I think the worst part is the author even points to freaking Minecraft and Roblox, both were indie titles when they first launched, and also compared triple-A titles to a live service game and Epic’s tech-demo-turned-Roblox-clone.
Honestly it reads more like they set out to write an article supporting a given narrative and carefully tuned their evidence to fit that narrative.
How about some studios that aren’t hurting and don’t fit that narrative? SCS software which makes Euro Truck Simulator 2 and American Truck Simulator hasn’t released a new game since ATS’s launch in 2016 because their business model is to keep selling DLC to the same customers, and invest that money in continuing to refine the existing games. Urban Games has openly stated they exist solely to build the best modern Transport Tycoon game they can, releasing a new iteration every few years with significant game engine improvements each time. N3V Games was literally bought out by a community member of one of it’s earlier titles when it was facing bankruptcy and simply exists to refine the Trainz railroad simulator game. Or there’s the famous example of Bay12Games which released Dwarf Fortress (an entirely text mode game) as freeware and with the “agreement” that they’d continue development as long as donations continued rolling in
ampersandrew@lemmy.world 5 weeks ago
This article wasn’t about indie games.
p03locke@lemmy.dbzer0.com 5 weeks ago
Ignoring indie games here is ignoring the answer to the entire premise.
Neon@lemmy.world 4 weeks ago
Please read the Article before commenting…
Trainguyrom@reddthat.com 4 weeks ago
Having read the article I don’t see how the comment your replied to is out of context. It’s very in context, especially given the article literally points to highly successful indie games as examples of low fidelity games that are incredibly popular