Are great games being ignored? An investigation

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Nick Caston

Nick Caston

2 жыл бұрын

Do great games sell themselves? Let's take a look at some of the highest rated games on Steam and see if we can find any hidden gems. What can we learn from them?
Puzzle - Music Pack by EvilMind www.gamedevmarket.net/asset/p...
#gamedevelopment #videogames #indiegame #steam #marketing

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@Lantalia
@Lantalia 2 жыл бұрын
Niche games tend to be much more highly rated because those of us that know we aren't going to like them ignore them automatically. The rating is much more an indication of how accurate the games impression is to it's quality within its niche
@NickCastonNZ
@NickCastonNZ 2 жыл бұрын
Well put!
@ezraho8449
@ezraho8449 2 жыл бұрын
That is probably also the same reason the anime games are highly rated but low income. It’s a small community that is super focused and dedicated.
@MINIMAN10000
@MINIMAN10000 2 жыл бұрын
@@ezraho8449 I was 5 seconds into the video when I was like "I really hope we ignore niche's where you obviously love what exists but will filter out anyone who isn't the target audience like visual novels" Yep. Fortunately he did. Was so glad he was brutally honest because it pretty much mirrored my thoughts on things as well. You can tell when things are off when you come from an outside perspective. Also the final conclusion that taking into consideration community and shareability of a game I feel was both blatantly obvious as I'm constantly pulling up twitch streams and reddit pages to see content. But I had no real way of grounding this sort of thought in reality. It's one thing to think it, but it's another to be able to compare similar games with different outcomes, Statistics.
@fridsrikenileri1268
@fridsrikenileri1268 2 жыл бұрын
Yeah. And also higher probability to get dragged into "mainstream AAA" games by friends. And they don't wanna do the same with the niche games.
@RhizometricReality
@RhizometricReality 2 жыл бұрын
Gotta recommend Neon Tail
@BrettTaylor1
@BrettTaylor1 2 жыл бұрын
Brett here! When I was making Linelight, I would often worry, "Why would anyone play this it's just a bunch of lines". There is a lot of love and heart in Linelight, way more than I expected when I started it, and I've gotta acknowledge I'm blessed to see it's received so warmly with audiences. My big takeaway here is a reminder of THE POWER OF THEMING. As is, Linelight presents great to the niche of minimalist puzzle game enthusiasts. Looking at Mini Metro, I think "I want to build a subway!" Linelight might be more like, "I have no frame of reference, let me read more up on it!" If I'd made it train-themed (or electricity, or anything really), it would 100% have captured a bigger audience. My pitch at conferences used to be a campy, "What do you think about LINES? here's a controller". Contrast that to a "What do you think about TRAINS? here's a controller". Themes are catchy, man. And it's a tough one as an artist, 'cause I think the lack of theme is what's made it so emotionally affecting for many folks, you kind of project yourself on the characters (there's a story that unfolds throughout the entire game.... it's easy to experience but difficult to describe). Most of the game is puzzles, though, and I don't think a theme would have been a detriment to them. So, without unpacking all the marketing/conferences/hustling/store-featuring, my current best hypothesis is this: In terms of sales for an abstract game like Linelight, a little theming can go a looong way. Thank you for this video, Nick! Very well researched, and very well assembled! Also, thank you for all your kind words about the game. I don't always know how to go about it, but I do know I'm here to bring y'all smiles and love and warmth. I'm gonna keep trying my best and learning as much as I can along the way!
@Myrvold
@Myrvold 2 жыл бұрын
What I'd be curious to know is if this video have brought any noticeable uptick in sales.
@BrettTaylor1
@BrettTaylor1 2 жыл бұрын
​@@Myrvold I wondered that right away too. 😅 Not much direct Steam sales impact, had a lil' 3-day bump of a few dozen extra purchases. So, nothing out of the ordinary. I mean, I'm always happy when new people get to experience the game. Go buy Linelight! Let's overtake Mini Metro and Nick will have to make another video about the impact of KZfaq comments!
@Myrvold
@Myrvold 2 жыл бұрын
@@BrettTaylor1 Interesting. Not that I expected thousands and thousands of new sales, but I actually thought it would be a bit more than it was. Thanks for answering! :)
@al.bay24
@al.bay24 Жыл бұрын
​@@BrettTaylor1 This is probably the reason for Hook doing so well compared to Linelight.
@NickCastonNZ
@NickCastonNZ Жыл бұрын
Hey Brett! Thanks so much for sharing these insights! It's cool to hear the behind-the-scenes a bit. I find the point about players being able to project themselves onto the abstract visuals particularly interesting, reminds me of what people say about pixel art compared with high fidelity art - people can fill in the blanks much more liberally. Thanks for making Linelight! I look forward to seeing whatever you make next.
@PaulRoneClarke
@PaulRoneClarke 2 жыл бұрын
I should also add that I was a marketer for a publisher on Steam for several years (Degica was the publisher) and there isn't really a firm correlation between reviews and sales. The error bars for making any predictions are enormous. Think in terms of 1000's of percent error margins. For example we sold one cheap and easy game "Goats on a Bridge" that (at time of writing) had 47 reviews (overall positive) and sold less than 500 copies. A review rate of almost 10%. The game now has a new publisher I might add. We also sold RPG Maker MV which has around 5,100 reviews and has sold 1.6 million copies. A review rate of 0.3% roughly. Even lower A Train 9 V4 (also now with a new publisher) has 94 reviews and sold 22,714 copies at the point Degica stopped supporting it in very 2016 ( I know this one exactly) 0.041% review rate. The error bars for assuming sales based on reviews are enormous. Unfortunately that means that any assumptions made based on a sales to reviews ratio are pretty meaningless . Games that provoke an emotion, exceed or fail to live up to expectation. Have hype or even reward reviews (which many do) have a hugely higher chance of getting a review than those that don't Many many multiples higher. The other things that "dad's" who play hex based strategy games don't do? Is leave reviews on Steam. They watched a video from a sober, mature KZfaqr (maybe) went on a forum. Watched/read some AARs, bought a Steam key. and played what to them was already a known quantity before they even bought the game. That's what over 50's do. Emotionally they already knew more or less exactly what they were buying. How it played and their expectations are very rarely under or over achieved. Some of the games you assume have low sales I expect have many more than you think. Decisive Campaigns sold more than 12,000 copies on Steam - and is also available on other platforms where, although not as popular in "pop culture" as Steam, are much preferred by strategy gamers for not having any DRM. I don;t know how many copies it sold on those other platforms, but I know if you visit the games forums almost everyone there studiously avoided buying the Steam version of the game to avoid the need for always on DRM.
@PHeMoX
@PHeMoX 2 жыл бұрын
Yeah exactly. And it gets worse whenever a game gets boosted to insane sale numbers by online streamers on KZfaq or Twitch. More eyes on a game, generally does equate to higher sales. It does _not_ mean those games are therefore that much better at all. Plenty of the meme games are complete trash. And yes, this includes very overrated games boosted by streamers/YT game critics like Undertale. It would actually make more sense to investigate what are objectively mediocre or even bad games and figure out why they sold high numbers anyway. In some cases the answer isn't much more difficult than 'soccer moms bought the game for their kid for christmas' after seeing its ad on TV and their kids not leaving them alone about it, think Call of Duty, Fifa 22 etc.. Or what to think of the many nostalgia boner remakes that sold on nothing but an old fan base that is reminded of the 90s / 00s when the game originally got released and newer players being encouraged to buy because of this hype / visibility. WoW Classic, but also Tony Hawk Pro Skater 1+2 comes to mind here. A game combo that is in no way spectacular whatsoever. And judging by how the Tony Hawk Pro Skater 3+4 got cancelled, it probably underperformed in expected sales, lol. Well, what did they expect for games that do not hold up anymore in today's world of video gaming? It's not worth the $30 and remember it launched for $55 or so. And even then it'll still have sales because of people who want new Tony Hawk Pro Skater games to be made and naively think it would help by supporting these remakes. It doesn't work like that. Unless people have been asleep, it is well known the demand for good skateboarding games has been as high as never before. It's why Skate 4 is being made. It's why Session exists, as does SkaterXL, but also the Olli Olli games. People _do_ want more skateboarding games. But they have to be good.
@borazan
@borazan 2 жыл бұрын
Your first example is flawed, since you're comparing apples to oranges. A game that has sold less than 500 copies vs a sequel to an already established and well known game engine
@elLooto
@elLooto 2 жыл бұрын
@@borazan comparing 47 reviews and 500 sales with 94 reviews and 22000 sales seems quite reasonable to me when making the point that reviews =/= sales. Much more important is that the vid makes no pareto analysis while trying to understand revenue distributions.
@PaulRoneClarke
@PaulRoneClarke 2 жыл бұрын
Well, I would disagree sort of. Low sample size doesn't mean flawed. It means less reliable. It's an example of the vast number of factors that influence whether a game receives 0.003% sales to review ratio or 9% sales to review ratio. There are plenty of other examples in my experience working with the back end of Steam as a develop I could give you. Degica published a number of bullet hell arcade conversions about 7 years ago as well. Eschatos and Exzeal being 2 examples that both sold over 10,000 copies. Eschatos (12,881) getting 162 reviews. Exzeal (11,002) getting 15 reviews. A ratio difference of about 1000% from very similar games from the same publisher released within a year of each other. The overarching point being that one of two conclusions can be drawn. Either; a) There is no possible way to extrapolate sales numbers from reviews numbers. Or b) There is a way but it is complex and takes many factors into account and miscalculating on any of those factors can leave error margins that make any conclusions drawn rather meaningless.
@chuckwood3426
@chuckwood3426 2 жыл бұрын
Yea, this! Also we cant tell if different genres have different propensities of being reviewed. Like, will people really write public review of an erotic anime game when their friends will also get that review in their activity flow? Also I think good but "harmless" games will get few reviews because while a lot of people kind of enjoys them, they are not something that you talk with your friends about on breaks at work. And thus you probably will not review them either. Divisive games on the other hand will get more reviews.
@PaulRoneClarke
@PaulRoneClarke 2 жыл бұрын
A lot of the strategy games you showed as “dad games”, in fact possibly all of them, had been released on other platforms first. Sometimes years before. Matrix Games, Paradox (which had its own store front for years) and Slitherine (which sells or at least used to sell both direct and on Matrix) There are some really niche games that came over from platforms like Desura after years and years selling there. More still sell across different platforms like IOS etc. The port to Steam in some cases is a relatively simple job and just to get some extra easy cash that would otherwise be left on the table.
@casedistorted
@casedistorted 2 жыл бұрын
Wtf is Matrix? And these are def games my dad would’ve played but he does use Steam and he doesn’t own any of them, probably because they’re not well known. He used to love those kinds of games when I was a kid though. He needs simpler games as he gets older sadly.
@justinlangley8972
@justinlangley8972 2 жыл бұрын
Paradox Interactive does not belong in the "dad games" genre, but most of their games are definitely some kind of niche. On the other hand, they're a publisher, not a studio, they're pretty diverse in the strategy game genre, and they make a ton of bank. I think a ton of people could find at least one of their games enjoyable. I'm sure this video is talking more along the lines of individual studios why some games don't perform because the publisher tends to have little to do with core game mechanics.
@magnets1000
@magnets1000 2 жыл бұрын
Look at games published on Steam by year. 2013 early access for mini metro. 2017 release for limelight meant there were 10x as many games released that same year.
@angelo.strand
@angelo.strand 2 жыл бұрын
Yeah it’s getting more competitive
@Megalomaniakaal
@Megalomaniakaal 2 жыл бұрын
That too, definitely. But I feel like the answer he landed on here is also relevant and correct. It's both of those.
@V2ULTRAKill
@V2ULTRAKill 2 жыл бұрын
@@Megalomaniakaal theres also the fact a lot of great independent titles fall under a niche that isnt as readily profitable as your main genre staples
@gamerinatrance3618
@gamerinatrance3618 2 жыл бұрын
This is true. Its frankly a lost cause for most indie devs because their games are barely even getting seen by the tiny minority of players that even care to begin with.
@TosadoGardosen
@TosadoGardosen 2 жыл бұрын
Part of the reason for that, and something that wasn't brought up in this video, Steam Greenlight was on the way out in early 2017, and was replaced by Q3 2017. Steam Greenlight nearly assured every indie game that made it through at least moderate success due to the voting involved.
@LizardOfOz
@LizardOfOz 2 жыл бұрын
18:46 "Sharing how you've solved the puzzle kinda ruins it for everyone else." This applies tenfold to streams and let's plays: watching someone play Mini-Metro or Shapez makes you want to try the game yourself, while watching someone play a linear experience means you've already seen everything the game has to offer, even if through a proxy. Now the potential customer has to either stop watching, or come back a year later once you've forgot how the puzzles are solved, but how many people would do that? One extra problem with linear puzzles is that people watch streamers to turn their brains off. It's more comfy to just keep watching, rather than close the stream and go play yourself.
@andrewshandle
@andrewshandle 2 жыл бұрын
This is what really killed the game That Dragon, Cancer. By all accounts a great game, but it's a short, linear story driven game and people just watched streamers play it on twitch and got about 90% of the value out of it. There was no reason to go and buy it after that, and it ended up selling just 14,000 copies and lost money.
@mdd4296
@mdd4296 2 жыл бұрын
@@andrewshandle I'm not so sure about that. There are quite a number of indie horror game that still make a profit for their developers despite being totally linear and even janky in a bad way. Maybe less people go look for a game with heavy subject matter like Cancer.
@exoplaneeet9499
@exoplaneeet9499 2 жыл бұрын
imo this is why watching a speedrun is the best way to experience a game you plan on playing yourself-- the runner does things so quickly theres no way you can tell what the hell is going on, much less remember, and even glitchless 100% runs tend to skip over a lot of things, especially in more optimized games
@doctorwhouse3881
@doctorwhouse3881 2 жыл бұрын
@@mdd4296 Horror has tons of fans with close to zero quality control.
@mdd4296
@mdd4296 2 жыл бұрын
@@doctorwhouse3881 I meant, that's kinda the point.
@fluffy6923
@fluffy6923 2 жыл бұрын
There is one problem with this analysis. There is no good definition for what is too niche and what isn't. Undertale, Vampire Survivors, Minecraft, Phasmophobia, Loop Hero looked like niche games and in many interviews authors of those games, believed that they are making a niche game. And yet...
@1ProAssassin
@1ProAssassin 2 жыл бұрын
I think the key is to look for things that are too niche in that they'll effect the data in ways that have to do more with its nicheness/special circumstances than anything easily comparable between games.
@ThahnG413
@ThahnG413 2 жыл бұрын
Well we can't predict what will be niche in the future, but we can look at what is niche now and in the past to take games away from the data, and a game being niche is simply a small market, so applying that logic we can reasonably get rid of games types that are currently niche
@Sl1mch1ckens
@Sl1mch1ckens 2 жыл бұрын
@@ThahnG413 curious then are we counting battlefield 2042 as niche since it had lower concurrent players than farm sim 22
@CanaldoVoid
@CanaldoVoid 2 жыл бұрын
Quite sure all of those examples have exploded specifically due to youtuber exposure, tons of them. I think vampire Survivors, the most recent, was started by splattercat? He even mentions the game was fun and reminded him of something he used to play and it was a shame nobody was buying it before he made his video.
@CanaldoVoid
@CanaldoVoid 2 жыл бұрын
Oh, and Vtubers too, specially Hololive, once they set their sights onto something it turns into gold, instantly.
@Malisteen
@Malisteen 2 жыл бұрын
'Inadvertently we created a game thst sells itself well' - I'm reminded of the success of Fez. Many people got annoyed that Fez sold better and got more recognition than games from other indie devs who they thought were more established, and imagined conspiracies of unfair backroom deals or whatever, but the real key to Fez's succes, beyond just the very high level of polish, was that the core mechanic that made it unique and interesting could be fully conveyed by a two second gif posted to twitter or facebook. You see that perspective turn once and you instantly get the idea. Much like with mini-metro's subway map you instantly understand the concept, where the line game just looks like a line. The idea doesn't really come across until you're actually playing it, which means it can only sell itself to people who have already purchased it.
@smokeyoak
@smokeyoak 2 жыл бұрын
I was a QA tester for a couple of years and I got to test Fez for the Xbox marketplace. It was my favorite game to test. I had all the game design documents and technical documents, it had a translation for the in game language. I went through the game and translated all of the dialogue and signage by hand and submitted a few bugs where the spelling or grammar was off. It was way more fun to test than this Temple Run clone they had me on before.
@itsaUSBline
@itsaUSBline 2 жыл бұрын
Shame about the dev acting like a baby because some people disagreed with him online and canceling the sequel.
@YeahCain2
@YeahCain2 2 жыл бұрын
Which is the very definition of a game Too many games are just cinematic movies which the player loosely interacts with One trailer of Any new game and boom i feel like i played it I'm sure what that's why that cat game did so well
@Malisteen
@Malisteen 2 жыл бұрын
@@itsaUSBline That's a really disingenuous framing of what happened. Phil Phish maybe wasn't the most politic guy, but there was an outright industry built up of publically harassing the guy. I couldn't have put up with that either. And the only option he had to escape it was to abandon his career and entire online life.
@snintendog
@snintendog 2 жыл бұрын
Uh about those back room deals... yeah they turned out to be true Phish was sued the frick over them and lost the case. Its why he went effing mental and said no fez 2.
@boensaw5175
@boensaw5175 2 жыл бұрын
hey i made the game you said looks like crap at 7:23 ! lol great video though, it mirrors a lot of the thought process and conclusions i've gone through myself. Good on you for gathering up data to support your conclusions. Overall steam is very egalitarian, moreso than any other storefront i'm aware of. You can't even pay money to get to the front page ala appstore and others, it's purely based on metrics. So because of this, marketing and making something that truly interests people matters a lot
@novh4ck
@novh4ck 2 жыл бұрын
He knows nothing. :P Your game's style looks awesome.
@NickCastonNZ
@NickCastonNZ 2 жыл бұрын
Oh gosh! This is my nightmare. I almost cut that part because it felt too unfair. But I kept it in for (attempted) comedic value and I figured my channel was small enough that you wouldn't see. I hope my random internet stranger words weren't too discouraging! Make whatever games you want and just ignore me
@fatfingersman
@fatfingersman 2 жыл бұрын
xd
@raquexx
@raquexx 2 жыл бұрын
which one did u make exactly
@boensaw5175
@boensaw5175 2 жыл бұрын
@@raquexx Fight Knight
@Avecit_
@Avecit_ 2 жыл бұрын
Great video! For me the differences in the success between the 2 are: - Genre: management vs puzzle - Player Fantasy: "Manage the subway system of a city" vs "Move a line"
@crimsonlightbinder
@crimsonlightbinder 2 жыл бұрын
👆 this!
@jeck0_0.
@jeck0_0. 2 жыл бұрын
yes exactly, MiniMetro makes it very intuitive what the goal of the game is, whereas linelight is more abstract, you don't know why you're moving that line around solving puzzles
@kelownatechkid
@kelownatechkid 2 жыл бұрын
Exactly. the goal is obvious and easy for any person to understand!
@AntiGravityC9
@AntiGravityC9 2 жыл бұрын
even if Limelight has better player retention and each player that tries it likes it more, it doesn't matter much if there isn't an obvious reason to even try/buy the game in the first place
@LanceWillMakeIt
@LanceWillMakeIt 2 жыл бұрын
So facts
@MrFalliorsGaming
@MrFalliorsGaming 2 жыл бұрын
I know a game that's underperforming that has Overwhelmingly Positive reviews that I have had a ton of fun on. It's called "The Coin Game". It contains many games you'd find at arcades such as claw machine's, coin pushers, ball drops, table hockey, key masters, pinball and even minigolf. Game was made by 1 developer so updates are slower to come out, but still really fun to play. I've played it on my channel a few times myself as well.
@hankman236
@hankman236 2 жыл бұрын
Funny to see you here. I've watched you play that game before. I haven't played it myself but it definitely looked pretty fun from your videos
@Xenji5
@Xenji5 2 жыл бұрын
What’s the game?
@MrFalliorsGaming
@MrFalliorsGaming 2 жыл бұрын
@@Xenji5 The Coin Game
@ashkesslet1149
@ashkesslet1149 2 жыл бұрын
Love that game
@Justin-ee1mv
@Justin-ee1mv Жыл бұрын
I don’t consider The coin game in the niche category, It has people playing especially when updates drop, Big streamers also check the game out every once in a while, So that has already bigger than most game coverage which is none for many
@Wourghk
@Wourghk 2 жыл бұрын
Re: Mini Metro vs Linelight. Though similar in appearance, the design philosophy is completely different between the two. Anyone who played OpenTTD / Transport Fever - or any transportation network management game - at least took a look at it if for no other reason than the subject implied by the name: "Metro". Most probably stuck with it since it's a casual non-linear take on the genre, which is novel. Former attempts at casual transport games by other developers were overt puzzle games with prescribed solutions, which the managerial audience strongly rejects because they're a group that thrives on discovering creative solutions for compounding simple problems. By stark contrast, Linelight is a puzzle game through and through. It unfortunately looks like an abstract, pretentious "game for the sake of game design" exercise, but yet has no underlying narrative like its predecessors (Flow and Thomas Was Alone). There's no story, it doesn't have a strong soundtrack, nor does it have a mascot or recognizable icon. It's flat, completely absent any appeal outside of its simplicity. In my opinion, it's amazing it performed as well as it did, and that may have been entirely due to marketing efforts.
@Valdyr_Hrafn
@Valdyr_Hrafn 2 жыл бұрын
as an artist I'll say this about linelight and minimetro. they might seem similar but artistically they are very different. yes they are both minimalistic, but linelight is abstract whereas mini metro is representational, it looks like a metro map, the human brain can imagine more because it recognizes the art.
@Avengerie
@Avengerie 2 жыл бұрын
I agree. It's too minimalist. It reminded me of a science video of light beam being shot through a water bottle at 1 million frames per second. I think it would do 10 times better if the playable object was a cute worm crawling through pipes or an ant trying to find a way out of an anthill. Especially since the puzzle/game mechanic part of the game was very good.
@0lionheart
@0lionheart 2 жыл бұрын
great way of putting it!
@BigAlsHouseofVoodoo
@BigAlsHouseofVoodoo 2 жыл бұрын
Metro has a more immediate 'charisma'. Which is something difficult to quantify.
@vintprox
@vintprox 2 жыл бұрын
For me it's just that creative underdogs don't get recognition and a lot of mainstream games try to sit on many chairs. Recently I only play submissions for fascinating game jams (GWJ, GMTK, etc.), because feedback cycle there feels REAL and you get opportunities for contribution from time to time. It's a win-win, whereas with mainstream games I just feel like losing braincells.
@chadnoneo9769
@chadnoneo9769 2 жыл бұрын
I believe that is preference of collaboration vs consumption. Sometimes I myself feel more collaborative and want to create and share it, sometimes I just want to sit back and consume something that has been created.
@atomictraveller
@atomictraveller 2 жыл бұрын
i've made games (win32) and stuff (mostly vst) for decades. modern attitudes about making games mystify me. i always did things by myself, never with a team. i used borland's fclt compiler which takes about a half second to compile a win32 app and has a 5 meg hard disk footprint. i could develop super quickly because of that half second. basically i tend to write non-OO code, C more than c++. it bothers me to crap how people make an OO function that takes several lines to implement when the actual command is a single line because they are trained to write OO code, totally obfuscating the process, which is why people can never do anything, because they live in spaghetti, instead of a simple, minimal, self conceived instruction set. i finally managed to afford a 64 bit windows system this year, i've been using xp. unfortunately it will be a while before i can afford enough hrd disk to install the retarded microsoft vs shit for direct x or their package for product development, gigs and gigs of it. waaaay beyond what fits on the 60g drive my lappy has. now i make stuff with ps4 dreams and i'm among many ignored in favour of retarded crap. as a matter of fact, the gamedev website issued a special page after they banned me (i've never read it) explaining the reason for banning me for posting how my super minimal system actually produced faster win exes than microsoft despite my os being limited to opengl 1.4. apparently, non-OO code is that offensive. but in short, the reason why entertainment is often sucky is because so many people are masons and it's their duty to milk you and keep you dull. it's doubtful any reader will believe it in this lifetime, but there you are.
@woobilicious.
@woobilicious. 2 жыл бұрын
@@atomictraveller what are you smoking bruv, 64bit windows and 60gb hdd in 2022?...are you in the third world? It's pretty simple really, art wins with games not the 0.5s saved with a c compiler choice. You can make GCC fast with the right flags anyway but unless you are working off existing code bases you're spending a lot of time reinventing a 3d engine and not doing what is important, like making an actual game, Godot with gdscript is extremely fast, no compilation needed.
@atomictraveller
@atomictraveller 2 жыл бұрын
@@woobilicious. tucson. no AC. limited income. bleed out my ass regular this time of year from overwork anyway. be dead soon. expanding my hard drive wouldn't be a high priority, but i only purchased this asus L210 six months ago and the OS has increased to a size where i'm going to have to soon apparently. the vst3 sdk (which we didn't address) spits out a half gig of shit every compile. if i were you, i'd reconsider defending total fucking bullshit to someone about to die from bleeding out their ass.
@ZX3000GT1
@ZX3000GT1 2 жыл бұрын
@@atomictraveller 60GB drive in 2022? Even 120GB SSDs are cheap nowadays. Unless you live on the most rural area in the most third world country in the world I think most people should be able to afford it. I know, because I live in third world country myself.
@Passwordddddd
@Passwordddddd 2 жыл бұрын
I think there's one problem to steam that makes this graph form in the way that it does. Rating a game is based on a 50/50 system, Positive or Negative. There's no star rating system/numerical system where they can be more specific as to how good or how bad a game is, which causes a lot of those smaller games to be a false positive for the 5%. Even though they are positively rated, they aren't 10/10 per se or 5% worthy (like what you said when you mentioned that they felt below 10%). Edit: I'm mentioning this as another point to add to the current points made in the video.
@astrah982
@astrah982 2 жыл бұрын
The same could be said of KZfaq. The 5 star rating system was far better than this thumbs up thumbs down stuff.
@super12rider
@super12rider 2 жыл бұрын
the negative/positive rating is based off how machine learning algorithms succeed. They are really good at handling binary yes/no variables in bulk to make correlations between different people and what similar people would like. Its not supposed to be user friendly but instead machine learning friendly. It works the same as youtube, netflix, facebook, (another manipulative company), etc.
@nimab4213
@nimab4213 2 жыл бұрын
binary rating system actually helps me to have cleare vision on what that rating number even meaning. I know if I would like game genre how likely I would like the game after purchase. 5 start rating maybe can help find good games ?!? but I prefer finding game by tags then look at ratings and review's. 5 star rating don't tell you what percentage of buyers liked what they got. and reviews can help you know exactly what people feel about it with more details than any rating system can achieve.
@Justin-ee1mv
@Justin-ee1mv Жыл бұрын
Well 10/10 are all based on how someone enjoys the game, Many people have perfect score for games that others would look past from, So for some games there are also variables on whether or not the game has been played by other creators to the fan in word of mouth and for some who finds the game naturally though steam or though other sources may just find the genre and game they are looking for even if for you it’s not the genre you play at all or have even seen
@jacobb5484
@jacobb5484 Жыл бұрын
I've played several you listed as good but not great, and most have some level of hidden depth that makes them special to those who invest the time into them while appearing generic at a glance. House: A horror game with a time loop that feels rewarding to go through. There are numerous interconnected puzzles and each time you restart the cycle you get closer to finding the true end. Aside from the frogs it's something that is a challenging puzzle yet feels achievable without a walkthrough. Wilmot's Warehouse: originally free through Humble Bundle, so that put a big damper on sales. While at it's core it's a simple organization puzzle, it is relaxing and satisfying with a very carefully designed difficulty curve, as you need to manage more items you are slowly unlocking upgrades and developing the skills needed to succeed. By the end you'll feel like a master. Spirits Abyss: An absolutely massive roguelike with tons of hidden content and unlockable including a card game minigame. If you like hunting for secrets and are looking for something like Spelunky you will enjoy this as well as Noita. Recused: A puzzle game that takes full advantage of it's core recursive mechanic. There's only a handful of basic rules, but you're naturally figuring out their nuances and intricacies creating insanely complicated puzzles by the end. It also came out 3 years before Baba is you which has similar puzzle logic.
@minichou
@minichou 2 жыл бұрын
I wish point and click adventure games got more love, they're definitely a golden apple in a basket of regular apples. I love the Blackwell series and Wadjet eye games continue to create amazing games. I do like how Telltale games paved the way for story decision based games to get popular, but there still needs to be more of a push. I know it was a joke but it still hurt a little, the statement- " games aren't books", I feel like that's the driving force for why these games are so shadowed in the gaming community.
@jjb273
@jjb273 2 жыл бұрын
amen man
@Justin-ee1mv
@Justin-ee1mv Жыл бұрын
No worries, Each genre will always have its fan base and people who enjoy niche games or intriguing genres and themes will usually seek out games that are within their genre of choice
@godkingofnerds1661
@godkingofnerds1661 2 жыл бұрын
Something interesting I noticed is that two of the 30 or so games on the spreadsheet of underperforming games shown were Horizon's Gate and Voidspire Tactics. These games were both developed by Rad Codex, a 1 person development team. It just sucks to see someone have not just 1 but 2 games underperforming in this way. As someone who has over 100 hours in Horizon's Gate I can say that it is definitely worth a try.
@James-dm8cx
@James-dm8cx 2 жыл бұрын
2d games that aren't already established ips will always underperform
@MFKR696
@MFKR696 2 жыл бұрын
They only "under-performed" because they didn't have millions of dollars to throw into marketing. It doesn't matter how good you are. If you can't market your wares competitively, you're not gonna get very far with it.
@TheGrinningSkull
@TheGrinningSkull 2 жыл бұрын
@@MFKR696 using the excuse of needing millions in marketing I feel is a cop out excuse. Marketing is about virality. No point spending millions of it only generates half that. I’d recommend reading the lean startup on this for making sure you have a good viral coefficient and how to go about creating virality in the consumer space.
@MFKR696
@MFKR696 2 жыл бұрын
@@TheGrinningSkull A bit naive, are we? lol
@paulscott88
@paulscott88 2 жыл бұрын
Horizon's Gate is amazing to play through.
@EvilParagon4
@EvilParagon4 2 жыл бұрын
Another factor for Mini Metro. It came out in 2014, the start of the indie boom. While casual relaxing games are avoided now, that wasn’t always the case. Thanks to minimalist games that came out of the indie boom of the mid 10s, people gained a resistance to those sorts of games popping up later. Mini Metro being earlier avoided that entirely.
@kavaop2121
@kavaop2121 2 жыл бұрын
mid 10s
@bobmcbobbington9220
@bobmcbobbington9220 2 жыл бұрын
Indie boom started in 2005ish
@puransu20
@puransu20 2 жыл бұрын
@@Eyeball-with-legs this is true. I only learned about Mini Metro after playing a shitton of Factorio/OTTD/Workers & Resources. there’s a huge playerbase (not even that niche of a group) who love train and rail management sims, myself included. Most of those who have played any game with trains will most likely have heard of Mini Metro, kinda like how Townscaper and Islanders are popular “casual” games for those hardcore city building players
@astrah982
@astrah982 2 жыл бұрын
This is exactly right. Timing, but also the store you release on AND these days the COUNTRY you release it in is a huge factor. In my opinion people should check which country their game resonates with, which culture, and market mainly to that region of the world as well.
@astrah982
@astrah982 2 жыл бұрын
There's a documentary about Brazillian indie game designers, and they said that 80% of their sales come outside of their own country. Also, Steam isn't the only store that exists. These are things to think about.
@probaskinnyman4960
@probaskinnyman4960 2 жыл бұрын
Idk why but this video feels amazing to watch simply because of the lack of background music and the constant commentary with beautiful simple edits.
@Aminekbcovers
@Aminekbcovers Жыл бұрын
I didn't really notice it before you mention it. But yeah it's actually a better watching experience. I feel KZfaq videos often became "over-edited" with non fitting sloppy license-free music. Am i making sense?
@probaskinnyman4960
@probaskinnyman4960 Жыл бұрын
@@Aminekbcovers yes my friend. I feel the same way hence my post. Glad to hear more agreed on my sentiment😅
@denami8993
@denami8993 2 жыл бұрын
I think it is also important to note that while Linelight is a puzzle game, Mini Metro is a 'problem solving game'. Game type must play into sales numbers, and Mini Metro's potentially unlimited play time is also another reason on why it has more players at any time (other than the obvious cause of it selling 10x more).
@astrah982
@astrah982 2 жыл бұрын
Also Timing: 2014 Market Saturation: Low on Steam Market Trends (for that particular time): iOS and 'sleek' small games were popular at the time.
@tourmi
@tourmi 2 жыл бұрын
This video was recommended to me by the youtube algorithm™, and damn. A really great breakdown! I hope youtube continues recommending smaller channels like this one in the future
@konomiyu
@konomiyu 2 жыл бұрын
Im a visual novel fan and i think that the vns are there because of 3 reasons 1. its a niche genre, it easy to look at a visual novel and just think thats its like all the other crappy hentai games on steam if you're not in the know how 2. steam is the wrong platform for vns, if you think about it vns are essential​ly just audiobooks with some visuals. i reckon that most user on steams arent here for audio books. 3. most vn players just pirate the games, since legal sale of translated vns are a relatively new thing and most players are used to playing fan translations
@Fujibayashi85
@Fujibayashi85 2 жыл бұрын
As a fellow VN enjoyer, I agree with all three. In no offense to generic people but that's how it was with anime until recently. VNs, especially in the US, are pretty much a niche of a niche.......of a niche. It's a very specific audience, especially with some of the wackier ones. It makes sense though when you think about it as well with stats. MOST people on Steam aren't gonna go "Huh, I'd sure like to read and look at images for 50+ hours now. Let's try this game!". Even in close to the same realm, they'd rather play Fire Emblem, Naruto or even something like Monster Hunter. That sort of audience is kind of hard to expand upon.
@Gnidel
@Gnidel 2 жыл бұрын
I find visual novels unplayable on PC. They work better for me on mobile, where I can lie in bed instead of sitting in chair.
@konomiyu
@konomiyu 2 жыл бұрын
@@Gnidel I play using a laptop that i can bring to bed
@jde12
@jde12 2 жыл бұрын
The other thing is there are *tons* of VNs compared to the audience that consumes them. I guess because the barrier to getting started on them is pretty low; it's largely about the writing.
@DDracee
@DDracee 2 жыл бұрын
yeah the steam reviews are super inaccurate for VNs and r18 games, you got stuff rated like 4/10 on vndb but "overwhelmingly positive" on steam lol, i think it's cuz only the people that actually liked said VN ends up buying it on steam same with r18 games, seen 1 star stuff on dlsite rated O-P on steam lol, same reason
@InfiniteCheeseCrates
@InfiniteCheeseCrates 2 жыл бұрын
I haven't even watched the video yet, but I've spent weeks just browsing the market both on steam and on switch, looking at game review sites and videos such as this, trying games when I thought I had found something decent only to return it 30mins later due to a lack of polish or bad choices. From what I've found, the main issue is; The market at the moment is just too saturated with indie titles, many of which are just simple low-effort knock-offs, use a game engine like RPG maker or Ren'Py with default values, or are low effort asset flips. Finding ones that are actually decent is extremely difficult unless they've managed to gain internet popularity. Compounded by; A- Many Dev's are younger and/or haven't been exposed to games that are in the genre they are making a game in. They may have played or seen a title played, but they have no concept of why ___ game works and theirs doesn't. (See the plethora of Metroidvania's that play like garbage.) B- Many games are only play tested by family/friends instead of random testers. The few that do, get games play-tested by random people on social media sites, where it's often taboo to be critical towards a game and/or their posts can be removed. C- Dev's releasing a half baked idea to Early Access, only for them to change the central gameplay loop(which was good) because they wanted to satisfy people leaving negative reviews. I feel like Indie Dev's are stuck in "Safe and Mediocre" mindset because of this, which is why there's such a plethora of Metroidvania's, Rogue-likes and Anime Visual Novels, but none of them want to put any effort behind them so they're forever stuck in a loop of mediocrity.
@astrah982
@astrah982 2 жыл бұрын
Game jam culture has NOT helped the gaming market in my opinion, it's almost at the heart of the problem. There are so many 'game jammer' types that I've meant, in where they could have created the next Final Fantasy and yet they're stuck creating Bubble Shooter 3000. They're aiming for mediocrity on purpose not realizing their own talent.
@ITSTAKING
@ITSTAKING 2 жыл бұрын
@@astrah982 I blame mobile games as what started the whole "your game can have mediocre single-finger gameplay, need the least amount of interaction and have poor production value but still sell millions anyway because most people wouldn't know any better" doctrine and thought process.
@Justin-ee1mv
@Justin-ee1mv Жыл бұрын
I mean some of those games do hit the spot for the folks seeking that niche genre, Even though they won’t see massive amounts, They still created something than it has a small fan based around it
@Trademarkk
@Trademarkk Жыл бұрын
"Return of the Obra Dimn" for me is the best example of a decent indie game that didn't received that much attention from the internet
@astrah982
@astrah982 Жыл бұрын
@@ITSTAKING That's a really good point, mobile games for sure...I don't see why I didn't see that before, but I remember a game on the Nintendo Switch for 10 bucks in where you were a square jumping around sidescrolling fighting circles.
@iliashdz9106
@iliashdz9106 2 жыл бұрын
I think the reason why Linelight didn't do so well compared to Mini Motorways is because it is too abstract. Mini Motorways can kindof explain itself by watching a video. But with Linelight, It immediately looks complicated because there is nearly no objects in there that we can compare with objects in the real world. Also, that Mini Motorways can attract people who are interested in engineering, public transport design and moving things around while Linelight doesn't seem like it would attract people by how it looks. Great video btw!
@LizardOfOz
@LizardOfOz 2 жыл бұрын
I believe the reason why niche games are "highly rated hidden gems" is because a single person or a small team can do only so much, therefore they look for untapped niches where the demand is lower, therefore people will accept and positively rate games which aren't of great quality. How many teams of 3 semi-professionals can make a metroidvania (a genre appealing to the general Steam audience) that will stand a comparison against Ori or Hollow Knight, while also having an unrelated full-time job? For many aspiring developers _this_ is the conditions they have to create _something_ under. In other words, the quality bar is too high for most aspiring devs to meet. Stardew Valley took 5 years of crunch to make, and its main creator relied on his wife's income to live. For many, that's just not an option. Nothing against Visual Novels or people loving them, but this genre is relatively cheap to make, while also being a niche. Also, it's a genre a competent artist can develop in without requiring much programming skill, which shapes the limitations a game of this genre would have.
@TheYeetedMeat
@TheYeetedMeat 2 жыл бұрын
Wasn’t hollow knight made by like 2 people though?
@qiang2884
@qiang2884 2 жыл бұрын
Many Visual Novel titles are releasing to steam because it's basically free money for them, when their fanbase and normal sales are Japan only. They used to only sell on Japanese only sites like DLSite, or physical copies, until steam got rid of greenlight and opened for everyone, so now on top of their original sales they are simply getting this extra money from steam. Those VN games are also made by moderate teams, sometimes 10-20x people. I remember one title(which I think is from 10 years ago) even hired China's national orchestra to play their original music, that's seriously very impressive. I don't play VN games though, I'd rather just read a fucking book and/or masturbate to porn.
@captaineflowchapka5535
@captaineflowchapka5535 2 жыл бұрын
@@TheYeetedMeat no team cherry was a bit bigger like 15-20 and grew over time
@RhizometricReality
@RhizometricReality 2 жыл бұрын
Check out Neon Tail
@dragons1rule31
@dragons1rule31 2 жыл бұрын
@@captaineflowchapka5535 The Team Cherry and Hollow Knight websites describe them as a team of three people. When did they get bigger?
@lizardy2867
@lizardy2867 2 жыл бұрын
18:12 What have we learned? Abstract art requires viewers to value it, whereas basing in familiar concepts allows users to value it at a baseline of what they know that concept to be. A game where all is possible, yet all it is said to be, is a game of infinite possibilities. A game where all is possible, and is visualized via its ability to replicate the experience of other games, as well as indicating completely new experiences. TLDR: You're selling a product, a game, not an idea or reality. People are less likely to take an invite to a museum as compared to a restaurant. *NOTE*: To dabble in neutrality for a second, don't forget that sometimes people simply like to make art, and the success of that art is secondary to the experience or message they want it to present.
@giangabriel6111
@giangabriel6111 2 жыл бұрын
so being a artist it's not an actual profession but just people playing around?
@astrah982
@astrah982 2 жыл бұрын
Simple concept: People buy what they know from authors they perceive to know. This is why you should make some kind of personality presence online first, even if it's smaller, but always remember social media is only a formality and don't look too much at others accounts, you're there for the players only, know your purpose.
@Xenji5
@Xenji5 2 жыл бұрын
Thank you for sharing your curiosity with us. This was a good video. I hope you make more of these where you explore an idea.
@haiperbus
@haiperbus 2 жыл бұрын
Touhou (the bullet hell anime game) makes sense being so low yet rated so high because they've been popular for over 20 years but only recently have been put on steam. before this fans had no choice but to pirate. so it makes sense that the ones who did bother getting them on steam did so out of principal for loving the series so much
@Zackwebs
@Zackwebs 2 жыл бұрын
Similar situation with Higurashi I'd think, I don't know if Steam can show an "official" release date and a Steam release date, but that might clear up a couple of the games rated very high but without many sales/reviews.
@PrScandium
@PrScandium 2 жыл бұрын
Don't mind me, I'm just paying a visit to the based department
@miceatah9359
@miceatah9359 2 жыл бұрын
Because its super niche almost nobody plays them
@TheVideoMakerTS
@TheVideoMakerTS 2 жыл бұрын
Also a lot of people dislike bullet hell and anime games, so having both at the same time will obviously imply a niche audience.
@milkjug4237
@milkjug4237 2 жыл бұрын
@@miceatah9359 lmao touhou is one of the most successful franchises
@absence9443
@absence9443 2 жыл бұрын
Boomerang X had such a ridiculously high potential for becoming a rapid large scale platformer
@AndrewRKenny
@AndrewRKenny 2 жыл бұрын
Very impressive dedication to this investigation. It makes a lot of assumptions, but none seem too crazy, and I think the important thing is that you seemed to walk away with some actionable advice for yourself. I've seen a lot of videos and read a few pieces that attempt to examine similar phenomena, and a lot of them seem to make a similar number of assumptions, but without as much of an actual process to optimize a pathway to a meaningful outcome. Maybe it's because of your own personal motivation to find something that services your own goals whereas a lot of the creators making similar content are just mobilizing an attractive concept to add to their general content catalogue without much personal stake in the undertaking. Thanks for sharing, I wish you the best of luck!
@rysea9855
@rysea9855 2 жыл бұрын
Really good video, minimal editing but a lot of research. Exactly what I like to watch
@zanagi
@zanagi 2 жыл бұрын
Mini metro made it into my wishlist. Mainly because it looks complex and challenging. It looked more like a "management game" to me than a puzzle game. And yes the concept of "relatableness" is so amazing it blows my mind...
@axelprino
@axelprino 2 жыл бұрын
I happen to have played Mini Metro back when it still was on early access, and I remember that the word of mouth online was extremely positive even that early. There was also a significant amount of keys sent to youtubers and streamers, I got mine because a small youtuber gifted it to me on some random chat room I used to frequent back then, he gave me one because the devs sent him like five keys. So the marketing campaign was definitely a substantial part of why people on Steam were playing the game. On the other hand is the first time I've ever heard about Line Light, and I like minimalist puzzle games.
@debonairrose
@debonairrose Жыл бұрын
6:58 as soon as you started remove categories with that kind of reasoning i was instantly hooked, nice analysis!
@Yougottubed89
@Yougottubed89 2 жыл бұрын
Mini Metro was sold in the Humble Bundle which is how I got and played it. Never would’ve given it a second look otherwise.
@chazlewis8114
@chazlewis8114 2 жыл бұрын
Great vid! As a full time indie dev with multiple "under performing" games on Steam I want to mention two crucial metrics which we cannot easily observe: 1) Time to develop, 2) Team size. If a solo dev takes 6 months to develop a game which only makes 50k (but they can do this consistently) then they're making 100k per year. Even after the deductions its not a bad income, especially if you get to do what you love!
@stevenglowacki8576
@stevenglowacki8576 2 жыл бұрын
I agree that being able to compare the estimated revenue to the amount of costs the game development incurred is really necessary to determine if the game really did well. If it takes you 3 years to make the game yourself you would hope for 3 times the profit of a game that took you a year to make, and if it only made 2 times as much, you would be disappointed despite making twice as much money.
@Kenionatus
@Kenionatus 2 жыл бұрын
Can I ask you what proportion of the game's revenue (before store fees) translates into income in your case?
@chazlewis8114
@chazlewis8114 2 жыл бұрын
@@Kenionatus My income is very inconsistent on a month to month basis. But over the last 6 months there was about 32k in total steam revenue. And that ends up being closer to 20k after fees and taxes. So it's not a lot, but its enough to get by. :)
@adamkallin5160
@adamkallin5160 2 жыл бұрын
Can you link your Steam games page?
@tschichpich
@tschichpich 2 жыл бұрын
The thing about success that I have learned is that it's like 90% good work and 10% luck. Luck is an important thing. Like getting viral. You can boost your luck by giving away keys to creators (which we could call marketing), but this still requires a good game. I know about minimetro by seeing it on youtube. I think first on aliensrock. And if you can get him to play your game (he plays many puzzle games where i count this too) you instantly get a good audience.
@pierrotA
@pierrotA 2 жыл бұрын
I do not agree at all. IMO it's more 90% luck and 10% work. Most of the games that work great are not even that good, some of them are even pretty bad... *The meritocracy is a lie.* If you succeed you just got lucky but *the survivorship bias will make you think it's because of your work.* If you failed it's surely because you got unlucky. I recommend you to do some research on meritocracy. Making a game during years is more or less like playing the lottety... You need to be very lucky with the algorithms of stream/youtube/twitch, and the quality of your work as almost nothing to so with it. *Look at the number of games that seriously suck but that got millions of copy sold because big youtuber played it by mistake or for fun.* Look at the number of awesome games that just got ignored because they have too little visibility. *It's not for nothing that ALL recent AAA games spend more money on marketing that in dev.* We call the people on youtube and Twitch the "influencers", because it's their role... Decide what people will play based on lobby requests. Edit: too many synthax and spelling mistakes
@krunskisenpai9148
@krunskisenpai9148 2 жыл бұрын
@@pierrotA facts but once you get famous after that its 90% work 10% luck because people already know you and are waiting for your next game or update to current game and if you don't work well people will forget you so after people know your game it's mostly work
@pierrotA
@pierrotA 2 жыл бұрын
@@krunskisenpai9148 It's true that you need to work to stay at the top. But IMO it's still mainly chance that will determine if you survive. Each video is basicaly a lottery... Be on the good game/topic/cameo at the good time and you continue to climb, be caught in a drama or simply lose your niche public for some reason and it's over. In addition, the algorithms can change everything overnight... You can do Lego content for years with 50views, and suddenly your topic is blessed and you become famous for years, before the topic become dull again and you return to almost nothing. It's for me the reason that make most youtuber say "a video a little special today" everytime they slighly change something. They are all afraid to lose half their views for a insignificant reason.
@sonwig5186
@sonwig5186 2 жыл бұрын
Its neither 90% work 10% luck or 90% luck 10% work. Its 5% work 5% luck 90% industry connections
@thornelderfin
@thornelderfin 2 жыл бұрын
I think it's a multiplication: Product Quality * Marketing * Luck If one of these is zero or close to zero, everything will fail. They multiply each other.
@FR4M3Sharma
@FR4M3Sharma 2 жыл бұрын
This is such a great video Nick! As someone who's learning code for both games and programming in general this was really a good hind sight in the sales department. Thanks :D
@LightVelox
@LightVelox 2 жыл бұрын
This video actually gave me a lot of motivation, I wanted to make a Immersive RPG, but was afraid even if it was good it wouldn't get more than 2000, but considering good games here are making over 20k and still are considered to be performing badly i think i might have a chance
@LD-Orbs
@LD-Orbs 2 жыл бұрын
Go for it!
@sgtpepper91
@sgtpepper91 2 жыл бұрын
If you're an amateur looking to put out an artistic product and finance is your primary motivation - you've already failed.
@user-yl7kl7sl1g
@user-yl7kl7sl1g 2 жыл бұрын
He also didn't count any games with less than a certain number of reviews. This means, if a good game gets enough players it will get big. However he could have also missed tons of great games that never got discovered.
@pip.turner
@pip.turner 2 жыл бұрын
Don't sleep on Wilmots Warehouse! It's such a wonderful spatial puzzle where you only have yourself to blame for your own downfall. It's beautifully crafted & deserves the "great" label!
@OctoDog13
@OctoDog13 2 жыл бұрын
It was also free on EGS, I tried it and had some fun. Will certainly return to it in some time.
@clockhanded
@clockhanded 2 жыл бұрын
I liked it a lot when it was on Gamepass. I don't have the kind of mindset that would enjoy the game for more than a week, but I think many would. Especially anyone who enjoys speedrunning or finding patterns. The game doesn't really include those things, but it exercises similar thinking skills.
@wobaguk
@wobaguk 2 жыл бұрын
I loved it, only felt the ending was a bit of an anticlimax, but I had a lot of fun along the way.
@embreadiment
@embreadiment 2 жыл бұрын
I know this game too, I fell in love with it pretty fast
@OatmealTheCrazy
@OatmealTheCrazy 2 жыл бұрын
Glad someone else defended it. It's great
@weakamna
@weakamna 2 жыл бұрын
I think for marketing, a small edge could account for a larger gap in exposure, given that if you get even say 10 more "Superfans" which evangelize your game, that converts to 100s or even 1000s of people going "hmm, that sounds interesting, I'll try it", which itself converts to 1000s to 10000 more "impressions".
@astrah982
@astrah982 2 жыл бұрын
That's exactly right. It seems to me it's all about those initial superfans that push it. It's disappointing that many creators then get very popular through those 10 people, but then often they drop off from their posse eventually and they forget about them later.
@one2many370
@one2many370 2 жыл бұрын
Thanks for pointing some of these games out, I'll be adding them to my wishlist and checking them out later!
@Gadottinho
@Gadottinho 2 жыл бұрын
interesting and entertaining video, good job bro, watched it all the way through
@yumeir8148
@yumeir8148 2 жыл бұрын
Something interesting to note about most anime games is that a lot of them will come to steam much much later after their initial release on japanese websites. I would guess that the low numbers sold would most likely come from people buying them on other platforms first instead of waiting the years it takes for the steam version to come out.
@gamerguy4478
@gamerguy4478 2 жыл бұрын
It’s a shame Levelhead wasn’t mentioned, given it was on the list of games narrowed down to. That game’s great and never got it’s chance to shine.
@PHeMoX
@PHeMoX 2 жыл бұрын
Is it really though? It's pretty much just another slightly more difficult than usual platformer. It also has a marketing problem, being sold as a 'level maker' game. I understand the game's premise, but potential buyers will avoid what looks like a not free level editor for sale... Compared to other direct competition, it's probably not that good at all.
@davesapien
@davesapien 2 жыл бұрын
Brilliant video, VERY informative. I've been trying to figure this out during development and post release for my chill game on Steam. Actually its really similar to Linelight, so this video really hit home. Great stuff, SUBSCRIBED!
@beardedcynic8213
@beardedcynic8213 2 жыл бұрын
Great job here, I appreciate the work you put into this, and enjoyed how you delivered the results. I am currently a UX Researcher in the games industry with a background in Design and Development. I go about forming my hypotheses in a very similar way most of the time before I set up studies to test them. The conclusion of the video sets you up nicely with a hypothesis to begin testing with, I would be interested to see if some tailored qualitative research would affirm it. In this particular case, I would probably do two separate studies, one within and the other between subjects on the two games, utilizing the think-out-loud protocol during gameplay, and followed immediately by a thorough exit interview with subject-leading questions toward your hypothesis, and probing questions to reach a reasonable explanation. This could all be done with probably 5-12 people for each group, a max of 24 total that hasn't seen your video or played either of the games. I'm very interested in this and similar topics myself though, if you're interested and want some more elaboration on how to build a methodology to study this further, let me know. Either way, I look forward to more content like this, keep up the good work!
@globglob3d
@globglob3d 2 жыл бұрын
15:00 I think the replay-ability and non-linear/rogue-like progression of Mini Metro (and Mini Motorway) makes these games more appealing and unique than Linelight which seems to have more of a "beat this level to progress to the next one" which is so common and boring. I haven't played Mini Metro or Linelight though, only Mini Motorway which surprised be with it's depth.
@Relyksboa
@Relyksboa 2 жыл бұрын
Did either of those games make you feel like batman?
@three9855
@three9855 2 жыл бұрын
I see you showed a touhou game under anime games. Those at least sell very well but outside of steam mostly through physical sales, so one thing to account for is that certain games just do not have steam or digital marketplaces in general as their primary platform of distribution.
@DLBBALL
@DLBBALL 2 жыл бұрын
There are probably lots of reasons why the Steam versions of the official Touhou games aren't exactly big sellers. Here are some of my ideas: 1) The games are often (to this day) pirated by folks, for many possible reasons. Like someone could be from a developing country, where people have less money to spend on games. Or their PC might not even have an optical disc drive, making physical game copies useless. Or they decide to pirate it since they can't find the game on a common/favourite online video game vendor (like Steam). Or maybe even they don't think it's worth paying for the games at all and would rather they be free to play... 2) Official Touhou games have only started being released on Steam for 2-3 years now I think (correct me if I'm wrong), and lots of the games still have yet to receive an official Steam release. Lots of the official Touhou games are being released on Steam long, long after their original release (ex. Touhou 10 -Mountain of Faith originally released in 2007/8 I think) so it'd also make sense that they wouldn't be selling as much as they did back when the game was newer. 3) People who can't read Japanese have to manually patch the games to use fan localizations so they'd understand the game's text/dialogue, making the official games a bit more inaccessible to non-Japanese readers. 4) Lots of Touhou fans are fans of the series because of the wealth of fan content and not the official games, so only a smaller portion of Touhou's fan base actually goes ahead and plays the official games to begin with... Sorry if this was a long read.
@rankaisija_8837
@rankaisija_8837 2 жыл бұрын
Difficulty is probably also a factor
@songhill6962
@songhill6962 2 жыл бұрын
physical copies to digital copies sold ratio is only higher in japan (7:3) and looking at touhou's origin it's not surprising
@jeffe2267
@jeffe2267 2 жыл бұрын
His takeaway was specifically "not enough weebs on steam". He understood that the sales were a result of the game just not doing as well on Steam, you don't have to stand up for Touhou lol
@three9855
@three9855 2 жыл бұрын
@@jeffe2267 I just wanted to use Touhou to illustrate a broader point, hope that’s cleared up now.
@DynamicUnreal
@DynamicUnreal 2 жыл бұрын
This is a great video. Continue to make more!
@anon_y_mousse
@anon_y_mousse 2 жыл бұрын
I worry that too many game developers would look at it from a monetary only perspective. Yeah, it sucks if you can't make a lot of money, and yeah you need money to keep making games, but if you focus too much on the money the art will suffer. You need to strike a good balance between making something that appeals to enough others to allow you to keep making games while not losing your soul in the process.
@dahat1992
@dahat1992 2 жыл бұрын
This is surprisingly in depth, while still being intuitive and very easy to understand. Definitely subscribing.
@SanyaBane
@SanyaBane 2 жыл бұрын
Do not forget that some games just does not exist in Steam for various reasons. "Sengoku Rance" - my all time favourite game, is not there.
@gn.punpun
@gn.punpun 2 жыл бұрын
Absolutely love how you tackle a question like this by using proper experimental design.
@malashebad6181
@malashebad6181 2 жыл бұрын
Subscribing because you introduced a log scale with a nice explanation that didn't make it intimidating. Enough to make me cry. Thank you!
@EnbyeonTTV
@EnbyeonTTV 2 жыл бұрын
I wonder how much localization plays a part if you filter for games that have Chinese or Russian as supported languages. There was a period of time where "the big indie advice" was to make sure you cover those two when releasing your game.
@qiang2884
@qiang2884 2 жыл бұрын
Simply having Chinese doesn't really do much, plus the Chinese fanbase frequently bombard reviews for any political reason. I've never seen any Russian buy game unless it has hardcore gunplay or anime, plus we are in war time so Russians can't buy anything even if they want to.
@kirillzel
@kirillzel 2 жыл бұрын
@@qiang2884 russian here, well I try to buy every game I like, so I have over 1000 games in my steam library. My friends do the same - they usually buy games they likes even if they are short on money. Yes, probably russian pirating more than others, but that does not mean that it's what most people does And yes we can buy games, it's just harder now
@ericconnor8419
@ericconnor8419 2 жыл бұрын
@@qiang2884 Exactly. Marketing to authoritarian dictatorships is great until you (or somebody from your country) says or does something they object to. Then you have 500 wumao wrecking your review scores.
@chrono269
@chrono269 2 жыл бұрын
Russian here. While i am not one of them, a lot of russians follow the "No russian no buy" ruleand for many its the deciding factor, cuz language educatiion here rather poor, nor is it encouraged cuz, well, politics
@kirillzel
@kirillzel 2 жыл бұрын
@@chrono269 well it's good that we still have mandatory english classes in scool, even though they are pretty much very bad. But well, after 11 years of listening to "I am apple", "I slept well until ***" etc - you probably will learn something. But yes, most of my skill comes from games, but school teached me some common words and basic grammar so it still was not learning from the scratch
@wermaus
@wermaus 2 жыл бұрын
Was wondering if you could make this data public for Indies to analyse? I'm sure it could give some really interesting insights with the floodgates opened to anyone that's curious!
@zeroyuki92
@zeroyuki92 2 жыл бұрын
+1 since I would also love to play around with those data
@Wcduc
@Wcduc 2 жыл бұрын
I wanna know which game almost 100 000 000 $ at under 0.25 ratings! 3:39
@albertobernal2537
@albertobernal2537 2 жыл бұрын
Almost finished watching, but I gotta say: love this little analysis. I wanted to go scouring through the Steam Store with a similar approach and here's a nice how-to video... in a way. Thanks bro :)
@cablefeed3738
@cablefeed3738 2 жыл бұрын
This feels like the starting point for your KZfaq channel I'm definitely subscribing unfortunately there aren't more videos for me to watch.
@1978Thetallman
@1978Thetallman 2 жыл бұрын
I’d like to give a shout-out to Astalon: tears of the earth. This Awkwardly titled metroidvania is far from perfect, but its oldschool castlevania-Esque gameplay and punishing difficulty made it a lot of fun. The exploration is great too. Solid 8/10 game even in such a competitive genre
@asthasr2
@asthasr2 2 жыл бұрын
Yeah, I was surprised to see this in the 'underperforming' category. It was a very capable and well-polished game.
@madspunky
@madspunky 2 жыл бұрын
It's so good!! For me a 9/10
@gamongames
@gamongames 2 жыл бұрын
that last category exclusion was a mistake. 'weird suff' may not sell well, but its also where a lot of gems reside and the weird of today can be the new overdone genre of tomorrow. Id go through those as well, as its a very heterogeneous category on itself and its performance cant be explained by just "genre x doesnt sell well"
@gamongames
@gamongames 2 жыл бұрын
also, even tho I understand the initial comparison between the mini games and linelight, theyre still fundamentally different in a way I think perfectly explains their different performances (I say that as a professional gamedev with user acquisition experience). the mini games have an art direction thats just more approachable and familiar. the graphic design invokes infographics, public signage and flat-color-on-white-background design thats ubiquitous in modern branding and UX. linelight already starts in disadvantage with its dark general vibe, which is known to be less appealing to the general public in terms of UX, the visual elements are way thiner and more delicate than the minis while also being stylzed, which adds friction to the readability (even tho it adds style), and it is ultimately hurt by its premise compared to the minis. linelight is a game where you have a main character that goes through a linear puzzle-narrative, which means it depends a lot on the player's ability to connect emotionally to whats happening and its not very replayable. its a game that needs you to go through a rise in engagement to motivate you to keep coming back to play it and finish but will also stop being attractive once its done. even if it does manage to cativate you when you play, as many reviews demonstrate, its introducing a lot of friction elements that go directly against that primary need with its visuals being less approachable and translating less emotiom so it fails to convert users and fails to retain most of them after they start. in the other hand the minis go in exact opposite with very clear and readable gameplay, no narrative or main characters that'd introduce the need for a stronger emotional connection and procedural gameplay that scales well. it doesnt need you to be continuosly engaged with it because there's no direct connection between play sessions. no narrative or character to care about. the gameplay offers variety through progress but can be approached way more casually, accepting a higher fluctuation of engagement. you can forget about it for a week and still decide to go back on a whim and still have the same experience without needing to get back into any emotional state or remember any narrative. its easy to see how different both games would be at their ability to acquire new users and retain them for longer and more numerous play sessions, which even ties into the points you bring up in the video. minimetro had a free web version, relatable concept and was about creativity which is shareable, sure but being a jam game that would normally only mean other gamedevs and enthusiasts get to play it. without paid marketing, only virality couldve made it reach the general public and without the positives I mentioned it would never have gone viral.
@cuddlecakes7153
@cuddlecakes7153 2 жыл бұрын
House for example is one of those "weird games" but it's really good in my opinion. It's really unique.
@floydstephman
@floydstephman 2 жыл бұрын
At one point Dota was an over complicated oddity with little mass appeal now it's the hottest shit around
@i_am_ergo
@i_am_ergo 2 жыл бұрын
So glad the algorithm recommended this video to me. Awesome job, man!
@amarug
@amarug 2 жыл бұрын
I don't play games or have much interested in it, but I loved this video, it kept me hooked till the end. I love "learning stuff from data", it just feels like you are opening some secret treasurebox. Well done!
@noob_jr_2sjrkc
@noob_jr_2sjrkc 2 жыл бұрын
The games market is quite saturated and it seems impossibly hard to stand out as an indie dev at this point. For each knockout hit like Hollow Knight there's what seems like hundreds of solid titles that barely get any recognition. I recently played Dodgeball Academia and Kaze And The Wild Masks, which are both very enjoyable in their genres and hardly get talked about. Mario Maker has a superior indie cousin in Levelhead and nobody seems to know or care about it.
@blockgunk
@blockgunk 2 жыл бұрын
I love Butterscotch Shenanigans' games! My favorite is crashlands.
@PureKnickers
@PureKnickers 2 жыл бұрын
@@blockgunk BUTTTER-SCOTCH SHENANNIGAAANS!
@PureKnickers
@PureKnickers 2 жыл бұрын
As a fellow LevelHead fan, I'd love to know why LH got scratched from the shortlist.
@noob_jr_2sjrkc
@noob_jr_2sjrkc 2 жыл бұрын
@@Dave-rd6sp Which is strange to me because keyboard & mouse is so much better for building...
@embreadiment
@embreadiment 2 жыл бұрын
LEVELHEAD RECOGNITION ‼️
@CourtesyOfEndo
@CourtesyOfEndo 2 жыл бұрын
This is great, I would love to see more videos with this type of breakdown
@PaulGadi
@PaulGadi 2 жыл бұрын
Really great analysis, thank you for this! If you find time to do some more I would suggest taking a look at Vampire Survivors' massive success, and how it's spawned a genre of clones on both steam and mobile. Good luck with your game and looking forward to more ✌
@Teegii4
@Teegii4 2 жыл бұрын
amazing video on unknown games, especially the part when you started talking about how popular the game the rest of the video is focused on is. But honestly the first half was cool, and i would like to see the list of games you looked at (including the ugly and weird games would be nice)
@Blurscope
@Blurscope 2 жыл бұрын
As a fellow dev, I really appreciated this video. It's nice to see some of the genre popularity preferences that people innately "feel" quantified with some actual data. And it's definitely uplifting to see if a game is good enough, it's very likely to rise to the top with the right genre and polish. Great video!
@legoyoda256
@legoyoda256 2 жыл бұрын
holy shit its Ana from overwatch!!
@oflatt
@oflatt 2 жыл бұрын
Great analysis and commentary! It was actually encouraging to see the practical reasons why games don't do as well sometimes.
@speedgoblin9985
@speedgoblin9985 2 жыл бұрын
This video was extremely insightful and well researched. I hope to see more :)
@musikalniyfanboichik
@musikalniyfanboichik 2 жыл бұрын
I genuinely want you to make a series Please, indie devs need your help to get recognition
@DawnosaurDev
@DawnosaurDev 2 жыл бұрын
Wow! That was awesome, the amount of research you've done is astounding, great job :D Will definitely try applying some of these findings myself in the future
@JohnSmith-ox3gy
@JohnSmith-ox3gy 2 жыл бұрын
I have been looking for an investigation like this for years. And it happens to have a really great production quality to boot.
@user-gs8jv4oq6w
@user-gs8jv4oq6w 2 жыл бұрын
Great video, nice breakdowns clearly Explained. Subbed 👍
@GameDevJourney
@GameDevJourney 2 жыл бұрын
I really enjoyed this video, Nick. Thanks for the time and effort that you put into it.
@PureKnickers
@PureKnickers 2 жыл бұрын
Great video. The breakdown at the end was interesting. I thought it was Marketing as the big differentiator, but accessibility makes a lot of sense. I see Levelhead on the list. As a big fan of the game, I'm curious what turned you away from it? The community has been scratching their heads on what's keeping players turning the other way. I also wonder if some of those games on the shortlist have similar 'rough' opening experiences like the Boomerang X demo. ...and should I tell my Dad about the treasure trove of entertainment awaiting him on Steam??
@SaltbearerGeneral
@SaltbearerGeneral 2 жыл бұрын
obligatory piggyback on Levelhead mention to emphasize that it is an extremely ownable and playable game, bought it on mobile and PC, have spent a couple thousand hours playing it in the past year and a half and have probably spent even more time watching others stream it definitely allow it to inhibit the perceived need for other life experiences, such as sleeping
@flowa.r.t.5331
@flowa.r.t.5331 2 жыл бұрын
For the past 3 years levelhead has been my favorite game! I grew up playing platformers and this one feels super great to play. The controls are really precise and satisfying. As a creative type, this game is really rewarding to me. The editor is super powerful. I love making things in games, be it a custom character, game type, custom map etc. So the level editor in this game is a dream come true for me. It's not quite programming your own game but damn does it come a lot closer than other editors in games I just wish there were more people playing the game and creating content
@TimConceivable
@TimConceivable 2 жыл бұрын
i basically stopped making games when i started playing Levelhead 3 years ago.
@evildjado1516
@evildjado1516 2 жыл бұрын
@@flowa.r.t.5331 Haha, you're the (main) reason I frequently come back to this game! It's so much fun just binging through your levels^^ The're just so consistently good, I'd urge anyone interested in Levelhead to check them out! I hope you'll keep making levels for as long as you're having fun doing so, cause it really shows! Your creativity seems to know no limits (but maybe that's to the game's credit, also?) But I should stop with the praise before someone thinks I'm your alt-account (which is something an alt-account misuser would say... wait...) Anyhow you've certainly improved my days in the past, so I was just hoping I could perhaps "uno-reverse-card" you today. (Let me know if it worked ;D) Peace
@flowa.r.t.5331
@flowa.r.t.5331 2 жыл бұрын
@@evildjado1516 hey that's awesome! I'm really happy to hear that. Yeah I love making stuff in levelhead and I don't plan on stopping any time soon
@iby_yt
@iby_yt 2 жыл бұрын
I would assume Mini Metro's more grounded premise, with the puzzles taking place in a city where you have to connect metro lines, makes it more approachable for most players. Besides that, I would also guess the randomness of the levels in Mini Metro, would help a lot with replayability, whereas the other seems to be a fixed puzzle, where when you complete one, there's nothing to replay when you already have the solution, would help a lot.
@hosguitar
@hosguitar Жыл бұрын
at around 8:18 , one of my favorite game, wilmot's warehouse, simple to learn difficult to master, addicting, coop. to me its the same level as factorio. great video btw, thank you!
@hushamfusion
@hushamfusion Жыл бұрын
Thanks to your video I gave Linelight and Elechead a try and had so much fun! Thanks a lot man
@lucaswatson5845
@lucaswatson5845 2 жыл бұрын
I can actually give a word in about one of the games shown in this video (Recursed) and say that it is one of the coolest puzzle games I've played, even though it looks deceptively simple. Other than the superficial connection that its mechanics are largely analogous to many concepts in computer science (stacks, global variables, contexts, and pointers, among other things), it's exceptionally intricate (and difficult), with many of the later puzzles making me feel like I've expanded my brain to solve them. It's even managed to have a professional research paper published about its mechanical complexity. It's *definitely* niche, though. I only learned about the game through a personal recommendation, and I wouldn't be surprised if that's how most people who played it found out about it. I don't have too much to say on the subject of the video itself, but I did want to take this opportunity to attest to one game's quality.
@crimson406
@crimson406 2 жыл бұрын
As soon as he said that, I loaded all of the comments on this video and did a Ctrl+F for "Recursed" and you're the only one. :/ Recursed is and always will be one of my favorite games of all time.
@alasjoy7849
@alasjoy7849 2 жыл бұрын
It's a super great game and I'm glad someone recommended it to you!
@John-uh1pb
@John-uh1pb 2 жыл бұрын
Recursed really needs some love + polish on its art I think. The first glance impact isn’t great.
@cuddlecakes7153
@cuddlecakes7153 2 жыл бұрын
8:12 House was super good. Very grotesque and open to interpretation, with some very "big brain" puzzle solving needed, but doesn't have a lot of content. I'm surprised you didn't like it.
@NickCastonNZ
@NickCastonNZ 2 жыл бұрын
That's fair. I wasn't quite sure how to place House, maybe I was a little harsh on it. I did enjoy it well enough although found it a little tedious at times... perhaps I should have been a bit more patient (I was trying to get through a lot of games and give them a fair go, but maybe I was still a bit too rushed)
@cuddlecakes7153
@cuddlecakes7153 2 жыл бұрын
@@NickCastonNZ Yeah I feel you! The amount of work in this video was crazy!!
@nintySW
@nintySW 2 жыл бұрын
was looking for this comment lol
@Laszer271
@Laszer271 2 жыл бұрын
A really interesting analysis. I think you could do much more videos about it seeing how good it went for you considering the viewership here. You might want to do some per genre analysis, analysis of how trends change in time, etc. It would be really interesting for me as I'm both a Data Scientist and a gamedev enthusiast. I would really like to see what contributes to the success of a game. Maybe it's even possible to build some simple ML model that predicts the success of the game based on how much went into marketing, what are the genres, how many fans does the studio already has, etc.
@NieJestemWikingiem
@NieJestemWikingiem 2 жыл бұрын
I'm at 6:30 and untill now the video is amazing ! It's a very interesting question and your solving ideas are pretty interesting. You won a sub and I hope you have a great day !
@christopheauguste1532
@christopheauguste1532 2 жыл бұрын
i would be curious to see where the "creeper world" games would be in these list... maybe it perfomed well or is not consider good enough, but for me it's really some hidden gems and they have the same kind of demo dirrectly in browser like mini metro have. wilmot's warehouse is a great game too! i wonder how much being a free game on epic could have hurt the metric or not for it
@sebastianalburquenque4404
@sebastianalburquenque4404 2 жыл бұрын
Amazing games indeed, it feels almost relaxing to play and yet can be very challenging, its disign is simple and very appealing.
@redpandersbear2878
@redpandersbear2878 2 жыл бұрын
As someone that is super super super green and wanting to get into game development, seeing this video is reassuring in some ways since there is at least some correlation between quality and revenue, especially around the medians for your more common genra's. Definitely motivating for someone that wants to put in some work to become competent at game design. While you can view this graph as proof that even quality games don't always perform well, seeing the upward trend for your average game is more inspirational than anything.
@yigithicylmaz774
@yigithicylmaz774 Жыл бұрын
i honestly didnt want this investigative and very to-do-point video to end. conclusion is very well articulated. i wonder if you can do a new video about reception of the game and revenue of the game. maybe analysis on the anomalies that are very far away from the expected revenue??
@j.j.maverick9252
@j.j.maverick9252 2 жыл бұрын
excellent piece of research. My first thought when you put them side by side was mini metro was instantly relatable. line light -looked- like it needed to be learnt, with more difficult puzzles. Not a bad thing per se, but more of a niche.
@Sodanium
@Sodanium 2 жыл бұрын
Mini metro is definitely more in the casual challenging section. In the end you have to manage and operate more and more waves. Compare to puzzle that just demand a one time wits to go for next level. I personally might like linelight but just knowing what it all about i prefer mini metro because of the increment challenge for each level. Not increment challenge the further you get to the final level.
@Squidmoto3
@Squidmoto3 2 жыл бұрын
100% agree with your notes at the end. A great game basically markets itself. I have done a ton of research on this stuff aswell and the only example I could find of a really good game failing was Atlas Reactor, which was basically a multiplayer XCOM style game where you could pick and customize your character and abilities. Pretty much everything about that game was polished and solid, but multiplayer always has a bigger risk, because losing players means longer queue times, which means losing more players. On the r/gamedev subreddit I always see people talk about "we should have done X to sell better" but when looking into their games it's always really obvious why their games failed. If you have a good Steam page and a good game, your game is way more likely to do good than bad - and that's with no prior fan base. Me and my friend have only released 1 game so far (which did kinda bad, I think made around $2000 after everything), but our next one is looking a lot better and also is in a popular genre so hoping to at least make enough to keep going full-time at this for the immediate future. Also, do you have a Discord or something where people can show you their games and see what you think?
@NickCastonNZ
@NickCastonNZ 2 жыл бұрын
Thanks for the feedback and for sharing your thoughts! I hadn't heard of Atlas Reactor but I'm going to look into it now. I don't have a discord but it's one of those things that is forever in a state of "I should probably do that"... Good luck with your game dev! It sounds like you're making good progress and thinking critically about your approach. I look forward to seeing what you make.
@WhiteNorthStar1
@WhiteNorthStar1 2 жыл бұрын
Superb and tremendously useful analysis... admiration! :)
@jpl377
@jpl377 2 жыл бұрын
Excellent video. Super interesting. I'd be really interested in a follow-up to this that analyzes the games that fall in the area immediately above your red square, up until 750K or something, and games that fall immediately to the left of your square, anything above .8 %ile perhaps. Same filters applied. Anyway, thanks for doing the research so we don't have to!
@unison_moody
@unison_moody 2 жыл бұрын
I've seen Levelhead in your cart. I always thought it was a odd thing that it doesn't perform well. It looks good, the mechanics are great and you actually build something which you can show off others. It basically tries to emulate what Super Mario Maker does but makes it way better. But it seems like it doesn't appeal to the phantasy to build your own levels easily for a game *which you already know* about. I feel like that is why it is struggling. Before Levelhead made that awesome level editor they would've needed to appeal to the jump&run community in a normal way first. That's my guess at least. Very interesting video. Thank you!
@ollie-d
@ollie-d 2 жыл бұрын
It’s interesting that this video came out when it did. I had just rewatched the GDC about Linelight, and had purchased it for iOS (since I was looking for a new puzzle game on the phone specifically) but hadn’t played it. From the description of the talk and the examples, it seemed like it was going to be an excellent game, and I knew that the developer didn’t want it to be on mobile so I was ready to take things with a grain of salt knowing I was getting the worse experience. I watch your video, and then played the game for the first time, and I think what you missed is that the general ambiance of Linelight feels off in some way. The game I had played right before Linelight on my phone happened to be Mini Metro, and that’s a game that works perfectly. It’s super minimalistic, the sounds are calming, and in general it’s exactly what I expected from looking at the screenshots. However, Linelight caught me off guard. I was expecting a different tone, can’t really say what, but the game isn’t what I expected. The puzzles are good, the mechanics are very clever, and in general I like the game, but I don’t think I’d really recommend Linelight where I would easily recommend Mini Metro. Obviously these observations were on mobile and are incredibly subjective, but I figured I’d chime in with my specific experience with the two games.
@Skyl3t0n
@Skyl3t0n 2 жыл бұрын
Very good video. It does show that you put a lot of effort into it. I am currently working on my computer science bachelor and I'm not sure which route I'm going to take in my life. In case I will become self employed this helps sooo much and you could apply these findings not only to the gaming genre. Game devs should definitley hire psychologists in that niche (they probably already are) to review their game and focus more on the emotions a player is experiencing. I think there is something really primal about it that has not yet been discovered and that could be used to create popular games. Maybe figuring out parts that they just have to tell others about and creating a self sustained marketing loop. I'm also positively surprised by your systematic investigation. I can tell that you have the right mindset to make it big if you keep hustling and don't loose your edge. All luck to you and again, great video 👍
@NickCastonNZ
@NickCastonNZ 2 жыл бұрын
Thanks for the kind words and the encouragement! I'm glad you liked the video. I agree with what you're saying about psychology and emotions. It does seem to be getting more emphasis in game design books/talks/etc these days which feels promising (or maybe I'm just seeing it now). Video games are such a young industry, so you're probably right that there are some important areas still to be discovered. Good luck to you, in whichever route you end up taking!
@josh64big
@josh64big 2 жыл бұрын
This video was so well made. Great work.
@LoganCTanner
@LoganCTanner 2 жыл бұрын
linelight's visual aesthetic looks more timely, where mini metro looks timeless
@syphon5899
@syphon5899 2 жыл бұрын
Could you explain what you mean by timely and timeless?
@milanlr9518
@milanlr9518 2 жыл бұрын
I don't know if it is a coincidence or KZfaq knowing what to recommend but I finished linelight the day before watching the video and I totally agree with it being a great game. The music and puzzles are both great. On another note, do you plan on making the dataset available?
@fetusness
@fetusness Жыл бұрын
This was a very well thought out and executed analysis, thank you for sharing!
@Evanz111
@Evanz111 Жыл бұрын
I got sent a review key for a £8-ish game on Steam which had overwhelmingly positive reviews. It was the most basic crude equivalent of a flash game where you press the Q and E keys to alternate chopping down a tree. That was it. I couldn’t work it out, how that had a better review score than some of the most criminally underrated games. It bugged me so much I made a video ranting about it. I’ve been curious about the reviewing culture on Steam ever since, so it’s like this video was made for me.
@Evanz111
@Evanz111 Жыл бұрын
I just checked and the game is cheaper now, but the splash page on its store is “30,000,000 players can’t be wrong” - thankfully it’s being reviewed more critically but I can’t help but feel like that score was so unwarranted and people bought it solely because of the score and not because it was a decent desirable game.
@doctorwhouse3881
@doctorwhouse3881 2 жыл бұрын
Niche genres also can suffer from saturation. Yes, the audience self-selection can increase game scores, but there's also only so many players for many games being made. Both Iron Pineapple for Souls-likes and the now dormant Metroidvania Review site have noted how several perfectly good examples of the genre have gotten almost no attention and that even good word of mouth isn't a guarantee of actual purchases.
@hideshisface1886
@hideshisface1886 2 жыл бұрын
Souls-like is a bad example - the thing is, this sub-genre is not exactly THAT niche AND but players are pretty... demanding - the original Souls games generally have outstanding quality and thus every imitator has a pretty big shoes to fill - and every mistake will be scrutinised by the community. On the flipside - look at proper tank simulators - it is basically impossible to find one that isn't 2 decades old. And if you can, there is pretty good chance that they are so technically bad that getting them running on anything semi-modern is a challenge, because the game's code is basically held together by duct tape and good wishes. This creates a situation where people interested in the genre will welcome virtually anything that works, because they are starved for content.
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