It’s all about how a company is making zillions — except they mention a couple things that are worth pondering. Most interesting to me is the way they create games using 3-person teams, get them on to the web, and if they’re successful there they go ahead and expand them and push them to mobile devices as well.
Putting out on web first is a good idea to test the water. They say if it goes well, they add more levels and put out on other platforms. The problem is that most of the cost is in getting to the initial point where the game is playable and fun – adding levels is cheaper. What you need is way of getting to the playable stage more cheaply so you don’t lose the bulk of your gamedev investment when you reject, and then spend more when you know it’s a runner!
Need someone to create smarter gamedev tools.
Yeah, lob a softball in here for me. 😉
Something *perfect* would be nice, but I think that’s where a tool like Stencyl could come in handy (I’d say Corona, but that doesn’t target the web at this point) — if you can get to the point where you can crank out something a bit better than a prototype in a short amount of time, you may be able to do the same kind of thing.
Of course, they have a zillion current users they can throw at something new to see if it “works” but the concept is something even an indie can explore.