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Indie Developers Dream Come True- A Look At Epocu

Indie Developers Dream Come True- A Look At Epocu

Most of the games on Twin Stick Diaries are, in fact, indie games. As amazing it is to see these games get developed by small teams, it is even more impressive that they get press recognition and founded by so many gamers. Getting the world to know you exist is one of the hardest thing to do when you are an independent developer. Publishers help AAA games greatly and we have even seen publishers like Atlus help out developers with these marketing endeavors.

Kickstarter and Indiegogo are a few of the key players in indie dev marketing but sometimes the game developers just need some recognition. This is where Epocu comes in. Epocu is a crowd sharing site as opposed to a crowd-funding. You can choose how many supporters you want to achieve in whatever amount of time you would like. People can support by clicking a link for Facebook, Twitter and/or Instagram. Epocu will also read out how many people you are reaching out based on followers and friends. Not only can your friends see it but gamers and developers on Epocu can share it as well. You can even pay the site to put you on the front page for even more potential shares.

The site is really easy to use but it lacks any real flare to keep people on it. It also is blatantly copying the Kickstarter layout which is not a terrible layout in the slightest. There doesn’t seem to be a whole lot of developers on it either so it isn’t saturated yet which is a good and bad thing. Good because it gets developers seen but bad because it means there aren’t too many people on it.

I have hopes for the website though and I think it is a great idea, especially for developers looking for outside investors. Check out the Extreme Exterminators Epocu page and support Abysmal Ninja!

http://epocu.com/campaigns/extreme-exterminators/

 
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Posted by on November 12, 2014 in Preview

 

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Opinion: Free To Play is the New Arcade Genre

Opinion: Free To Play is the New Arcade Genre

The Free to Play business model is not only a way developers make money, but a key factor to how a game is designed.  When creating a free to play MMO, designers have to decide how to get users to play their game with the intention of spending money on “uber weapons” or “sweet skins.” Facebook games like Candy Crush Saga and Farmville limit how much the players play due to time limits. This should cause gamers to stop playing the game, but the fun and reward for paying the developer counteracts the frustration. Even in free to play twin stick games have items that make the game significantly easier and thus, more fun.

I would say the more “Hardcore” audience gets turned away from free to play design because it is obvious that the game was built around the business model. As long as the game is fun, gamers will deal with it.  Which leads me to the discussion of the Arcade genre and business model. During in the late 70’s to mid 90’s, the “Golden Age” of the arcade cabinet was the go to place for gamers.  It wasn’t until the N64 and PSOne era that arcades started to die because we could gain the same experience at our homes.

Arcade cabinets with games like Blitz and Street Fighter, required you to pay to play until you lost or wanted to play somebody else. It was simple and made sense. These types of games were very fun to play and the ones that weren’t died and made no money. Then there were games I like to call “quarter munchers.” Games like BattleToads and NARC were “so hard” that they required gamers to keep putting quarters into the machine because they kept dying. Now don’t get me wrong, there were games that took a serious amount of skill to beat like Donkey Kong but a lot of these games were just near impossible.  The design of arcade games became a standard and continued into our homes except instead of putting quarters in your NES or Genesis, you restarted the game. Super Mario Bros is a tough game that will require multiple playthroughs to get good but it’s possible to get through the game without losing a life. Silver Surfer for NES however, takes the quarter munching genre without the quarters giving you an impossible video game.

Both arcade games and free to play games can charge you extra for lives and continues.  If you play the games long enough you will get better at the game allowing you to pay with your time. Of course, Candy Crush Saga and NARC are nearly impossible without some type of cash unless you have months to get past one level in Candy Crush. With twin stick games, I have seen the free to play design and quarter muncher design leak into these games even if they don’t have these business models. When they do, they can be very fun games because they were designed to fit that monetization model.

So what am I exactly trying to say? Well the free to play model and design is not that bad unless the game is clearly designed to eat your money. Arcade games of the past did the same thing and we shouldn’t give them a free pass. The developers intentions can be sinister but when done right, the design of these games can provide hours of entertainment and you may not have to pay a whole lot.

 
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Posted by on May 14, 2014 in Opinion

 

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