tag+: What is the business existing reason of the -whole bunch- of those small vgame ,,companies,,?
Cavalary: Does it always have to be a business? Maybe many just want to make games, on their own time, and then release them. Some may choose to sell them for a pittance instead of giving away because they think free games are more often just put away and never touched and they'd rather have at least some people play them, others hope to maybe earn enough for a computer upgrade or even some assets or possibly some months of being spared needing to "earn a living" in some other way, or some other things allowing them to make something closer to a game they actually want to make... As for why a company instead of individual devs, in case it's more than a single person, even if you have something like a coder and an artist, or in some cases even if there is a single person, there are probably reasons, tax-related or otherwise, why they think that it's better to have a firm. And for those with higher aims, at least for the future, it also makes it more likely, or maybe is even a requirement to have a chance, to receive funding through various programs.
Hi
Cavalary,
I agree, there is room for enthusiastic vgame makers.
A relevant case that comes to my mind: locomalito.com
A passionate Spanish guy developing vgames as hobby before than looking them as a money/income source.
GameMaker vgames but you can see his enthusiasm reflected on promo art & genres: Schmups, FPS, Scrollers, Platformers...
Total respect to all those Indie/small/limited devs without a doubt!
Talent and will to improve/grow are always welcome. Those are the people really teaching the big rheumatic Corps how things must/can be done.
But to me things start smelling strange when the hobby goes for +20 games, copy/paste efforts...
Judge yourself TigerQiuQiu at Steam: 23 games with 2199 DLCs in 3 years. I don't see much variety nor a reason to deliver so many DLCs; Reviews... are few and I ignore about sales. And Yeah, I admit I have not tried any of those games/DLCs... not even doing a detailed check of their product pages.
Unfortunately I am not skilled pulling backend data from the vgames stores, but I bet would not be so difficult to spot a considerable number of devs/pubs with so many games/DLCs during years and with low sales...
And I also agree with
mqstout &
rtcvb32: Is too much hassle to setup a Co, have tax responsibilities just for the sake of sharing the product of a hobby...
In such case, places like itch.io sound a better option. But that's me, I admit that too :)
The mistery remains then.