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.
Separate to my other comment, I should acknowledge that this seems overwhelmingly true. Dwarf Fortress is famous, but I've learned recently that there are also thriving communities for Cataclysm DDA, Dominions, Aurora, every imaginable Nethack derivative, and half a dozen other equally-opaque games.
As long as the genre or mechanics are new, there seems to be a (limited, but) perpetual apatite for ludicrously deep games with minimal player handholding.
Presumably we agree that bad indie games with no marketing will certainly fail.
It looks like we agree that bad indie games with strong marketing will usually fail, unlike bad AAA games and with a few debatable exceptions. (Mostly, I think, games that preordered well on hype and reputation but crumbled post-release. Clockwork Empires comes to mind.)
For good indie games with poor marketing, I think they'll usually fail, and it sounds like we might disagree? There are exceptions, but I think lots of them are older than the indie boom (e.g. Dwarf Fortress), or followup titles from successful indie devs. This might just be terminology or statistics though, because I agree that a chance favorable RPS writeup could jumpstart a game with no real marketing plan or budget. I guess the question is how often that happens, versus games doing the convention and reviewer circuit to ensure they get seen and written about.
For good indie games with good marketing, I think there's still a decently high chance of failure these days, which might be another disagreement? This probably requires a better definition of 'failure', people definitely bought e.g. Orwell, but if the standard is "makes enough money to release the next similar game" then even Failbetter Games is on the razor's edge, and they're one of the most acclaimed indie studios I know of.
(On that final point, I think I simply misunderstood you. I was noting that indie games can have any of the failings you mentioned and still succeed, but if your point was just that the specific game in this thread was hampered by those issues then we agree.)
Agreed
> For good indie games with poor marketing, I think they'll usually fail, and it sounds like we might disagree? There are exceptions, but I think lots of them are older than the indie boom (e.g. Dwarf Fortress), or followup titles from successful indie devs. This might just be terminology or statistics though, because I agree that a chance favorable RPS writeup could jumpstart a game with no real marketing plan or budget. I guess the question is how often that happens, versus games doing the convention and reviewer circuit to ensure they get seen and written about.
We probably disagree a little here. I think the problem is defining good games and good/poor marketing. I tried to make the point that some games are just so good in general quality/coherence/details or have have a truely unique approach that they would "always" succeed because players will do the marketing by word of mouth. When I say always I don't mean it literally. There are always exceptions :)
> For good indie games with good marketing, I think there's still a decently high chance of failure these days, which might be another disagreement? This probably requires a better definition of 'failure', people definitely bought e.g. Orwell, but if the standard is "makes enough money to release the next similar game" then even Failbetter Games is on the razor's edge, and they're one of the most acclaimed indie studios I know of.
Again slight disagreement with similar reasoning to the last paragraph. Good != unique and there are many levels of good so it's hard to draw a line.
> (On that final point, I think I simply misunderstood you. I was noting that indie games can have any of the failings you mentioned and still succeed, but if your point was just that the specific game in this thread was hampered by those issues then we agree.)
Yep I was referring to the actual game mentioned in the article and what I instantly found problematic for its success.
It was good discussion (the whole thread) but now I need to sleep!