Where to start from? (Part 2)
In the previous part, that you can read here, we commented some aspecto to take into account when starting a project as a beginner developer or a little indie company. We commented things like the genre and the platform.
Now I want to talk, firstly, about technologies. A growing technology nowadays is multiplayer connections, rankings, social networks communication, etc. Notwithstanding we must consider some warnings: some want to run before learning how to walk. Beware what you can do and what you can't, and the cost of it. For example, don't even think of doing an mmo (multiplayer massive online game). Can sound pretty obvious, but you'll be surprised how many young inexpert developers try something like that.
Even if we want to make a phone game (for android perhaps), we desire to include many features, such as 2-players matches, or a chat, or ranking, etc. What we need to understand is that, the most simple network feature already needs a server. A server isn't cheap, not at all.
True, nowadays there are a lot of companies and software that support small software companies with that, holding the servers, hosting connections, etc. But it's still not cheap.
Don't even think of muliplayer unless;
(1) - The player is the host (so you don't need a server)
(2) - You find a very good offer that you can afford at long-term.
(3) - You have already some experiences, successful projects and backup (investors, revenure, assurance)
Other developers also want to use new technologies, like VR (Virtual Reality 3D Glasses). That's partially ok, but once again, considering some aspects:
· To work with something new is always a risk. Before start working with a new device, I highly recommend to experiment a bit with it, make tests, start making simpler projects, before making a big project official and start working with something you don't even understand.
· You must be aware that, by using that device, you're narrowing your target. Many players won't spend money to buy those devices, or won't like them. So, yeah, making a game with new technologies can be both a strategy to gain or lose players.
In conclusion: using new technologies can both be great or disastrous. Unlike the previous points we commented in part 1 of this article, it's not about being useful or harmful. Working with new technologies is always a risk. Precisely because of that, the result can be very good or very bad. Nevertheless, we must be aware of our capabilities, our resources, our time and our money and act wisely when taking decisions.
Next point is the context of our company, involving our crew, the time we've been working, our experience, our resources, etc. We've been talking about what kind of games are better or worse to start making games. But that's not all of what we must consider. The idea of our game can be very affected by our context.
Let me explain. Imagine you have a wonderful idea about a game, which is great for beginners. You just started your inde games company and you're making one of your first projects. Awesome. But now it turns out that for idea you need good drawing. For example, a visual novel with puzzles, characters, etc. But no one in your company is a wonderful cartoonist. Your company is formed just by programmers, a good modeler, a good musician... whatever. And even someone who can draw, but only one person and he's not precisely Leonardo da Vinci.
Then you made an awful choice. You can't just pick an idea because it's exciting, thrilling, wonderful, if you haven't the power to develop it. So start by choosing an idea accordly with your roles. If you're more programmers than artists, make a game based in mechanics or hire an artist.
Also, as I said before: your experience. Some start a company today and tomorrow they're planning on developing a very complex 3D game for pc with the best modeling and mechanics. Hey, hey, just stop there. You need experience, you need technique, you need resources, workers, revenure. You need a lot of things. So calm down.
We developers must accept at first to make... painful and simple games to survive and learn. It's the cylce of live.
Time is also an important matter. Either you compromise with a client or an investor, or you need to pay your bills and taxes. So you don't have unlimited time to make a game. That's something you need to consider significantly when starting a project.
Well, for now I think I said enough. The actual conclusion in these two articles is to have one's feet on the ground. Don't run too fast, consider everything and be wise in your choices.
