| Category | Economy cars |
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| Created | 2015-10-31 | ||||
| Owner | sandywang5230 | ||||
| Title | e no publisher would take the risk on an assumedly dead genre | ||||
| Description | Do you think the industry is fundamentally shifting to make medium sized Runescape games viable again? Over the course of this generation they seemed to fade away.CH: Digital distribution has created opportunities that never really existed before. Partly it's that there's finally room for products of different sizes at lower price points, which had never really been an option. But I think the bigger impact is just that it's easier than ever for people to make Runescape games. There's a lot more fearlessness and willingness to break from convention because indies haven't had it grilled into them what they can't do and shouldn't try. It leads to some failed experiments, of course, but also some staggering successes that could never have come from a stereotypical publisher.As an example, there was no way side scrollers not starring a Nintendo icon were ever going to make a comeback with the old business model, simply because no publisher would take the risk on an assumedly dead genre and most indies couldn't get enough shelf space to stand a chance. Even if you miraculously got something greenlit, consumers would probably choke on DarkScape Gold the standard retail price point and you'd end up with a case study in confirmation bias.Digital publishing opened the door for Terraria, Gunpoint, Rogue Legacy, and a dozen other amazing titles that couldn't have found an audience years ago. It's incredible.It's also daunting, of course, because there's so much competition and the quality just keeps improving. As I mentioned, the trick is doing something that will get you noticed in a head nodding or chin rubbing way and not a finger pointing or eye rolling way.LP: Parts of the industry have already shifted out of the big budget three to five year gamble. It is just too unsustainable to place that many big dollar bets. It was almost a requirement that you needed the infrastructure and budget of a large publisher to compete on the dominating consoles. On the other side, where smaller mobile and tablet Runescape games are being pumped out by one person or small group teams, it also seems to be troublesome in that your game and the risk you're taking could get lost with all of the others that have flooded the market. The pendulum swings from one side to the other but the best place seems to be, at least for the way we want to work, is more medium sized and we have to give thanks to platforms that are more open, like Steam for example, that provide that diversity of scale. It gives both the developer and consumer an opportunity to meet each other in the middle. Certainly there is the effort by the more heavily funded to create a game that sits on both sides of the spectrum we've all heard it: at home at night play the big console version while during your lunch hour play the light mobile version of the same game to keep the Runescape player locked in to your IP. Some consumers will love it but some will look for something that will change it up a bit, like a medium sized Runescape player experience that doesn't suck your life away or your wallet that you can find creatively engaging and unique. | ||||
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| Broken | No | ||||
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| Promotion level | None | ||||
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