JEMC said:
The entry fee is a really easy to fix problem by making it scalable: for your first game make it $100, for the second one make it $500 (after all, if you come back with another one it's because you've made money, right?) and for the rest, $1,500. That will make it affordable for those that are new, while preventing those that only launch garbage to abuse the system. About indie devs, I think the problem here is that there is an abuse of the term. I mean, it can't be that, and I'm going to use two successful games to make it fair, Stardew Valley and Hellblade: Senua's Sacrifice are both considered indie titles. It's not fair because only the first one is a "real" indie game, being the first game made by a small studio (1 guy) and without any help, while the second one has been made by a nearly 15 years old studio with who knows how many staff. And yet, because no publisher backed Hellblade and they did it by themselves, they're now an "indie" studio. Yeah, sure... And that difference is the reason why some can get media attention and afford to make some marketing, while others simply can't, having to rely on others (like some youtuber that likes their idea and talks about the game, for example) for help. And these are the ones that have a harder time with the Steam bloated system that we have now. |
That's because indie is meaningless term when it comes to size of developer, it only refers to them being independent of publisher.
I much prefer bedroom/garage developer moniker, like back in days, with small one/two men teams who were (primarily) coding for C64, ZX and similar computers.







