Minecraft? All of this extra stuff was added in after they made money and had the resources to refine it. But anyway, this isn't a discussion about Minecraft, so I'll leave it at that.

Yes, there are all kinds of ideas out there. But how many of them are good? How many of them will sell? For Russian Roulette, it was a simple idea, that looked like a lot of fun and people ate that up. Meanwhile, there are tons of other homebrews out there that the creators put a ton of effort into, and they don't see those kinds of sales. Why is that then?

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May 30, 2017 at 12:38:36 PM
arch_8ngel (68)
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Originally posted by: Bert
 

Ideas are a dime a dozen.  Execution is pretty much everything.

Yes, there are all kinds of ideas out there. But how many of them are good? How many of them will sell? For Russian Roulette, it was a simple idea, that looked like a lot of fun and people ate that up. Meanwhile, there are tons of other homebrews out there that the creators put a ton of effort into, and they don't see those kinds of sales. Why is that then?

Just because a homebrewer "put a ton of effort" into their project, it doesn't mean that effort was applied in a way that results in "good execution", irrespective of how good their concept and idea are.



​But I think we're talking about a couple of different phenomenon at once and trying to cram it into the same space.

There are "good ideas" as it pertains to game design and game mechanics.

There are "good ideas" as it pertains to novelty that will achieve commercial success.

​Those two things are potentially VERY different.



In the first case, I stand by my statement that execution is the hard part that separates success from failure.

​In the second case... when it comes to novelty-for-the-sake-of-novelty, it is a little bit fuzzier.

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May 30, 2017 at 2:02:09 PM
Mega Mario Man (63)
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Russian Roulette, in my eyes, was successful for 2 reasons.
1. Marketing. They advertised like crazy and made a very fun trailer. They really focused on the correct market, people that love party games and social events. This game will be popular at parties with adult beverages.
2. The Zapper is the #1 peripheral that the casual NES fan loves (from my experience). Outside of Mario games, Duck Hunt is the number 1 requested game whenever I post games for sale in my local Facebook group. I also can't hold Zappers very long and get asked a lot if I have any for sale. People want to show their kids Duck Hunt and share that memory with them. I think this is missed a lot in the gaming\collecting community as I really don't see people discussing either very often.

Just my observations, I could be wrong.

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Edited: 05/30/2017 at 02:06 PM by Mega Mario Man

May 30, 2017 at 2:04:30 PM
arch_8ngel (68)
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Originally posted by: Mega Mario Man

Russian Roulette, in my eyes, was successful for 2 reasons.
1. Marketing. They advertised like crazy and made a very fun trailer. They really focused on the correct market, people that love party games and social events. This game will be popular at parties with adult beverages.
2. The Zapper is the #1 peripheral that the casual NES fan loves (from my experience). Outside of Mario games, Duck Hunt is the number 1 requested game whenever I post games for sale in my local Facebook group. I also can't hold Zappers very long and get asked a lot if I have any for sale. People want to show their kids Duck Hunt and share that memory with them. I think this is missed a lot in the gaming\collecting community as really really don't see people discussing either very often.

Just my observations, I could be wrong.
I would definitely agree.

 

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May 30, 2017 at 2:38:58 PM
SoleGooseProductions (129)
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I would add that in the case of SRR the game was mostly done before any thought was given to economics. Indeed, the only reason the KS even existed was in order to justify a small production run, and it was motivated by the creator's friends and not himself. The success of it was as surprising to the creator as it was to the rest of us. So, when supporting a project as a buyer there are many questions to ask. Are you supporting a dream? Are you supporting execution? Are you supporting a bunch of different things all wrapped into one (you are, but are you conscious of it?). Then again, there are one or two other Russian Roulette games out there that have gotten zero monetary support or public awareness.

But again, avoid specifics please  . SRR is a positive example, which is nice, but there are less idealistic ones that I'd prefer to avoid.

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May 30, 2017 at 2:47:57 PM
SoleGooseProductions (129)
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Originally posted by: GradualGames

I decided to re-read your post this morning and I found this. I think this is what SGP wants to discuss. I don't believe I addressed these points in my earlier post, they probably got lost in the surrounding wall of text. Perhaps there's a psychological component to amount of text which makes something seem like a complaint, which clearly this was not.

...

I'm trying to imagine what would have happened if I could have never sold Nomolos on cart. My belief is I would have finished it anyway and distributed a free ROM. After all, I started before I was even aware this was possible. I had already begun working on hobby coding projects 3 evenings a week and had had a momentum, and already planned to take 5 years to create Nomolos regardless of the outcome. Powerpak, cartridges and finally sales have been incredibly fun icing on the cake. That icing on the cake did not influence how I made Owlia, except perhaps having felt "encouraged" to do so.

...
 

I read your email this morning and got to thinking before looking at your full post. Thanksfully you brought up the example that I focused on  .

;;;;;;;;;;;;
 
There were certainly several clauses in the OP that were written with you specifically in mind  . You represent an extreme pole in the community, and I am not quite sure there is anyone like you. That is a compliment by the way, but part of your position is that you began longer ago than most of us. You are unique, not in that you’d do this regardless of the money involved, but that you began at a time when the very idea of putting a game onto a cart was unknown (or mostly unknown). You made a game and then found out that a cart release was a possibility, whereas most of us have seen and been inspired by physical releases and had them firmly in mind. Would as many of us still have made games? Maybe. Is the release the goal? Not necessarily. Does being able to release a game on cart push many people to finish projects? I’d wager a hearty yes! I think that many people would have tinkered with projects and either not finished them or not polished them to the same degree.
 
Then again, we can draw parallels with ROM releases, though many of the facts have not been established. Questions like, have those increased or declined from the point in time when games could easily be put onto cart? When I say easily I mean by not using donors. The availability of hardware has had an unexplored affect on the community, and has shaped the face of the scene.
 
That “shape” can have many forms. Even in your case, would Nomolos have seen a physical release if the economics could not have supported it? Would the initial run have been smaller if interest had been less? Would it have been re-released as a regular edition? And would it have been redone/reprogrammed and re-released yet again without economic support?
 
Not all of these questions can be answered, since we do not know for certain (and cannot know) what the community would look like without that economic backing/interest. Although, it should be noted that games were being made for a decade as ROM-only affairs before The Garage Cart was released and carts got underway. Regardless, I do not think that folks would be building runs of a hundred all at once though if there was not any interest. I certainly do not think that games would be seeing re-releases to the same degree either. What we would likely see is either an on-demand system, or small releases among groups of friends. The shape and face of the community would be radically different, even in cases where there was no economic priority.
 
Does all of that affect the act of creation? I think to a degree yes, even for someone on the far end of the pole where the act of creation itself would exist apart from any reality of a physical release. The only people who I do not think that it would affect would be those who are intent on ROM-only releases, and who take measures to prohibit repro makers from selling their work (even a “free” game has an effect if it is being sold alongside others). I think that these folks are nearly non-existent at this point, due to things like the NESDEV competition. Many people who have been against the types of releases found here on NA have now joined by contributing to the competition’s physical releases.
 
All of that to say, I understand what you mean when you say that you would do this apart from economics, but those same economics have come to determine the shape in which your games are released. Even without LEs or re-releases, even a simple one-and-done release is affected by economics. Would that supposed run consist of five, ten, fifty, or a hundred? What mapper would it use if there were not new parts available, or it was not being made with a release in mind? Again, not all questions that can easily be answered since the community has progressed to its current state.
 
;;;;;;;;;;;;;;;;;;;
 
On the other end of that pole are those who make games solely for economic gain. Their releases are quite obviously shaped by economics, and they exist in the same milieu as those games that are released with them as only an afterthought. These are the face of the community as much as the opposite. Out of the 100+ games on my shelf, I’d guess that less than 10% would have seen a “release” without economic backing. I’d also guess that about 40% would not exist at all if someone had not had economics as the top priority, and that number excludes re-releases. In those cases the project only exists because someone was willing to pay for it, or someone thought that they could profit through a physical release. There are other, less-idealistic motives too, besides economics, but I would tend to lump these in with economic gain since they place something outside the act of creation as the primary motivating factor.
 
Both ends of the pole have their purposes, but as a buyer I find myself asking several questions before throwing down money these days. Is a game being made solely to make money? Is it being made solely for the act of creation? To what degree is it (always) a combination of both, and to which does it lean? Can an awesome game be made with economic gain as the first and foremost goal? Yes! Can a passion project end up being so-so or not my cup of tea? Sure thing. But it all comes back to, what do I want to support? Do I want to support someone realizing their dream, or do I want to support someone hoping to make a quick buck? Do I even care? I do of course, but there are many that do not, which is perfectly fine (and a reason for this thread, since how else will we know).
 
All questions to ask and things to consider for those that purchase games based off of more than just the gaming experience. Very few of us, I think, only have A+ titles in our collections. We buy games we like, but we also buy others of varying quality, either to collect or try out. Anybody who buys a limited version when a regular also exists tips us off to this fact, and this is a collecting website so that comes as no surprise. Same too with games that have also been released as ROMs. Why buy something on cart when the ROM is free? Some people like the feel of carts, but many of us also realize that our purchase supports an individual, and that support can help them monetarily or simply in terms of motivation and encouragement.
 
Many, many things to think about. Thanks for all of the thoughtful replies. The hobby and scene can and will go many directions, but conversations like this can also help steer it into safer or more dangerous harbors. Do we all need to think about these things? No. Can some of us have a decent conversation about them? Thankfully yes. Do our economic decisions as buyers affect things? For certain. The scene is going somewhere regardless, might as well take a look over the bow and see where we’re headed or where we might go, and if you don’t like it, push it where you want it to go with your support.

;;;;;;;;;;;;
 
Edit: WOW! These are some amazing replies! The entirety of this response was written without reading any of them, and now there is a ton more to think about. Never a bad thing!


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May 30, 2017 at 2:49:06 PM
GradualGames (39)
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How does one avoid specifics in order to get to the bottom of something? Examples need to be examined don't they? Maybe I still don't understand what you're looking for in this thread.

I don't think many buyers are going to ask those questions...they're just going to be like: "Huh..this game looks cool. So cool in fact I want to spend some time playing it. Here's 40$." Are you saying that buyers should be compelled to consider more factors than this?

*edit* I posted this before your above reply.

*edit* To be honest, I was uncomfortable with the direction the scene was going after the first Kickstarter was announced. The reason for being uncomfortable was primarily selfish: I like being in an obscure community where money and competition are not big factors. I've since adjusted to the new reality, and I actually appreciate that more enterprising individuals have arrived and inspired me to push myself...that's why I created GGVm and put Owlia on steam. So...I suppose you could say that the market growing and producing Kickstarters did have a big impact. I'm probably being naive if I say it hasn't had an impact. Sure it has. But mainly a "please keep making games" sort of impact, rather than actually influencing which games were made or why.

*edit* You make an interesting point about hardware choices being influenced by the market. This is probably true. I started Nomolos using MMC1 because why not, but then bunnyboy pointed out the most readily available, cheapest and simplest to use mapper was UnROM so I've been using that since. Then again, for my current title I'm using MMC3, despite warnings from cartridge makers that it is somewhat more expensive. I just flat out don't care. Even if I only sell 100 copies I just don't care, I want to make the game I want to make. 

*edit* I think there are a bunch of folks who did it primarily as a labor of love aren't there? I'd be a little surprised if glutock or toma made their games just because they saw they could make some $ on it. Or even Sivak for instance. Wildly successful homebrew, but I doubt his motivation was monetary to begin with. Or Roth. I don't think he does it for money. Or dougeff's VN2 game. He stated it was a labor of love, he didn't do it to make $. I mean if you want money, you get a job. You don't make NES homebrew games. Haha. Or do you?  Maybe I'm totally in the dark about how much money is possible to make with it or something.

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Creators of: Nomolos: Storming the CATsle, and The Legends of Owlia.


Edited: 05/30/2017 at 03:08 PM by GradualGames

May 30, 2017 at 2:57:53 PM
SoleGooseProductions (129)
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Originally posted by: GradualGames

How does one avoid specifics in order to get to the bottom of something? Examples need to be examined don't they? Maybe I still don't understand what you're looking for in this thread.

I don't think many buyers are going to ask those questions...they're just going to be like: "Huh..this game looks cool. So cool in fact I want to spend some time playing it. Here's 40$." Are you saying that buyers should be compelled to consider more factors than this?

I think that examples can easily come to mind and can be examined, I would just prefer not to do that here in order to keep the conversation decent. If we bring up Negative Example A then it quickly degrades into a bitter argument. That is what I would like to avoid.

As to whether or not people have to be compelled to think about these things, not at all. No one can force someone to think about them, but that is the joy of conversation. Many people do not think about these things, that is fine. This conversation is not for them, though they can surely have input. The point is that whether a person thinks about it or not, their purchase supports something, whatever that something may be. Why not discuss that fact?

And now I am going to not violate my own rule and over post, but instead go mull over some of these excellent replies and thoughts. Many angles that I have never considered, or ways of looking at things, which is always one of my goals. How else can one see things and consider new perspectives if questions are not asked  .



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May 30, 2017 at 3:09:03 PM
GradualGames (39)
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I get the feeling something bad happened with a couple of titles in the past, because I can't think of anything negative to bring up with respect to past homebrew releases. Maybe I was busy at the time and it came and went before I realized it was there. Haha. I edited my above post with more replies.

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Creators of: Nomolos: Storming the CATsle, and The Legends of Owlia.

May 30, 2017 at 3:23:47 PM
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Originally posted by: GradualGames

I mean if you want money, you get a job. You don't make NES homebrew games. Haha. Or do you?  Maybe I'm totally in the dark about how much money is possible to make with it or something.
I plan on retiring from the funds of my first game. You must be doing it wrong.  

 

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May 30, 2017 at 3:41:21 PM
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What i think would be a fun idea for a nes developer, come up with 5 awesome genres, then have a vote for which one should be made.

If you are wondering what people want out of a homebrew you now have a idea to ponder.

May 30, 2017 at 4:23:50 PM
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Originally posted by: Mega Mario Man
 
Originally posted by: GradualGames

I mean if you want money, you get a job. You don't make NES homebrew games. Haha. Or do you?  Maybe I'm totally in the dark about how much money is possible to make with it or something.
I plan on retiring from the funds of my first game. You must be doing it wrong.  
  Man, that would be cool. 

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Creators of: Nomolos: Storming the CATsle, and The Legends of Owlia.

May 30, 2017 at 4:26:23 PM
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Originally posted by: Mega Mario Man

Originally posted by: GradualGames

I mean if you want money, you get a job. You don't make NES homebrew games. Haha. Or do you?  Maybe I'm totally in the dark about how much money is possible to make with it or something.
I plan on retiring from the funds of my first game. You must be doing it wrong.  

 

Naaaa it's gonna be that second release that will really seal the deal  

May 30, 2017 at 4:27:57 PM
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Originally posted by: Jmason333

Bringing in some outside market experience which I believe is relevant to the conversation... This really isn't dissimilar to what happened in the early 2000's with the 3rd party tabletop roleplaying game market (where my experience hails from). Honestly, I think is potentially a good indicator of where things with the homebrew community will likely trend. Two things happened during this era of game development: TTRPG became surprisingly popular with the mainstream undercurrent, and print on demand (POD) services became more accessible to the general public. The result was a bust of creativity that eventually lead to market bloat with a "bajillion" splat books. Suddenly designers who had always been a part of the industry found themselves surrounded by a flood of do-it-yourselfer-proclaimed-pro-fly-by-night kind of folks, and many felt the need to churn out products as fast as possible to remain competitive. After the rush, when people got bored with all the quick-and-dirty splat books, the market shifted again and that era came crashing to an halt -- which for the most part was for the best. The end result was not a community in ruins, but rather a community that had gained several new fans; a new generation. The "rush" was actually one of the the market's natural ways of "sifting" through the chaff. Some of the brightest new designers and developers (now veterans) came out that crowd of new-comers. I think this is just kind of the way creative niche communities thrive; a combination of the ebb and flow of popular culture, new talent, and unexplored opportunities.

I thought this was a pretty cool insight. It does, in many ways, parallel a bit of what's going on in the Homebrew scene (though on a smaller scale).

May 30, 2017 at 4:36:58 PM
GradualGames (39)
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Originally posted by: neodolphino
 
Originally posted by: Jmason333

Bringing in some outside market experience which I believe is relevant to the conversation... This really isn't dissimilar to what happened in the early 2000's with the 3rd party tabletop roleplaying game market (where my experience hails from). Honestly, I think is potentially a good indicator of where things with the homebrew community will likely trend. Two things happened during this era of game development: TTRPG became surprisingly popular with the mainstream undercurrent, and print on demand (POD) services became more accessible to the general public. The result was a bust of creativity that eventually lead to market bloat with a "bajillion" splat books. Suddenly designers who had always been a part of the industry found themselves surrounded by a flood of do-it-yourselfer-proclaimed-pro-fly-by-night kind of folks, and many felt the need to churn out products as fast as possible to remain competitive. After the rush, when people got bored with all the quick-and-dirty splat books, the market shifted again and that era came crashing to an halt -- which for the most part was for the best. The end result was not a community in ruins, but rather a community that had gained several new fans; a new generation. The "rush" was actually one of the the market's natural ways of "sifting" through the chaff. Some of the brightest new designers and developers (now veterans) came out that crowd of new-comers. I think this is just kind of the way creative niche communities thrive; a combination of the ebb and flow of popular culture, new talent, and unexplored opportunities.

I thought this was a pretty cool insight. It does, in many ways, parallel a bit of what's going on in the Homebrew scene (though on a smaller scale).

With one key difference that it is dramatically more difficult to make NES games than to make, say, casual Android games. Making tabletop games, I'm sure is a challenging creative process but, the amount of effort involved likely is roughly the same all around (I don't really know what I'm talking about, but what I'm saying is there's nothing akin to a console which produces obstacles up front, is all I'm saying).

To get into NES homebrew, you probably have these reasons:
-You grew up with the system.
-You don't mind writing in assembly language.
-You don't mind working within extreme constraints.
-You don't mind it taking dramatically longer to build a game of similar style vs. modern systems where your schedule could be a fraction of what it will need to be on the NES
-You don't mind your market is already constrained by those who not only own physical hardware, but are still using it and willing to buy new or used cartridges for the system.

*edit* i.e. you have to really, really, really, really, really want to make a game for the system. You can't just "want to make a retro game." There's tons of way way easier technologies available to do that with these days. Younger people are going to go for the easier, far more readily available and accessible options. *edit* Though I'm sure the odd youngster will come along who's a smart kid and is fascinated by writing assembly code, AND likes retro games. There's just going to be fewer people coming along with a BURNING DESIRE IN THEIR HEART to make a game the hardest way possible. Haha

*edit* removed latter half of post because I felt I started blathering on instead of just responding to the above post.

-------------------------
Creators of: Nomolos: Storming the CATsle, and The Legends of Owlia.


Edited: 05/30/2017 at 04:59 PM by GradualGames

May 30, 2017 at 8:26:46 PM
GradualGames (39)
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(Derek Andrews) < El Ripper >
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Originally posted by: SoleGooseProductions
 


Does being able to release a game on cart push many people to finish projects? I’d wager a hearty yes! I think that many people would have tinkered with projects and either not finished them or not polished them to the same degree.
I have difficulty absorbing large forum posts, as I re-read this post and found this point and it jumped out at me. Haha.

That's a really good point. There's that knowledge that your game is going to be "out there." Not only is it going to be out there, but it will be hard (not impossible though these days with flashable carts) to fix bugs after the games go out. So there's probably a higher degree of urgency surrounding fixing all the bugs, polishing it up, etc. etc. Making a real product. I hadn't really considered this point.

I'm probably not giving the market that rose up around my hobby the credit it deserves for how it's pushed me as a game developer. It's pushed and encouraged me. I wouldn't say it had any affect on precisely how I designed my games though. Like, I never got a sense folks wanted this or that gameplay mechanic or this or that genre or whatever.

On the other hand, I'm finding myself very much enamoured of Pico-8 and it's community lately. I'm already working on two games and I have a growing list of ideas for more games to make for the system. The difference here is I have absolutely no intention of selling any of these games I make. In a very real sense this process/desire doesn't feel any different from homebrew (except in the knowledge it'll take dramatically less time to complete each project). My desire to fix bugs (and anally track each and every one in a document, I think Owlia has 400+ in the issue doc, lol...[which were fixed...lol...]) came from my workplace, which also pushes me. So I think I might have put the same care into my NES games regardless of the market.

Fun to think about though.

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Creators of: Nomolos: Storming the CATsle, and The Legends of Owlia.


Edited: 05/30/2017 at 08:30 PM by GradualGames

May 30, 2017 at 8:30:32 PM
KHAN Games (89)
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(Kevin Hanley) < Master Higgins >
Posts: 8126 - Joined: 06/21/2007
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Originally posted by: GradualGames

Like, I never got a sense folks wanted this or that gameplay mechanic or this or that genre or whatever.
 

Hint: they want platformers.  
 

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gauauu: look, we all paid $10K at some point in our lives for the privilege of hanging out with Kevin


May 30, 2017 at 8:31:31 PM
GradualGames (39)
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(Derek Andrews) < El Ripper >
Posts: 1128 - Joined: 10/09/2009
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Originally posted by: KHAN Games
 
Originally posted by: GradualGames

Like, I never got a sense folks wanted this or that gameplay mechanic or this or that genre or whatever.
 

Hint: they want platformers.  
 
What luck! That's what I'm currently making!  

 

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Creators of: Nomolos: Storming the CATsle, and The Legends of Owlia.

May 30, 2017 at 10:57:31 PM
user (6)

< El Ripper >
Posts: 1462 - Joined: 05/30/2014
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Originally posted by: Shiru

I don't get it, if you're targeting the thread to buyers, why you post this into a developers forum, and not letting developers to answer?

And honestly, I didn't even get the point, what it is exactly about.

I share your exact same doubts.


Originally posted by: GradualGames
I mean if you want money, you get a job. You don't make NES homebrew games. Haha. Or do you? Maybe I'm totally in the dark about how much money is possible to make with it or something.

English it is not my first language, so I do not know exactly if you prefer this to be labeled "job", "work", "business", "freelancer activity", "alice", "bob", "foo" or "bar"; and I don't know exactly if you prefer the label "homebrew" or "independent" being attached to it.

However, I definitely think that when a Transfer of Ownership Agreement, and/or an Independent Contractor Agreement, and/or similar documents, are involved, such game design activity should be defined something different from "hobby", or "labor of love", or "having fun".

The money involved is extremely little, agreed, and definitely not enough to match a full time job paycheck, sure; but this (its economic revenue level, and its economic viability) does not affects the nature of the activity itself.

This general consensus about the need to shape the community otherwise, is indeed useful information.

People will know better in future, if and when releasing further games, or approaching this brewery.

May 31, 2017 at 2:54:18 AM
user (6)

< El Ripper >
Posts: 1462 - Joined: 05/30/2014
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Originally posted by: GradualGames

My personal belief is, creators should make what they want, and anybody can buy what they want.

(cut...)

I'd also add, I don't think any conscious effort should be expended on shaping the homebrew community. It's just going to be what it's going to be, the market will be where it is going to be. Nobody can possibly predict or influence that (except by accident, by being who they are and offering what they have to offer). It's too niche and too tiny and life is too volatile to get a handle on something like that.

Exactly!

***

I will just add a little note, and spend up the 2 posts per 24h limit with that.

A new (to this brewery) friend is bringing in this discussion a parallel with pencil and paper RPG games (which I like to design, and bring something new and worth to buy in such niche is harder than design NES games). So, since everyone seems familiar with such niche, I will take advantage of D&D silly independent axises Legal/Chaotic and Good/Evil, and paraphrase them in such way:

Hobbyist Release / vs. / Commercial Release
Quality, Appealing, Polished Product / vs. / Poor Product

These "sliders" are independent. I mean, to make positive examples, both Owlia and Halloween '85 are quality, appealing, polished products, but while the development of Owlia was the dream of a man accomplished over several years, Halloween '85 was created hiring for few months one of the best programmers in the community.

Now, while there are tons of obvious reasons for a buyer to prefer a quality, appealing, polished product (or, more simply, what the buyer likes to buy) over a poor product; the need to shape such preference to the nature (purely hobbyist, or partially commercial minded) of the release really makes little sense: the fact that a game was designed by an idealist dreamer (extreme example!), or a greedy businessman (opposite extreme example!), or whatever there is in between, should make little or no difference to the intrinsic value a buyer gives to such game:
Originally posted by: GradualGames
(cut...) anybody can buy what they want.(cut...)
And anybody should do so.

May 31, 2017 at 7:16:14 AM
KHAN Games (89)
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(Kevin Hanley) < Master Higgins >
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Originally posted by: user

Now, while there are tons of obvious reasons for a buyer to prefer a quality, appealing, polished product (or, more simply, what the buyer likes to buy) over a poor product; the need to shape such preference to the nature (purely hobbyist, or partially commercial minded) of the release really makes little sense: the fact that a game was designed by an idealist dreamer (extreme example!), or a greedy businessman (opposite extreme example!), or whatever there is in between, should make little or no difference to the intrinsic value a buyer gives to such game:

If I had enough money for one game, and my choices were a super polished game from a greedy businessman or a slightly less polished game from an idealist dreamer, I would buy from the person following his dreams 10 out of 10 times. But to each his own.
 

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gauauu: look, we all paid $10K at some point in our lives for the privilege of hanging out with Kevin


May 31, 2017 at 7:35:45 AM
user (6)

< El Ripper >
Posts: 1462 - Joined: 05/30/2014
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Originally posted by: KHAN Games

Originally posted by: user

Now, while there are tons of obvious reasons for a buyer to prefer a quality, appealing, polished product (or, more simply, what the buyer likes to buy) over a poor product; the need to shape such preference to the nature (purely hobbyist, or partially commercial minded) of the release really makes little sense: the fact that a game was designed by an idealist dreamer (extreme example!), or a greedy businessman (opposite extreme example!), or whatever there is in between, should make little or no difference to the intrinsic value a buyer gives to such game:

If I had enough money for one game, and my choices were a super polished game from a greedy businessman or a slightly less polished game from an idealist dreamer, I would buy from the person following his dreams 10 out of 10 times. But to each his own.


 

May 31, 2017 at 9:11:54 AM
zi (73)
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(Tom Rag) < King Solomon >
Posts: 3105 - Joined: 06/02/2008
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(I didn't read any replies)

I do this because it's cool. My brother and I had our stereo hooked up to our NES and would record songs on cassette. The best ones were the end music because you only heard it once, and songs from rented or borrowed games from friends. Then Vegavox came out and I realized I could fulfill my childhood dream of making video game music in a medium that made me happy!

as a "producer" (and that's in the loosest terms, as I do music/graphics but others do the compiling and chip burning) I do hope to make money, but it's mostly to sustain my collection and be able to buy the homebrews I didn't work on (or, in my current situation, be able to build out my basement office (new home) to fit my collection and have a man cave). I am very proud to be a part of the community, to contribute (and elevate) the quality of indy (fine- homebrew) games, and only hope my own gaming distractions don't overwhelm me and kill my creativity.

As a consumer, I look for polished games and the 5 elements that make a game interesting:
graphics
gameplay
music
story
originality (or surprise - something unexpected that makes sense in the context of the game)

externally, I like it when the game is polished- a good looking label, manual, box.

I come from a film/television writing/producing background so I see storytelling in all mediums, because that's what keeps you engaged. Competition (pvp) is right up there, but that means yr happiness depends on other people and can go sideways real quick.

I think we intrinsically created homebrews that mirrored a licensed NES release because that's our collective expectations from reviewing 768 titles for almost three decades. The NES library, licensed and un, is pretty expansive and with more entries the more focused the genre becomes (both in overall quality and specific expectations for each gaming genre like side scrolling action, rpg, etc.).

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I AM ZI, CHIPTUNE ARTIST FOR THE NINTENDO ENTERTAINMENT SYSTEM, COMPOSER OF BOTH BLEEPS AND BOPS, VIRTUOSO OF INSTRUMENT FABRICATION, MERCENARY OF THE RETRO MUSICAL SOUNDSCAPE! THE SEGA DEVELOPMENT GUYS KNOW ME AS KNUCKLES SPRINGSTEIN, THE LONG ISLANG GEEK SQUAD KNOW ME AS ABE ECKSTEIN'S BOY, AND I AM KNOWN IN CANADA AS THAT KEENER WHO ALWAYS GETS THE NUMBER TWO BREAKFAST COMBO AT TIMMIES... and there are other secret names you do not know of yet.

May 31, 2017 at 9:22:43 AM
Fleck586 (155)
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(Jason Fleck) < Lolo Lord >
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I can speak purely from a buyer's perspective here, as I have not the time or (frankly) the talent to build my own games and join the developer side. I think it is amazing what you guys are doing with your games. All of you developers are doing some really cool things. Sure, there are some less polished games out there, but the fact that there are new games coming out for a 30 year old gaming system is just awesome. I find myself searching for lesser known examples of homebrews on the web as much as I lurk in The Brewery here on NA. I try to support every one of them that I can find, whether that's a cart only copy, a CIB, or some sort of special or limited edition. I will say, though, that for a while there the LEs were well out of my price range. I really like the idea of extras, but it isn't a deal breaker for me. I would say also that I prefer CIB, but I will also buy cart only. I have shelves of both and display them proudly.

I have a fairly large collection. Counting homebrews and others as well as commercially released games, I am well over 3,100 games now and climbing. I'm not trying to brag, but rather paint a mental picture for what happens when people see my collection. The initial reaction is always one of awe when they walk in the room. Then, the person finds their favorite console from their childhood and begins telling me stories of how they used to play XX game for hours when they were kids. Then they see the full licensed NES set (PAL Stadium Events, though), if that wasn't already the console of their youth, and ask about that and just sit and stare. That is when I tell people about how there are still developers out there making new games for this old system, and how much work it seems to be to make these games and how many of them there are (I think I am almost to 100 actual physical homebrew games). 90% of the time those are the games that we end up playing together. Not their favorite game from when they were a kid that they just told me stories about. No. They almost always want to experience something new on an old system.

I felt the exact same way the first time I played 8 bit Xmas 2013, which was my official first Homebrew game. The experience of mixing something new with something old is hard to capture in any other form. That nostalgic feeling we all get when we blow into the bottom of a cartridge is still there, though it is a totally new experience with a totally new game. And, that is why I continue to support the community. I buy what I can, when I can. And I love seeing all these new games being made. Please, from this buyer to all of you developers, keep doing what you do. You will all continue to get my support.

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"I'm sorry Bruce.  These boys get that syrup in 'em and they get all antsy in their pantsies."