Very much yes.
Most of their success is due to being fortunate enough to get a bunch of coverage. From screenshots, most aren't very spectacular. Stardew Valley takes the formula of an existing series (Harvest Moon). Papers Please is a truly unique game that was lucky enough to get youtuber coverage. Plenty of equally unique and just as fun games are ignored. I've never heard of Factorio, but looking it up, it's graphically very unappealing. Maybe my opinion would change if I watched a playthrough of it, but it doesn't stand out. Mini Metro might be fun. But so are many of the hundreds of other minimalistic puzzlers released monthly.
There are loads of games that just don't sell but become classics decades later. Earthbound sold horribly in America until the main character appeared in a more popular series (Super Smash Bros). Almost nobody played Killer 7. Panzer Dragoon Saga is considered one of the best RPGs of all time. Nobody bought it. Its popularity mostly grew after people discovered it through emulation.
The game in this article flopped because there are an abundance of games, it falls into an overcrowded genre, and it doesn't stand out, but most importantly, nobody important played it. If pewdiepie played this, it'd see 10000+ sales in a week and likely appear in a humble bundle.
To make a successful anything, it's 90% marketing, 5% quality, and 5% luck. If the right person finds your product and endorses it, quality doesn't matter. You'll get guaranteed sales. It's then that it takes quality to sustain those sales.
I think having a competitive advantage/value and having unique qualities are not the same thing. For example, before Stardew Valley, an entire genre of "calm, casual, farming oriented games" were mostly unknown to PC gamers. For years I have wondered when someone would notice an entire genre missing. At some point, someone noticed the same thing, and instead of building just another sandbox/crafting game they built a polished Harvest Moon alternative. It turns out, from a pool of millions of PC/XBone/whatever gamers, some people liked this genre of games.
By the way, I cannot stress the importance of polish: great artwork, fluid animations, good UI, proper bg music, smooth learning curve and of course, being generally exciting to play. Most of the games mentioned (maybe Factorio being the exception) have these qualities. Your average gamer has 15sec attention span at best for a new game. Most wouldn't even wait until the end of your launch trailer.
I've gave my full 30 seconds to watch the trailer of Infinitroid (OP's game) and I cannot see why I would choose it over, for example Dead Cells. They are not exactly the same game, but they are competing for the same resources. (entertainment budget and spare time) Just watch trailers of Infinitroid and Dead Cells side by side, the difference you will see cannot be written off as marketing success.
Just my 2cents as an avid gamer and potential customer.
Stardew Valley is based on existing formula but it is incredibly polished and even people not from this genre play(ed) it. It has something special, similar games don't.
However I think that quality trumps for indie games. There are always exceptions and some "shit" games are hyped because of some Twitch or Youtube coverage. And of course there are some (maybe many?) games that have a high quality and fail. You don't just need quality. But you need it. And you obviously can make a good game in a bad time.
As for the game in the article. I don't want to disparage the author because making a game of this scope is incredible!
However watching a video on his game's site instantly gave me two reasons why the game is not successful.
- The movement of the character looks very stiff and unnatural. - It is missing atmosphere. A lot of repeating textures. No details which makes the whole world uninspiring and uninteresting.
Now these things can be changed and improved still. But in the end the market for this specific type of game really is a hard one. And you compete with game's made by bigger teams and bigger budgets.
The GP makes a point that pewdiepie picking up this game would result in thousands of sales whereas, although I'm basing this purely on watching the gameplay video, I'd have to say maybe: I don't think pewdiepie, or any other major YouTube reviewer, would pick this up because it's not distinctive enough.
This is especially the case when Infinitroid is going up against games like Dead Cells within the same genre: https://www.youtube.com/watch?v=TbfxPptEU6M. Infinitroid is an impressive piece of work but, as a game, I don't think it comes off well in the comparison.
There are markets where quality is of much less importance, such as enterprise software. How else does a company like Deltek survive? Answer: there aren't that many viable competitors and they're all just as crappy. Then it's down to the quality of and investment in the business development and sales process.
This doesn't seem to be a disagreement? Quality is necessary for a successful indie game, but that's very different than being sufficient.
I can easily imagine a world where Stardew Valley failed, but I can't imagine a world where Hunt Down The Freeman succeeded. Given the sheer rate at which new games are released, I expect that a majority of polished, fun indie games fail or at least don't see major Terraria-tier success. Heck, half of my Steam library consists of clever, well-executed indie games from Humble Bundles that got near-zero coverage and sold near-zero copies. Orwell, Antichamber, Distance, and a lot of others all had the quality to sell much better than they did.
And beyond that, I think our standards for quality are usually biased by whether a game succeeded. Factorio is absolutely full of grainy, repeated textures, but took off just fine. Dungeons of Dredmor crashes constantly and went through three major expansions without fixing fundamental bugs like "this skill doesn't function", but it's a hugely successful and widely-praised indie title. Subnautica is constantly criticized for just sort of aimlessly ending. It's easy to look at a failed game and say it didn't sell because it was buggy, or looked ugly, or had a weak ending, but all of those things are present in lots of hugely successful indie games. Above some minimal threshold like "no unbearable flaws, one or more excellent elements", it looks to me like luck and marketing are absolutely crucial factors.
I don't think to be successful you need to be as successful as Terraria..
As for Factorio.. it's not about graphics. Not every type of game needs great graphics. It's the same as with Dwarf Fortress. Both games offer such a deep complexity that graphics is secondary, especially to the type of player interested in it.
Also people will do the marketing for you if your game is good but if it is not you will need to convince them (money most likely). And that is what bigger companies often do (via Twitch streamers e.g.) and what indies cannot (especially solo devs).
>To make a successful anything, it's 90% marketing, 5% quality, and 5% luck. If the right person finds your product and endorses it, quality doesn't matter. You'll get guaranteed sales. It's then that it takes quality to sustain those sales.
I strongly disagree.
Stardew valley did well because it is a fun game with good graphics. That's it, it's fun and addictive, graphics are good and it gets the gestalt right. Stardew Valley is just a truly truly fun game in which you say "just one more day" a bit too often. It's just that much fun. The game is FUN and addictive. Did I mention I had a lot of fun playing it? It has nothing to do with marketing it had everything to do with how I played the game and whether I had fun or not. The first time I picked it up I poured in more than 40 hours in a single week! And that's a lot!
I just read this article about the creator who spent 4 years making Stardew Valley and it is a really interesting read:
It filled a niche for gamers who had grown up playing HM on Gameboy, but hadn't been able to really scratch that itch. If anything, his choice of genre to work in was genius. It was a passionate and pre-made fanbase that was craving a new game to jump onto, and he happened to make an excellent game as well.
It also helps that HM is a highly generic game/genre. There's very little about what makes the original games popular that is trademarked. I played thousands of hours of a couple of them, and I probably can't name any of the characters any more. You can easily make an "off-brand" remake, and most people won't miss anything specific. You wouldn't be able to just go make a knock-off Pokemon and have it work, even though the demand for it on PC is high.
This seems very logical but indie games really do seem to defy this general rule. Pretty much every single popular indie game out there is really, really good in it's own specific way, and most of them had almost no marketing budget (when they first came out anyway).
Minecraft had no marketing. Terraria had no marketing. Stardew Valley had no marketing. These games spread through word of mouth and quality is the main criteria that causes people to talk about a game.
Nope, nope, and nope.
Stardew Valley has a notable indie publisher. There was marketing on various internet communities (reddit, 4chan, etc) leading up to the months of release. There it can pass off as organic word of mouth. Terraria was marketed months before release. As for Minecraft, Notch himself was throwing his game around a load before it got released and using anonymity to drive interest--it was the most organic of the 3.
Other notable indie games like Hotline Miami and Super Meat Boy also had especially significant marketing efforts behind them. And let's not forget Fez.
Most indie breakout hits aren't miracle successes. The just have very clever and modern marketing methods. They're not wasting money on magazine ads and gaming news sites banners like AAA studios do.
Bullshit claim. They did really clever marketing where they provided the beta release beforehand to few prominent twitch streamers, and in my knowledge also did all kinds of other pre-release hype, community building etc. I'm pretty sure also the other titles invested quite a lot of time, smarts and money towards marketing.
These 3 games did a lot of marketing. It was just not the millionaire kind of marketing that EA does.
... ish.
You can certainly think of the prolonged free alpha (and beta?) as marketing
Also he made a highly viral video of him building a minecart rollercoaster during his paid (but cheaper, I believe it was $13, and he was telling people that was half the price that it would be on official release) beta which he got Kotaku and Penny Arcade to share with their massive audience and suddenly he was a millionaire pretty much overnight.
I personally saw the minecart rollercoaster video while browsing Kotaku and that's how I discovered the game.
Notch absolutely marketed and knew how to market his game. He may have not had an advertising budget, but he made the right type of content and the right type of advertising, then shared it with the right types of promotional avenues to reach his target audience to get enough of a start that word-of-mouth advertising could pretty much take over. And that's all marketing really is.
And since then (especially since Microsoft bought Minecraft) you better believe that game has had lots of money dumped into its marketing.
It's just that most things aren't as sexy as a build-your-own-minecart-rollercoaster-brick-by-brick-and-ride-it-in-first-person and therefore require a lot of money to get it in front of enough people.
The graphics are bland and the early parts of the game feel like a pre-release / beta build, but the addictive gameplay and infinite end-game potential got it a lot of great coverage.
Factorio and Dwarf Fortress are two examples of those. Can someone say their graphics are amazing? Probably not. Yet they focused on their differentials: the unique gameplay.
I have to agree with the GP. They're always unique in one form or another.
People however overuse the marketing card IMO, saying that you need a lot of marketing. Good games do stand out for being good games. Word of mouth only works if your game is good. Nobody will urge their friends to play a bad game and for indie games, word of mouth is king. You can't "force" word of mouth marketing, so it's not really a marketing effort. It comes naturally with good games.
I don't think this is good fortune so much as a good pitch, a good product, and a lot of persistence.
I have bought many games after watching popular Youtubers play them.