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29 Oct 2014

The Positives of Developing Multiple Indie Games Simultaneously

Yesterday, I wrote a post detailing the dangers of developing multiple indie games simultaneously that I think is worth a read (though I may be biased). Certainly, there are dangers associated with developing more than one game at a time, but developing in this manner isn’t all bad, either. In fact, there are some stellar positives associated with developing multiple games at the same time. The fact is, if you play your proverbial cards correctly, developing multiple games simultaneously could greatly benefit your indie studio. Take a look at them below, and decide for yourself if developing multiple games at a time is right for your indie studio.

Continuous stream of income

This is the big one. As opposed to developing one game and hoping players continue to buy it before the release of your next game, the odds that you have a continuous income from multiple games increases greatly. If you think about it, it makes sense: by releasing multiple, good games and ensuring you always have a game fresh on the market, odds are you will have a stellar income no matter what.

Of course, to pull this off you need to ensure your team can develop quality games at all times. We discussed stretching yourself too thin yesterday, and if there’s a risk you shouldn’t try this. Then again, that’s what outsourcing is for (another topic discussed in yesterday’s post), so stretching yourself thin should never be an issue if you have the income to support the development of multiple games simultaneously.

Quickly find your niche

In other words, you can find what your team is awesome at much quicker than developing one game at a time. Especially if you are just starting out (and can afford to develop multiple games simultaneously from the get-go), you will find out the best types of games you should be developing in order to produce the best games possible. That isn’t to say you should only develop games for a certain genre – on the contrary. Always be on the lookout for the next big genre that is selling better than the rest, but always keep in mind what your team is best at.

If you ever need a fallback, you’ll know which types of games to develop.

Games as a service

Game are not just games any longer: they’re platforms. Releasing your indie game is just the beginning: you need to continue to develop new content for your players so they will always have something new to experience. Moreover, if you develop multiple games simultaneously while also developing new content for said games, you’re going to find that you’re going to (theoretically) earn substantially larger revenues than ever before.

From there, you can develop more expensive games, produce more content regularly, have the funds to hire more outsourced workers (or maybe even in-house employees), and beyond. Of course, you need to ensure the quality is always there (again, you don’t want to stretch yourself thin), but if you can pull this off? You’re indie studio is going to reap the benefits in no time.

Have any questions/comments about the positives of developing multiple indie games simultaneously? Let us know in the comments below!

1 Response

  1. Philip Caballero

    Solo Indie Developer.

    It can be a real problem if you are a one-man show. I have three games in progress mainly because I had a brilliant idea for a second game while working on the original one. I started working on the gameplay and creating art just so I wouldn’t forget the concept. Next thing I find myself deep into developing the second project instead of completing the first.

    Then I downloaded a template that inspired me. I knew if I changed the scenes, the art and the theme I could easily create an entirely different game. So, I started playing around with it. You can see where I was headed. Occupied with project three and nothing completed yet.

    When I realised this I pulled myself up and went back to project one and found that I had lost both my direction and enthusiasm for it! I plugged away trying to complete it but my mind was still on project three. Then external factors threw some spanners in the works. Apple introduced two new screen sizes, a new IAP system and stricter parental gates for kids’ apps.

    Dilemma: start all over with project one just for the sake of finishing it, or focus on project three where my enthusiasm and excitement had taken me.

    If I had stuck with project one, it would be in iTunes by now and possibly generating some revenue!

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