o t alone

GAX (Malaysia) - - SP INOFF - By Sharmine Ishak

Ear­lier last month, Hell­blade: Senua’s Sac­ri­fice was re­leased to rave re­views; the game racked an over­whelm­ingly pos­i­tive re­sponse from play­ers, and was highly rec­om­mended for its beau­ti­ful sto­ry­line. De­spite be­ing a triple-A ex­pe­ri­ence, Hell­blade is a com­pletely in­de­pen­dent ti­tle, self-funded by Eng­land-based stu­dio, Ninja The­ory.

De­vel­op­ing it was a big, mul­ti­mil­lion­dol­lar risk for the stu­dio, but one that meant Ninja The­ory held the reins for the them to de­sign Hell­blade on their own terms, com­pared with the ap­proach big­time pub­lish­ers would take to churn a bank­able prod­uct. The re­sult was a work of art that would sell over 100,000 copies

ex­per­i­men­tal, niche games, in­die de­vel­op­ers to­day are grow­ing and tak­ing more of the spot­light, as they make their way onto con­soles and PCs, en­dorsed by pub­lish­ers like Sony and Mi­crosoft, and fa­cil­i­tated through pro­grams like Steam Di­rect (pre­vi­ously known as Green­light). As the cost of triple-A re­leases from larger, more es­tab­lished pub­lish­ers sky­rocket, block­buster re­leases are be­ing pro­duced less fre­quently, re­sult­ing in a with their in­die ti­tles.

And it’s getting eas­ier to make a game in to­day’s world, thanks to ad­vanc­ing tech and the ready avail­abil­ity of soft­ware that can get these means done. What most self-pub­lished games may not match in vis­ual lus­ter and pol­ish of high-bud­get ti­tles, how­ever, they of­ten make up in game­play or style, which helps them dis­tin­guish them­selves from other en­tries in the mar­ket. Shoestring of mak­ing their games more in­ter­est­ing, en­gag­ing, and ap­peal­ing to the player, and the re­sults are en­tries that draw in­spi­ra­tion from other gam­ing suc­cesses, but break the tra­di­tional bound­aries that of­ten re­strict con­ven­tional game de­sign.

crowd­fund­ing solves, with de­vel­op­ers turn­ing to plat­forms like Kick­starter and Indiegogo for help. The ad­vent of back­ers, with their wal­lets at the ready across the globe, gives small en­ter­prises a place to demon­strate their ideas, con­cepts, and think­ing be­hind their work, se­cur­ing fund­ing be­fore they even be­gin. Gone are needs for bank loans and pub­lish­ers; the ti­tle in de­vel­op­ment is now a shared risk with the pub­lic at large.

It may seem that self-pub­lish­ing is the way to go, but pro­duc­ing and pub­lish­ing an in­die game suc­cess­fully is not as easy as it sounds. Not ev­ery­thing be­comes Hell­blade or Minecraft, the lat­ter of which is no doubt one of the gam­ing world’s big­gest, most pop­u­lar in­de­pen­dent re­leases. Af­ter all, the saleabil­ity of a ti­tle re­lies on sev­eral fac­tors.

back­grounds may help im­prove a game’s over­all look, feel, and sheen, it’s pitch­ing and getting it to the right peo­ple that drives aware­ness and sub­se­quently, sales. De­vel­op­ers also need to be mind­ful about the kind of ex­pe­ri­ence they’re giv­ing to play­ers, en­sur­ing that they strike a bal­ance be­tween mak­ing a state­ment and some­thing that’s playable, or risk cre­at­ing shov­el­ware that gamers are just go­ing to over­look.

All in all, in­die game de­vel­op­ment is not for ev­ery­body, and there are a build­ing, and mar­ket­ing their cre­ations to make it suc­cess­ful. It’s true when they say that any­one can make a game, but it’s hav­ing the right rea­son, panache, and drive to bring it all to­gether co­he­sively to de­liver a unique ex­pe­ri­ence that makes one stand out.

Newspapers in English

Newspapers from Malaysia

© PressReader. All rights reserved.