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For Indie game developers like myself, there's always something to learn from interviews like this. First, but not the most prominent is a key point - find a clear need in your market. In Thomas' case, he perceived an overreigning of Hack-n-Slash RPGs, so he reacted with a Turn-Based RPG in Dungeon Legend.
Also, Thomas agrees with the "Publish first, patch later" philosophy. If you've got a great game that never reaches your audience, it's far worse than if you have a passable game that does. Games are very much a form of communication with the audience, much like a book, blog, or movie; if there is no audience, it may as well not exist.
One final thing that I did note about the interview was the great international team around this, which is always a bonus. The synergy of skilled people in concert around a common goal is never something to underestimate, especially if you want to create a competitive interactive experience. And when that team transcends artificial boundaries...well, you have a recipe for success!
Please read the interview, and also do Thomas a favor and sign up for his monthly magazine, 3dattack! But most of all, be sure and chime in with your thoughts.
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