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Devilsmurf

Atomican
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About Devilsmurf

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  1. Devilsmurf

    Because You’re Worthless: The Dark Side Of Indie PR

    TL;DR My rant is long, involved, and it would do it a disservice to summarise it. Here is my problem with their rant, and the subsequent support for indie developers I've seen. If you have any ACTUAL creative genius, unless you are a truly incompetent business person (and make no mistake, to be a successful developer you either need to partner with someone who knows how to run a business or you can do it yourself) then success will follow, and even $1 for your efforts will result in a lot of money for your efforts. Too often creative people think they have a unique or unrealised idea that will wow the world and put them on the map. If you took the time and went ahead and looked at a lot of the indie games produced in the last 2 years you'll find a HELL of a lot of them have similar premises. How many games have you heard be described as "Just like Minecraft except "insert one difference here" ? That's not innovative, creative or any other kind of 'genius'. It's just extrapolation on an idea, that isn't even that original to begin with. Most people rightly describe Minecraft as " Lego on your computer". Does this make it bad ? Hell no, I love Minecraft. But it's not a creative tour de force. Second, how much money SHOULD you receive for your work ? A very hard question to answer, because it requires a qualitative and not a quantitative answer. If you based it purely on hours worked, lets be generous and say there are 1000 man-hours on average in a given indie game, from concept to publishing (we won't include Early Access games here, another bastardisation of the industry that I notice developers don't have a problem with). If we give a $100 per hour as the rate of pay (I'd like to see anyone argue that is not a good pay rate) then once you have sold 10,000 copies at $10, or 100,000 at a $1 you have achieved your goal. But here is the rub that developers don't want you to think about with their 'woe is me' mentality. Anything over and above that is free income, in the sense no effort is made to obtain that income. Very few investments of your time and effort results in free income. Shares trading, for instance, may seem like free income until you factor in the time required to monitor the health of said shares and potentially redistribute your equity in an effort to avoid losing money. Once your game is out the door, your job is done. If you are also the business savvy individual then you have a new job of marketing your product. Even this job has a finite length, since there is only so much you can do to put your product out into the public eye. Get past that $100,000 mark, and then you have essentially the rest of your life ( or the time you keep your game available to the public) to reap the reward of people discovering and paying for your game. Third, to address a particular point that the blogger made in his rant (and I would have addressed this on their site had they not closed comments, obviously in an effort to minimise the flood that would be incoming, is the idea that back in the 2000's it was the fault of the OEM's drivers (I don't recall NVIDIA or Creative putting out PC's, but whatever) when games would fail. Ignoring the fact that the drivers are an abstraction layer that is in place to ALLOW the developer to use the resource, and if the developer can't program for that resource maybe they shouldn't be coding at all, is that the driver's shortcomings are an all ready KNOWN quantity since they existed before the game did. The developer had, and still has, a duty of due diligence to ensure that his/her product works. If they don't test it with a hardware combo, then produce documentation stating what devices it DOES work on. You don't go purchasing iOS software expecting it to run on your Samsung Galaxy. So stop taking people's money when you can't guarantee it won't work on their hardware. Produce the disclaimer, let the consumer make an informed decision as to whether or not the testing has been done to work on his computer/tablet/phone. If you've got the money, test ALL the combinations. If not. test for the most common and let the people decide if they want to take a chance. Fourth, support. Cyberglitch has the BEST idea I've seen in weeks. Increasing the price of the product to reduce the overall market you may need to support to levels you feel comfortable with is the only piece of genius I've seen connected to this article. It's lmaking market forces work for you, freeing up your time to support more users if they are willing to support you. However in my experience while a lot of developers are keen to support their product in the early days of it's availability, in later months support wanes when developer resources are taken up with their next project. Now some people will argue " What do you expect the developer to do, he needs to produce more products to support him/herself ? ". However, as I pointed out in the 2nd point, once that critical mass is achieved any money the developer makes is above and beyond his original investment. Furthermore, what makes your $1 (or $100) more valuable than mine just because you bought the product in the opening days of it's availability ? Is it because you supported the developer when they weren't sure it would be a success or failure ? It doesn't work that way with any other indie business, be it making candles in the back of your house or painting art. There is a elitism that's not unique to indie game development, but the return on your financially investing in a software product definitely varies on when you purchase it, being that your more likely to get value for money the earlier you purchase in the cycle(it could argued that Early Access games turns this paradigm on it's head).
  2. Devilsmurf

    best games for linux?

    Wow. Have you done any research on it yet ?
  3. Devilsmurf

    I NEED TO HIT SOMETHING!

    More time to save !
  4. Devilsmurf

    best games for linux?

    Original, released 13 years ago Half Life won't work ?
  5. Devilsmurf

    Listen up you primitive screwheads!

    Directors cut is where it will be at !
  6. Devilsmurf

    Bent CPU Pins - Return declined.

    You can email them back and suggest you are unsatisifed with their response. Ask them to reconsider and if they don't, then you are going to take it to the Ombudsman ? I don't know what is going to happen from there, but it's your last chance once you've exhausted all options with the retailer.
  7. Devilsmurf

    Bent CPU Pins - Return declined.

    Why didn't you try the retailer as your first point of call for replacement ?
  8. Devilsmurf

    Statewide Telstra Outage

    I can't believe the scam artists are at work already. Scummy people can be extraordinarly smart at times.
  9. Devilsmurf

    Bent CPU Pins - Return declined.

    Unfortunately bent pins would be defined as accidental damage by most manufacturers. How old is the board ?
  10. Devilsmurf

    Does "Always online" REALLY bother you

    So one of the biggest issues of always online hasn't been discussed yet. What happens when the game EOL's and they no longer host servers ????? You then have to go buy their 'BRAND NEW SIMCITY GAME ' they just released, milking you for another $50 bucks. Liked the gameplay of the old one ? TOO BAD ! No more single player for you because we are ALWAYS ONLINE ! Thank goodness for people who crack games, that's all I have to say.
  11. Devilsmurf

    Kogan Mobile

    It does not work on the 2100mhz frequencies, so make sure you use the frequency map to see you'll have coverage.
  12. I don't even know you are fucking around with memtest when you are only going to see any real world benefit from one stick of ram anyway. Ok, you may argue about dual/tri channel matching, but that's not what is going to be holding this build back. I'd go back to IDE sata, and forget about AHCI for now. In regards to supporting software, surely you don't complain that you can't buy a brand new Pentium 4 do you ? Everything has a life cycle. Windows Vista, 7, and now 8 all add new features that cannot be incorporated into Windows XP. I'm also sure you don't complain when Linux does kernel updates to support new features. Which begs the question, why not a newer version of Debian ? 3rd result from a google search of 'debian etch ahci support ' http://gnubyexample.blogspot.com.au/2011/0...-ide-which.html Specifically " The whole point of having a 'IDE mode' for SATA controllers was to help then current software ( Red Hat 5 & Windows XP ) cope with the change in disk standards. The change to a newer version of Windows from Windows XP is not to be taken lightly for organisations with > 50 employees, which is why some IT departments continue to support that stable release. Moving versions of Debian (Etch -> Lenny -> Squeeze) is much less of an issue, which is why most Debian installs were migrated from Etch long ago. Move on mate, it'll make your life so much easier.
  13. Devilsmurf

    Ladies and gentlemen, Alison Brie...

    Can I bat for both teams ?
  14. Devilsmurf

    Recent government most wasteful spender ever.

    I don't need to read any more. Political apologists (and I include Labor in this, although it is the Liberals turn this time ) will defend to their dying breath their precious political parties. How about you grow up, and just accept the numbers. Neither the Liberals or Labor have the answers all the time, this time it's the Liberals getting the reaming. Next time you'll be able to gloat about a Labor fuckup , just accept this with good grace and move on.
  15. Devilsmurf

    Spamswers

    3 months ago we were posting about the forums dying and lack of content....well they are alive and well and now we have content ! Find the silver lining people.
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