๋ค์ด๊ฐ๊ธฐ์ ์์ ํ๋ฒ ์ฝ๊ณ ์ง๊ฐ์ ์ผ๋ก ๋ฒ์ญํ ํ, ์์ ํ์ง ์์ ๋ฒ์ญ์ด๋ผ ๋ค์ ๋ฌธ๋ฒ์ด๋ ๋ฌธ์ฅ์ฐ๊ฒฐ์ด ์ด์ํ ์ ์์ต๋๋ค.
์ ์ ๊ฐ์ด ์ธ๋ ๊ฒ์ ๊ฐ๋ฐ์ ๊ด์ฌ์ด ์์ผ์ ๋ถ๋ค์๊ฒ ๋์์ด ๋๋ฉด ์ข๊ฒ ๋ค์.
Failure study: Rune Masters
Long story short: a friendly indie developer released their first serious game โ Rune Masters. It didnโt sell. They worked for over a year on it. The gameโs not horrible. And yet it sold only 8 copies as of now.
์์ฝํ์๋ฉด, ์น๊ตฌ ์ธ๋ ๊ฒ์ ๊ฐ๋ฐ์๊ฐ ์ฒซ ์๋ฆฌ์ฆ ๊ฒ์ ๋ฃฌ ๋ง์คํฐ์ฆ๋ฅผ ์ถ์ํ๋ค. ์ ํ๋ฆฌ์ง ์์์ผ๋ฉฐ, ์ด ๊ฒ์ ๊ฐ๋ฐ์ ๋ช๋ ์ ์๋ชจํ๋ค๊ณ ํ๋ค. ๊ฒ์์ ๊ด์ฐฎ์ ํธ์ธ๋ฐ๋ 8์ฅ๋ฐ์ ํ๋ฆฌ์ง ์์๋ค๊ณ ํ๋ค.
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Itโs an interesting case, because failure is rarely talked about. As human beings, weโre often victims of the survivorship bias. Starting developers focus on the success stories and look at indie game development with starry eyes and big hopes. How hard can it be if Minecraft sold millions and a simple puzzle platformer can become a major hit? Well, very hard. The truth is that most indie projects fail. We should be paying more attention to the lessons we can learn from failures rather than look up to the lucky few who made it, thinking itโs going be the same for us.
ย ์ด๋ ์์ฃผ ํฅ๋ฏธ๋ก์ด ๊ฒฝ์ฐ๋ค. ์คํจ๋ ๋๋ฌผ๊ฒ ๋ ผ์๋๋ ์ฃผ์ ๊ณ , ์ฌ๋์ผ๋ก์ ์ฐ๋ฆฌ๋ ์ข ์ข ์์กด๊ถ ํธํฅ์ ํฌ์์์ด ๋๊ณค ํ๋ค. ์ธ๋ ๊ฒ์ ๊ฐ๋ฐ์ ๋ฐ์ด๋ ์ฌ๋๋ค์ ์ค๋ก์ง ํฌ๊ฒ ์ฑ๊ณตํ ๊ฒฝ์ฐ๋ง ๋ณด๊ณ ํฌ๋ง์ ๊ฐ์ง๊ณ ์ง์ ํ๋ ๊ฒฝ์ฐ๊ฐ ๋ง๋ค. ๋ง์ธํฌ๋ํํธ ๊ฐ์ ๊ฒ์์ด ๋ฐฑ๋ง ๋ค์ด๋ก๋๋ฅผ ๋์๋๋ฐ ๋จ์ํ ํผ์ฆ ํ๋ซํผ์ด ์ด๋ป๊ฒ ํฌ๊ฒ ์ฑ๊ณตํ ์ ์๊ฒ ๋๊ฐ? ์์ฃผ ์ด๋ ต๋ค. ์ง์ค์ ๋๋ถ๋ถ์ ์ธ๋ ๊ฒ์์ ์คํจํ๋ค๋ ๊ฒ์ด๋ค. ์ฐ๋ฆฌ๋ ํฌ๊ฒ ์ฑ๊ณตํ ๊ฒฝ์ฐ ๋ณด๋ค๋ ์คํจ๋ก๋ถํฐ ๋ฐฐ์ธ ํ์๊ฐ ์๋ค.
Itโs doubly interesting to me. Looking at Rune Masters, I see so many mistakes that Iโve made myself when I released Magi years ago. But Magi did sell reasonably well, which raises the question: โWhy?โ
ํฅ๋ฏธ๋ก์ด ์ ์ด ํ๋ ๋ ์๋ค. ๋ฃฌ ๋ง์คํฐ๋ฅผ ๋ณด๋ฉฐ ๋ด๊ฐ ๋ฆด๋ฆฌ์ฆ ํ magi๋ผ๋ ๊ฒ์์์ ๋ค์ํ ์ค์๋ฅผ ๋ฐ๊ฒฌํ์์๋ ๋ถ๊ตฌํ๊ณ , ์ ๋นํ ํ๋ ธ๋ค๋ ๊ฒ์ด๋ค. ์ด๋ ์๋๋ ์ง๋ฌธ์ ๋ถ๋ฌ์ผ์ผํจ๋ค.
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I talked with the creators of Rune Masters, and they gave me their permission to write about why I think their game failed, from a somewhat more experienced developersโs point of view. That requires some courage, so major props to them.
๋๋ ๋ฃฌ ๋ง์คํฐ์ ๊ฐ๋ฐ์์ ์ด์ผ๊ธฐ๋ฅผ ํ์ผ๋ฉฐ, ๊ทธ๋ค์ ๊ทธ๋ค์ ๊ฒ์์ด ์ ์คํจํ๋์ง ์ค๋ช ํ ์ ์๋๋ก ํ๋ฝํด์ฃผ์๋ค. ์ด๋ ๊ฐ๋ฐ์์ ๊ด์ ์ผ๋ก ๋ดค์ ๋, ์ฉ๊ธฐ์๋ ํ๋์ด๋ฉฐ, ๊ทธ๋ค์๊ฒ ๊ฐ์ฌ๋ฅผ ํํ๋ค.
ย
Before you continue with reading the article, I suggest you at least try the game. Heck, it costs five bucks and can be pretty fun, so you may even want to buy it. At the very least, check the trailer below.
์ด ๊ธ์ ๋ ์ฝ๊ธฐ ์ ์, ์ ์ด๋ ์ด ๊ฒ์์ ํ๋ฒ ์๋ํด๋ณด๊ธธ ๋ฐ๋๋ค. 5์ฒ์๋ฐ์ ์ํ์ง๋ง ๊ฝค ์ฌ๋ฐ๋ค. ์ ์ด๋, ํธ๋ ์ผ๋ฌ ๋ง์ ํ๋ฒ ๋ด์ฃผ๊ธธ ๋ฐ๋๋ค.
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ํธ๋ ์ผ๋ฌ ์ฃผ์
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Iโm not going into a detailed analysis. The game has several design mistakes of various magnitude, but it doesnโt matter that much in the big picture. Iโm going to focus on the biggest reasons why I think it wasnโt even downloaded by many, why it didnโt sell even if it was downloaded, and what were some of the more subtle problems that could hurt it in the long run.
๋๋ ์ธ์ธํ๊ฒ ๋ถ์ํ์ง๋ ์์ ๊ฒ์ด๋ค. ์ด ๊ฒ์์ ๋ค์ํ ๊ท๋ชจ์ ๋ช๋ช ์ค์๊ฐ ์์ผ๋ฉฐ, ํฐ ๊ทธ๋ฆผ์ผ๋ก ๋ณด์์ ๋๋ ํฌ๊ฒ ๋ฌธ์ ๋์ง๋ ์๋๋ค. ๋๋ ๋กฑ๋ฐ์ ๋ฐฉํดํ๋ ๋ฏธ๋ฌํ ๋ฌธ์ ๋ค๊ณผ, ์ ์ฌ๋๋ค์ด ๊ฒ์์ ์ฌ์ง ์์๋์ง์ ๋ํด ํฌ์ปค์ค๋ฅผ ๋ง์ถ๊ฒ ๋ค.
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The market has changed: ์์ฅ์ด ๋ณํ๋ค:
Not the gameโs fault per se, but something to keep in mind. When I started making indie games 7 years ago, the scene was still quite centered. Most games could get at least some attention, and higher average prices meant you needed less purchases to be profitable. It wasnโt uncommon for indie games to cost around $30, like Aquaria, or Spiderwebโs titles. Even all those casual match-3s were priced at $19.95. I was able to sell my first game for $22.95 and nobody complained. I donโt think it would be possible now.
๊ฒ์์ ํ์ ์๋์ง๋ง, ํ๊ฐ์ง ๊ธฐ์ตํด๋ฌ๋ผ. ๋๋ ์ธ๋ ๊ฒ์ ๊ฐ๋ฐ์ 7๋ ์ ์ ์์ํ์ผ๋ฉฐ, ๋ธ๋ฃจ์ค์ ์ด์๋ค. ๋ชจ๋ ์ธ๋ ๊ฒ์๋ค์ ์ ์ด๋ ๊ด์ฌ์ ๋ฐ์์ผ๋ฉฐ, ์์ต๋ ์ข์๋ค. ์ธ๋ ๊ฒ์์ด 3๋ง์์ ํ๋งค๋๋ ๊ฒ์ ํํ๋ค. ํํธ์น ์ํ๋ 2๋ง์์ ํ๋ค. ๋๋ ๋ด ์ฒ์ ๊ฒ์์ 2๋ง 3์ฒ์์ ํ์๊ณ ๋๊ตฌ๋ ๋ถํํ์ง ์์๋ค. ์ด๋ ์ง๊ธ์ ๋ถ๊ฐ๋ฅํ๋ค.
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The todayโs market is much more competitive, saturated, and forever changed by the increased popularity of Steam, casual portals, and the emergence of the App Store. Games are probably the only product I buy frequently that heavily went down in price over time, despite the inflation and all that.
์ง๊ธ ์ธ๋๊ฒ์ ์์ฅ์ ๋์ฑ ๊ฒฝ์์ ์ด๊ณ ๋ ๋์ค์ ์ด๋ค. ๊ทธ๋ฆฌ๊ณ ์คํ์ ์ ๋ช ํ์ ๋ค์ํ ๊ฒ์ ํ๋งค ์ฌ์ดํธ๋ก ๊ฒ์ ๊ฐ๊ฒฉ์ ํํฅ ํ์คํ ๋์๋ค.
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Why does it matter for Rune Masters? As with any grown market, the barrier or entry is higher, profit margins are slimmer, big players occupy the top spots, and smaller games are struggling for attention, competing in visibility with the likes of Angry Birds or bigger-budget titles like Limbo.
์ด๊ฒ ๋ฃฌ ๋ง์คํฐ์ ๋ฌด์จ ์๊ด์ด๋๊ณ ? ์์ฅ ๊ท๋ชจ๊ฐ ์ปค์ง๋ฉด์ ์ง์ ์ฅ๋ฒฝ์ด ๋์์ก๋ค, ๋ง์ง์ ์ค์ด๋ค๊ณ , ์ ๋ง๋ค๋ ์ฌ๋๋ง์ด ์์ ์๊ฒ๋๊ณ , ์ ๊ท ์ง์ ์๋ ๋ฆผ๋ณด๋ ์ต๊ทธ๋ฆฌ ๋ฒ๋ ๊ฐ์ ํฐ ํ์ดํ ๊ทผ์ฒ์์ ๊ด์ฌ์ ๋ฐ๊ธฐ ์ํด ์ ์ด๋ค
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The success stories we learned from, the myth that you can make a living with a decent game. That it will get promoted by just the word of mouth. It just isnโt true anymore. To succeed nowadays, a game must either come from someone already established, target a total niche, or be truly amazing. Rune Masters didnโt have any of those qualities.
ย ์ฐ๋ฆฌ๊ฐ ์๊ณ ์๋ ์ฑ๊ณต ์ ํ๋ ๋ง ๊ทธ๋๋ก ์ ํ์ ๋ถ๊ณผํ๋ค. ์์ฆ ์ฑ๊ณตํ๊ธฐ ์ํด์๋, ๋๊ตฐ๊ฐ ์ด๋ฏธ ๋ง๋ ๊ฒ์์ ํ์ ์ฐ์ ์ผ๋ก ์ ์ ํ๊ฑฐ๋, ์ด๋ฉ์ด์งํ๊ฒ ์๋ก์์ผ ํ๋ค. ๋ฃฌ ๋ง์คํฐ์ฆ๋ ๊ทธ๋ฐ ๊ฒ์ ์ถฉ์กฑ์ํค์ง ๋ชปํ๋ค.
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Lack of clear USPs: Unique Selling Proposition, ๋
ํนํ ํ๋งค์ ์์ด ๋ถ์กฑํ๋คย
The first big issue with the game is that it lacks any noticeable unique selling points. In any business, the key to success is to provide the customers with unique value that they canโt get from the competition. You either need to have a completely new product or make something already existing better. Rune Masters tried the later approach, which is a common mistake for starting indie teams.
์ฒ์ ํฐ ์ด์๋ ์ฃผ๋ชฉํ ๋งํย ํน์ ์ ํ๋งค ํฌ์ธํธ๊ฐ ์์๋ค. ์ด๋ ์ฌ์ ์ด๋ ์ฑ๊ณต์ ์ด์ ๋ ์๋น์์๊ฒ ๊ฒฝ์์ฌ๋ก๋ถํฐ ์ป์ ์ ์๋ ํน๋ณํจ์ ์ ์ํ๋ ๊ฒ์ด๋ค. ๋๋ ์์ ํ ์๋ก์ด ๊ฒ์ ์ถ์ํ๊ฑฐ๋ ์กด์ฌํ๊ณ ์๋ย ๊ฒ๋ณด๋ค ๋์ ๊ฒ์ ๋ง๋ค์ด์ผ ํ๋๋ฐ,ย ๋ฃฌ ๋ง์คํฐ์ฆ๋ ํ์๋ฅผ ํํ์ผ๋ฉฐ, ์์ํ๋ ์ธ๋ ํ์ ํฐ ์ค์๋ฅผ ์ ์ง๋ ๋ค.
ย
You like a certain game or gameplay mechanic, so you decide to develop your own take on it, without considering if you are creating anything of actual value in the process. The result is that people are going to inevitable compare your game to its big brothers, especially if there was a major hit in the genre. Rune Masters is being compared to Puzzle Quest obviously. So the question that CodeDaemons have to answer for its players is: โWhy would I rather play this than Puzzle Quest?โ
๋น์ ์ ํน์ ํ ๊ฒ์ ํ๋ ์ด ๋ฉ์นด๋์ด๋ ํน์ ํ ๊ฒ์์ ์ข์ํ๊ธฐ ๋๋ฌธ์, ๋น์ ์ด ์ ๋ง ์ค์ ์ ์ธ ๊ฐ์น๋ฅผ ๊ฐ์ง ๊ฒ์ ๋ง๋ค๊ณ ์๋์ง์ ๋ํ ํ์ ์์ด ๊ทธ๋ฐ ๊ฒ์์ ๋ง๋ค๊ธฐ๋ก ๊ฒฐ์ ํ๋ค. ์ด ๊ฒฐ๊ณผ๋ก ๋น์ ์ ๋ฉ์ด์ ํ ์ฅ๋ฅด์ผ์๋ก ํฐ ํ๋๋ค๊ณผ ํผํ ์ ์๋ ๋น๊ต๋ฅผ ๋นํ ๊ฒ์ด๋ค. ๋ฃฌ ๋ง์คํฐ์ฆ๋ ํผ์ฆ ํ์คํธ์ ๋น๊ต๋นํ์ ๊ฒ์ด๋ค. ์ด ๊ฒฐ๊ณผ๋ก ์๋น์๋ค์ "ํผ์ฆ ํ์คํธ ๋์ ์ด ๊ฒ์์ ์ํ์ง" ๋ผ๊ณ ์๊ฐํ๋ค.
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Topping the production values and amount of content of a game produced by a relatively large studio is beyond the reach of most indie teams, especially beginners. So you have to focus on the differences. You want to make people to say: โItโs like Puzzle Quest, butโฆโ, and pray itโs not: โLike Puzzle Quest, but worse.โ
ย ํฐ ์คํ๋์ค์ ์ ํ์ ์ง๊ณผ ์ถ์ ๊ฐฏ์๋ ์ธ๋ ๊ฒ์ ํ์ด ๋ฐ๋ผ๊ฐ ์๊ฐ ์๋ค. ๋น์ ์ ์ฐจ์ด์ ์ ์ง์คํด์ผ ํ๋ค. ๋น์ ์ ์ฌ๋๋ค์ด "์ด๊ฒ์ ํผ์ฆ ํ์คํธ์ ๋น์ทํ์ง๋ง, ~~~์ด ๋ค๋ฅด๋ค" ๋ผ๊ณ ์๊ฐํ๋๋ก ํด์ผํ๋ฉฐ, "ํผ์ฆ ํ์คํธ์ ๋น์ทํ์ง๋ง, ๋ ๊ตฌ๋ ค"๊ฐ ์๋๋๋ก ๋น์ด์ผ ํ๋ค.
Rune Masters developers had a clear problem with defining their USPs. Letโs take a look at the gameโs page:
๋ฃฌ ๋ง์คํฐ์ฆ ๊ฐ๋ฐ์๋ค์ ํ๋งค์ ์์ ๋ถ๋ช ํ ๋ฌธ์ ๊ฐ ์์๋ค:
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Soโฆthe game has characters, enemies, items, and bosses. And a soundtrack. It probably even features an immersive Fullscreen Modeโข. This is partially a marketing mistake. One that Iโve made when I launched Magi as well. Too many bullet points with pointless numbers describing a fairly common content. You donโt do that unless you have something really impressive. โ1500 enemies and 200 hours of gameplay!โ would raise an eyebrow. But โ15 skillful enemies to defeatโ sounds like: โThe game has enemies.โ This is not an USP.
๊ทธ๋... ์ด ๊ฒ์์ ์บ๋ฆญํฐ์, ์ ๊ณผ, ๋ณด์ค๊ฐ ์์๊ณ , ์ฌ์ด๋ํธ๋๋ ์์๋ค. ๊ฑฐ๊ธฐ๋ค๊ฐ ํ ์คํฌ๋ฆฐ ๋ชจ๋๊น์ง ์ง์ํ๋๊ฑธ!?!? ์ด๊ฒ์ ๋ง์ผํ ์ค์๋ค. ๋ด๊ฐ magi๋ฅผ ์ถ์ ํ ๋์ ๋ง์ฐฌ๊ฐ์ง๋ก. ์ธ๋์๋ ์ผ๋ฐ์ ์ธ ์ฝํ ์ธ ๋ฅผ ์ค๋ช ํ ํ์๋ ์๋ค. "1500 ๊ฐ์ง์ ์ ๊ณผ 200์๊ฐ ๊ฒ์ํ๋ ์ด!" ๊ฐ์ ๊ฒฝ์ฐ๋ ๋์ ํฌ๊ฒ ๋ฐ๋ง ํ์ง๋ง, "15 ๋ค์ํ ์ ๋ฑ์ฅ"๊ฐ์ ๊ฒ์ "์ด ๊ฒ์์ ์ ์ด ์๋ค"์ ๋ง์ฐฌ๊ฐ์ง๋ก ์ธ๋ชจ์๋ ํ๋งคํ๋ณด๋ค.
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In fact, the game doesnโt really have any significant advantages or differences compared to Puzzle Quest. It uses a slightly different match-3 mechanic and active-time battles instead of turn-based. Itโs a good start, but has one problem โ itโs not immediately noticeable or significant. The bullet points, the screenshots, and the trailer should showcase the gameโs most unique qualities. How itโs different or better than the competition. And it should be something meaningful rather than cosmetic.
ย ์ฌ์ค, ์ด ๊ฒ์์ ํผ์ฆ ํ์คํธ์ ๋น๊ตํ์๋ ํน๋ณํ ์ด์ ์ด๋ ์ฐจ์ด์ ์ด ์์๋ค. ์ฝ๊ฐ ๋ฏธ๋ฏธํ ์ฐจ์ด์ ์ด ์์์ง๋ง, ์ฆ์ ์์๋ผ ๋งํผย ํฐ ๊ฒ์ ์๋์๋ค. ํน์ง ์ค๋ช , ์คํฌ๋ฆฐ์ท, ํธ๋ ์ผ๋ฌ๋ ๊ฒ์ ํน์ ์ ํน์ง์ ์ ์ค๋ช ํด์ฃผ์ด์ผ ํ๋ค. ์ ๊ฒฝ์ ๊ฒ์๋ณด๋ค ์ข๊ฑฐ๋ ๋ค๋ฅธ์ง.
For example: this game used to sell nicely on casual portals back when Puzzle Quest was still new. Itโs not really better than Rune Masters, but at least I can immediately see its key differences. It has an animated 3d visualization of the battles, and itโs much more casual. It knew it couldnโt be better or bigger than Puzzle Quest, so itโs instead much simpler to play and more user friendly. Thatโs an USP.
์๋ฅผ ๋ค์ด : ์ด ๊ฒ์์ ํผ์ฆ ํ์คํธ๊ฐ ์์ง ์๋ก์ ์ ๋์๋ย ์บ์ฅฌ์ผ ํ๋งค ์ฌ์ดํธ์์ ํ๋ ธ๋ค. ํผ์ฆ ํ์คํธ๋ ๋ฃฌ ๋ง์คํฐ๋ณด๋ค ํจ์ฌ ์ข์ง๋ ์์๋ค,ย ๊ทธ๋ฌ๋ ๋ด๊ฐ ๋ฐ๋ก ์์์ฑ ๊ฒ์ย ๋ย 3D ์๊ฐ ์ ํฌ์, ํจ์ฌ ์บ์ฃผ์ผํ๋ค๋ ๊ฒ์ด๋ค. ๋ง์ฝ ์ฌ์ด ํ๋์ด์ ์บ์ฅฌ์ผ์ ๊ฐ์กฐํ๋ค๋ฉด ๊ทธ๊ฒ์ด ๋ฐ๋ก ์ข์ ํ๋งคํ๋ณด๋ค.
ย
This is largely why Magi sold, despite not being more polished than Rune Masters in its first release. If you wanted to play something like it, you pretty much had nowhere else to go. It made people willing to look past its flaws. Itโs only years later that we thought we are experienced enough to attempt to one-up an established genre with Cinders, and itโs still not clear if we succeeded.
ย ๋ฃฌ ๋ง์คํฐ์ฆ์ ๋ง์ฐฌ๊ฐ์ง๋ก ์ค์ํฌ์ฑ์ด ๋ฐ๋งค์์์๋ ๋ถ๊ตฌํ๊ณ ์ด๊ฒ์ด Magi๊ฐ ํ๋ฆฐ ์ด์ ๊ธฐ๋ ํ๋ค. ์ด๋ค ๊ฒ์์ด ์์ ๋, ์ด ๊ฒ์ ๋ง๊ณ ๋น์ทํ ๊ฒ์์ด ์์ด์ผ ํ๋ค. ์ด๊ฒ์ ์ฌ๋๋ค์ดย ์ค์ ์ฐธ์์ฃผ๊ฒ ํ๋ ์์์ด๋ค.ย
ย
Poor genre choice: ์ฅ๋ฅด ์ ํ ์คํจ
It has to be said that picking a match-3 of all things was whole bunch of nails to the Rune Masterโs coffin. The genre is over-saturated, with several major hard-to-top hits. It was also given the mass-market treatment. When it was still hot, several larger companies made attempts at it. Unable to alter the gameplay significantly, they just continuously upped the production values bar.
ย ์์ฅ์ด ๋ฏธ์ดํฐ์ง ์ฅ๋ฅด๋ฅผ ์ ํํ์ฌ, ๋ฃฌ ๋ง์คํฐ์ฆ์ ๊ด์ง์ ๋ชป์ง์ ๋จ๋จํ ํ๊ฒ ๋์๋ค. ๋ฏธ์ด ํฐ์ง ์ฅ๋ฅด์, ์์์ ๋ฉ์ด์ ธ๊ฐ ์ ์ ์ ์ฐ๋๋ค. ์ด ์ฅ๋ฅด๊ฐ ํซํ ๋, ๋ํ ๊ฒ์ํ์ฌ๊ฐ ๋ค์ํ ์๋๋ฅผ ํ๋ฉฐ ์ฌ๋๋ค์ ๊ธฐ๋์น๋ฅผ ๋์ฌ ๋์๋ค.
Itโs also a genre bearing a heavy stigma. Hardcore players hate it and dismiss it as a dumb luck-based puzzles for grannies. Indie players hate it, because it was a fad and an epitome of the me-too mentality of the casual market. Even the casual gamers are fed up with it already. The fad is over. Many reviewers and players likely dismissed the game based on the genre alone without even trying it.
ย ๋ํ ํฐ ์ค๋ช ์ ์๊ณ ์๋ ์ฅ๋ฅด์ด๊ธฐ๋ ํ๋ค. ํ๋์ฝ์ด ๊ฒ์ด๋จธ๋ค์ ์ด๋นจ ํผ์ฆ ๊ฒ์์ ํ์คํ๋ค. ์ธ๋ ๊ฒ์ด๋จธ๋ค๋ ์ซ์ดํ๋ค, ์๋ํ๋ฉด ์บ์ฃผ์ผ ๋ง์ผ์ ์ผ์์ ์ธ ๋๋ ๋ง๋ค๋ ์ฅ๋ฅด์ ๋ณธ๋ณด๊ธฐ ์๊ธฐ ๋๋ฌธ์ด๋ค. ์ ํ์ ๋๋ฌ๊ณ , ๋ฆฌ๋ทฐ์ด์ ํ๋ ์ด์ด๋ค์ ํด๋น ์ฅ๋ฅด์ ๊ฒ์์ ํด๋ณด์ง๋ ์์๋ค.
Iโm not going to say anything here that the brilliant Jeff Vogel didnโt already say better in his articles (such as this one). If you want to be indie, itโs safer to pick an underserved niche that the big companies forgot about and make something new in it. Picking a match-3 makes almost as much sense as trying to make an FPS or action-adventure.
์ ํ ๋ณด์ ค์ด ๋งํ๊ฒ๊ณผ ๊ฐ์ด ์ธ๋ ๊ฒ์์ ๋ง๋ค๊ณ ์ถ์ผ๋ฉด ๋ํ ๊ฒ์ํ์ฌ๊ฐ ์์ ๋์ง ์์ ์๋กญ์ง ์์ ์ฅ๋ฅด๋ฅผ ๋ง๋ค์ด๋ผ. FPS๋ ์ก์ -์ด๋๋ฒค์ณ ์ฅ๋ฅด ๋ง๊ณ .
ย
ย
Bad first impression: ํ์ ํ ์ฒซ์ธ์
Now, assuming someone actually didnโt get discouraged and downloaded the game. Why they didnโt buy it? The game itself is pretty fun, but it makes many textbook beginners mistakes. Many of which, again, I know all too well from the Magi launch.
์ด๋ค ์ฌ๋์ด ์ค๋งํ์ง ์๊ณ ๊ฒ์ ๋ฐ๋ชจ๋ฅผย ๋ค์ด๋ก๋๋ฐ์๋ค ์น์. ๊ทธ๋ค์ ์ ์ฌ์ง ์์๊น? ๊ฒ์ ์์ฒด๋ ์ฌ๋ฏธ์๋๋ฐ, Magi๋ฅผ ๋ฐ์นญํ๋ฉด์ ๋๋ ์ค์๊ฐ ์๋ค.
ย
First of all, it makes a bad first impression. Which is probably enough to make most people drop it right away. I know that I personally tend to quit demos very fast, if I get the feeling Iโm up for a shitty ride. Especially in genres where I can get a plenty of other titles โ itโs just not worth the time.
์ฒซ๋ฒ์งธ๋ก, ํ์ ํ ์ฒซ์ธ์์ ๋จ๊ธฐ๋ ๊ฒ์ด๋ค. ์ด๊ฒ์ ์ฌ๋๋ค์ด ๋ฐ๋ก ๋ ๋๋ฒ๋ฆฌ๋๋ก ํ๋ค. ๋ค๋ฅธ ํ์ดํ์ด ํ๋ถํ๋ฐ, ์ฒซ์ธ์์ด ๊ตฌ๋ฆฌ๋ฉด ๋ฐ๋ก ๋ ๋๋ฒ๋ฆฌ๊ฒ ๋๋ค.
ย
Rune Masters main menu is actually pretty nice, but the devil is in the details. From the login screen to the first battle, the game seems highly unpolished and inconsistent. Some artwork is rather nice (the board itself, the main menu), some is pretty bad (the characters), some looks like it was made by another person for another project (inventory and shops). Thereโs no unified style or consistency. To make it worse, thereโs no consistency even in the behavior of the GUI. Some text boxes and buttons fade in nicely, some just appear, some react to the mouse smoothly, some donโt. Itโs all subtle, but it creates that impression of: โThis is not a real game.โ
๋ฃฌ ๋ง์คํฐ์ฆ์ ๋ฉ๋ด๋ ๊ฝค ์ข์๋ค. ๊ทธ๋ฌ๋ ๋ํ ์ผ์ ๊ตฌ๋ ธ๋ค. ์ฒซ ์ ํฌ ๋ก๋ฉ ํ๋ฉด์ ๊น๋ํ์ง ์๊ณ ๋ถ์์ ํ๋ค. ์ด๋ค ์ํธ์ํฌ๋ ์ข์๊ณ , ์ด๋ค ๊ฒ์ ๊ตฌ๋ ธ๋ค(์บ๋ฆญํฐ๋ค). ๊ฒ์ ์ ์ฒด์ ํตํฉ๊ด ์คํ์ผ์ด๋ ์ผ๊ด์ฑ์ด ์์๋ค. ๋์ฑ ์ต์ ์ธ ๊ฒ์ GUI ๋ํ ํต์ผ์ฑ์ด ์์๋ค. ๋ฒํผ๊ณผ ํ ์คํธ ๋ฐ์ค๊ฐ ์์ด์ก๋ค๊ฐ ์ฌ๋ผ์ง๊ณ ๋ง์ฐ์ค์ ๋ถ๋๋ฝ๊ฒ ๋ฐ์ํ๋ค๊ฐ ๊ทธ๋ฌ์ง ์๋ค๊ฐ๋ฅผ ๋ฐ๋ณตํ๋ค. ๋ฏธ๋ฌํ์ง๋ง, ํฉ์ณ์ ธ์ ๊ฒ์์ ๊ตฌ๋ฆฌ๊ฒ ๋ง๋ ๋ค.
ย
Then thereโs the text. As soon as I start a new game, Iโm welcomed with a character selection screen boasting essays worth of lore, written poorly in print so tiny that I have to squint. Iโm not interested in the lore at all at this point, I just want to pick my guy and have a go at it. Iโm trying to check what the various stats do, but the tooltips prove to be as wordy and cramped as the rest of the text. Instead of a simple: โThis stat reduces damage taken,โ I get some fluff text about how itโs important to Nature Magic users. First, tell me what it does and let me figure the rest myself. Second, what the hell is Nature Magic? I just want to play the game!
ย ํ ์คํธ์๋ ๋ฌธ์ ๊ฐ ์์๋ค. ๊ฒ์์ ์์ํ๊ณ ๋์ ์บ๋ฆญํฐ ์ ํ ์ฐฝ์์ ์ด์ผ๊ธฐ์ ํจ๊ป ํ์์ ๋ฐ์๋ค, ๊ทธ๋ฌ๋ ๋๋ฌด ์๊ฒ ์จ์ง ๊ธ์จ์ ๊ฑด๋ ๋ฐ์๋ค. ๋๋ ์ด ์์ ์ ์ด์ผ๊ธฐ์ ์ ํ ๊ด์ฌ์ด ์์๊ณ , ๊ทธ๋ฅ ์บ๋ฆญํฐ๋ฅผ ๊ณ ๋ฅด๊ณ ์ถ์๋ค. ๋ค์ํ ์คํ ๋ค์ด ๋ฌด์จ ์ญํ ์ ํ๋์ง ํ์ธํ๊ณ ์ถ์์ง๋ง, ๊ฐ๋จํ " ์ด ์คํ ์ ๋ฐ๋ ๋ฐ๋ฏธ์ง๋ฅผ ์ค์ฌ์ค๋๋ค" ๋์ ํดํ ํ ์คํธ๋ ๋ญ๊ฒ์ ธ ์์๋ค.
Then thereโs the tutorial guy. He never shuts up. Iโm torn between clicking through him and not knowing what the game is about or having to read all what he has to say. When the game finally starts, Iโm already tired of it. And actually, itโs not bad once it gets going. All that initial text made it seem much more complex and convoluted that it really is. You just go to various map locations, kill monsters in rather intuitive match-3 battles, and develop your stats. Pretty addicting actually.
๊ทธ๋ฆฌ๊ณ ํํ ๋ฆฌ์ผ ๊ฐ์ด๋ฅผ ๋ง๋ฌ๋ค. ๊ทธ๋ ๋ง์ ๋ฉ์ถ์ง ์์๋ค. ๋๋ ๊ทธ์ ๋ง์ ๊ด์ฌ์ด ์์๊ณ ํด๋ฆญ์ง์ ๋ฐ๋ณตํ์ผ๋ฉฐ, ๋๋์ด ๊ฒ์์ด ์์๋์์ผ๋, ๋๋ ์ด๋ฏธ ์ง์ณ์์๋ค. ๊ทธ๋ฌ๋ ์ฌ์ค ๊ฒ์์ ํ๋ ์ด ํด๋ณด๋ฉด ๋์์ง ์์ผ๋ฉฐ, ์ฒ์ ํ ์คํธ๋ ๊ทธ์ ๋ค์ํ ๋งต ์ฅ์๋ฅผ ๋์๋ค๋๋ฉฐ ๋ชฌ์คํฐ๋ฅผ ์ฃฝ์ด๊ณ , ์คํ ์ ๋๋ฆฌ๋ ๊ฒ ์ธ์ ์ค๋ช ํ๋๊ฒ ๋๋ฌด ๋ง์๋ค.
ย
I swear, fixing those initial 15 minutes of gameplay would sell infinitely more copies than adding 100 more monsters. First impression is crucial. To be honest, if I didnโt feel obliged to play it, I would drop it at the character selection screen. And I would lose out โ I actually spent several fun hours with it in the end.
ย ๋ฉฉ์ธํ๊ฑด๋ฐ, ์ฒ์ 15๋ถ์ ๊ฒ์ ํ๋ ์ด ์์ ์ด 100 ๋ชฌ์คํฐ ์ถ๊ฐ๋ณด๋ค ๋ซ๋ค. ์ฒซ์ธ์์ ๋งค์ฐ ์ค์ํ๋ค. ์์งํ ์ด ๊ฒ์์ ํ๋ ์ดํ๋ฉฐ ์ฒซ์ธ์์ ๊ตฌ๋ ธ์ผ๋ฉฐ, ์บ๋ฆญํฐ ์ ํ ์ฐฝ์์ ๊ทธ๋ง๋๊ณ ์ถ์๋ค. ๊ทธ ์ดํ ๋ช์๊ฐ์ ์ฌ๋ฐ๊ฒ ํ๋ ์ด ํ์์๋ ๋ถ๊ตฌํ๊ณ -
I had the same issue with Magiโs first version. The update which replaced the menu with a prettier one, cut down the initial wall of text, and simplified the convoluted stat descriptions more than doubled the sales.
Magi์ ์ฒซ ๋ฒ์ ์๋ ๊ฐ์ ๋ฌธ์ ๊ฐ ์์๊ณ , ๋ฉ๋ด๋ฅผ ๋ ์ข๊ฒ ๋ฐ๊พธ๊ณ , ์ฒซ ํ ์คํธ๋ฅผ ์ค์ด๊ณ ์คํ ์ค๋ช ์ ์ฌํํ๊ฒ ํจ์ผ๋ก์ ๋๋ฐฐ๋ก ํ๋ ธ๋ค.
ย
Really, always make sure the first 15-30 minutes of the game are as inviting and polished as possible. Itโs crucial to making any sales. Most games these days are good, well produced, and accessible. If the player doesnโt enjoy it right away (unless itโs a niche RPG or an art game of course), they are going to move on to another offering.
ย ํญ์ ์ฒซ 15 - 30 ๋ถ๋์ ์ต๋ํ ์ธ๋ จ๋๊ฒ ๋ง๋ค์ด๋ผ. ํ๋งค์ ์์ฃผ ์ค์ํ ์์์ด๋ค. ์์ฆ ๊ฒ์๋ค์ ๋ค ์ ๋ง๋ค์ด์ก๊ธฐ ๋๋ฌธ์, ์ฒ์ ํ๋ ์ด์์ ์ ์ ๋ค์ ์ก์์ผ ํ๋ค.
ย
Awful tutorial:๋์ฐํ ํํ ๋ฆฌ์ผ
This was touched in the last point, but I feel it needs elaboration. It usually goes like this. A developer knows the game well, so they donโt include much of a tutorial. Then the beta tests make them realize the players donโt know what to do. So they go to the other extreme โ attach a quickly glued together wall of text at the start of the game. Rune Masters does it. Itโs a match-3, and designed well enough that most of it is self-explanatory, but the tutorial goes on as if it was a space shuttle simulator.
๊ฐ๋ฐ์๋ ๊ฒ์์ ๋ํด ์์ฃผ ์ ์๊ธฐ ๋๋ฌธ์, ํํ ๋ฆฌ์ผ์ ์ ๋๋ก ๋ง๋ค์ง ์๋ ๊ฒฝ์ฐ๊ฐ ์๋ค. ์ด ๊ฒฝ์ฐ ๋ฒ ํ ํ ์คํธ ๋ ํ๋ ์ด์ด๊ฐ ๋ญ ํด์ผํ ์ง ๋ชฐ๋ผ ๋นํฉํ๋ค. ๋ฃฌ ๋ง์คํฐ์ฆ๋ ๊ทน๋จ์ ์ผ๋ก ๊ฒ์ ์์์์ ๋ชจ๋ ํํ ๋ฆฌ์ผ์ ํ ์คํธ๋ก ์ฑ์ฌ๋ฃ์๋ค. ๊ฒฝ์์ด ์ฌํ ์ ๋ช ์ฅ๋ฅด์ ๋นํดย ์ค๋ช ์ด ๋๋ฌด ๊ณผ๋ํ์ผ๋ฉฐ, ์คํ์ด์ค ์ ํ ์๋ฎฌ๋ ์ดํฐ์๋ ์ด์ธ๋ฆด ๋ฒํ ํํ ๋ฆฌ์ผ์ด๋ค.
ย
When it finally gets to the actual game, another typical problem pops up. Information overload. Up to that point, the tutorial went on forever about the most basic features, dropping unnecessary pieces of lore here and there. And when you see the game board at last, it suddenly goes: โOkay, this, this, and this do X. This and that do Y. And also sometimes Z if you have Q. NOW GO!โ Of course, most of it is not really relevant to the player at that point and is quickly forgotten.
์ง์ง ๊ฒ์ ํ๋ ์ด๋ก ์ง์ ํ์ ๋, ๋ค๋ฅธ ๋ฌธ์ ๊ฐ ์์์ฌ๋๋ค. ์ ๋ณด๊ฐ ๋๋ฌด ๊ณผ๋ํด์, ๊ธฐ๋ณธ์ ์ธ ์ ๋ณด์กฐ์ฐจ ๊ธฐ์ต๋์ง ์๋ ๊ฒ์ด๋ค. ์๋ฅผ๋ค์ด "X๋ฅผ ํ ํ Y๋ฅผ ํ๊ณ Z๋ฅผ ํ ํ์ Q๋ฅผ ์ป๋๋ค. ์ด์ ๊ฐ๋ผ" ๋ผ๊ณ ํ์ ๋, ํ๋ ์ด์ด๋ค๊ณผ ๋ณ๋ก ๊ด๋ จ์ด ์์ด ๊ธ๋ฐฉ ๊น๋จน๊ฒ ๋๋ค.
ย
Modern tutorials aim to be contextual and dose pieces of info when the player actually needs them. Instead of showing every GUI element and explaining in detail that this is a healthbar and it represents health, itโs better to just give the basics required to play. And when an action causes the health indicator to change, display a nice โThis is your healthโ next to it. The player is surely going to figure out the rest. Preferably do it without stopping the gameplay. Advanced information should be available in tooltips, so that the player may review it when they feel like expanding their understanding of the game.
ํ๋ ํํ ๋ฆฌ์ผ์ ๋งฅ๋ฝ๊ณผ ๊ด๋ จ๋๊ณ , ํ๋ ์ด์ด์๊ฒ ์ค์ ๋ก ํ์ํ ์ ๋ณด๋ง์ ์ ๋ฌํด์ผ ํ๋ค. GUI๋ฅผ ํ๋ํ๋ ์ค๋ช ํ๋ฉฐ, "์ด ๊ฒ์ ์ฒด๋ ฅ ๋ฐ์ด๋ค" ๋ณด๋ค๋ ํ๋ ์ด ํ๊ธฐ ์ํด ๊ธฐ๋ณธ์ ์ธ ๊ฒ๋ง ๊ฐ๋ฅด์น๋ฉด ๋๋ค. ํ๋ ์ด์ด๋ ๋๋จธ์ง๋ฅผ ์์์ ์์๋ผ ๊ฒ์ด๋ค. ๋ณต์กํ ์ ๋ณด๋ ํดํ์ ํตํด ์ ๋ฌํ๋ ๊ฒ์ด ์ข๋ค.
ย
Bad tutorials are common in amateur releases. The reason is simple โ they are boring to make. But they really do make or break the game.
ย ๊ตฌ๋ฆฐ ํํ ๋ฆฌ์ผ์ ์๋ง์ถ์ด์๊ฒ์ ๋ง์ด ์์ผ๋ฉฐ. ์ด์ ๋ ๋จ์ํ๋ค - ๋ง๋ค๊ธฐ ๋จ์ํ๊ธฐ ๋๋ฌธ์ด๋ค. ๊ทธ๋ฌ๋ ํํ ๋ฆฌ์ผ์ ๊ฒ์์ ๋ง๋ค๊ธฐ๋ ํ์ง๋ง ๋ง์น๊ธฐ๋ ํ๋ค.
ย
Focus on content and not polish: ์ฝํ
์ธ ์๋ง ์ง์คํ๊ณ ์ธ๋ จ๋๊ฒ ํ์ง ์๋๋ค.
Thereโs this belief among young game designers, that if you add more items, and classes, and a crafting system, the game will become better and sell more. Itโs not true. Content obviously has a meaning and can build depth, but overall polish and consistency are more important.
์ ์ ๊ฒ์ ๋์์ด๋๋ค์ด ๋ฏฟ๋ ๊ฒ์ด ์๋ค. ์์ดํ ์ ์ถ๊ฐํ๊ณ , ์ง์ ์ ์ถ๊ฐํ๊ณ , ์ ์ ์์คํ ์ ๋ง๋ค๋ฉด, ๊ฒ์์ด ๋์ฑ ๋์์ง๊ณ ๋ง์ด ํ๋ฆด๊ฑฐ๋ผ๋ ๊ฒ์ด๋ค. ํ๋ ธ๋ค. ์ปจํ ์ธ ๋ ๊น์ด๋ฅผ ๋ง๋ค์ ์๊ธฐ๋ ํ์ง๋ง, ์ผ๊ด์ฑ๊ณผ ์ธ๋ จ๋จ์ด ๋์ฑ ์ค์ํ๋ค.
ย
Instead on adding more monsters and items to the campaign, Rune Masters developers should focus on making sure that the core gameplay is clear and pleasant to interact with. Preferably by giving the game to someone who never played it before and observing their reaction. Iโve made the best changes to Magi by making my girlfriend play it. She doesnโt play hardcore strategy games, and that was exactly the point. The changes Iโve made that day made the game much better than any amount of spells or characters ever would.
์์ดํ ๊ณผ ๋ชฌ์คํฐ๋ฅผ ์ถ๊ฐํ๋ ๊ฒ๋ณด๋ค, ๋ฃฌ ๋ง์คํฐ์ฆ ๊ฐ๋ฐ์๋ ๊ฒ์ ํ๋ ์ด๋ฅผ ๋์ฑ ์ฆ๊ฒ๊ณ ํ์คํ๊ฒ ๋ง๋ค ํ์๊ฐ ์๋ค. ๊ฒ์์ ํ๋ ์ด ํด๋ณด์ง ์์ ์ฌ๋์๊ฒ ๊ฒ์์ ์ํค๊ณ ๋ฆฌ์ก์ ์ ๊ด์ฐฐํด๋ด๋ผ. ๋๋ ๋ด ๊ฒ์์ธ Magi๋ฅผ ์ฌ์์น๊ตฌ์๊ฒ ์์ผฐ๋ค. ๊ทธ๋ ๋ ํ๋์ฝ์ด ์ ๋ต ๊ฒ์์ ํ์ง ์์์ผ๋ฉฐ, ์ด๊ฒ์ด ํฌ์ธํธ๋ค. ๊ทธ๋ ๋ด๊ฐ ๊ฒ์์ ์ค ๋ณํ๋ ๊ทธ์ ๋ง๋ฒ๊ณผ ์บ๋ฆญํฐ๋ฅผ ์ถ๊ฐํ๋ ๊ฒ๋ณด๋ค ํจ์ฌ ๋์๋ค.
ย
Overall, despite long development time, Rune Masters feels rushed. I can understand the urge to finally release a game, and the frustration coming from working on a single project for too long, but it could really use a week or two of additional testing.
ย ์ ์ฒด์ ์ผ๋ก, ๊ธด ๊ฐ๋ฐ ์๊ฐ์๋ ๋ถ๊ตฌํ๊ณ , ๋ฃฌ ๋ง์คํฐ์ฆ๋ ๊ธํ ๋ง๋ ๋๋์ด ์๋ค. ๋๋ ๊ฒ์์ ๋นจ๋ฆฌ ๋ฆด๋ฆฌ์ฆํ๊ณ ์ถ์ ๋ง์์ ์์ง๋ง, ํ ์คํ ํ๋ ๊ฒ์ 1์ฃผ๋ 2์ฃผ ๋ฐ์ ๊ฑธ๋ฆฌ์ง ์๋๋ค.
ย
Thereโs also a bunch of smaller points that I think are easy to miss, but contribute to the overall lack of success and can have long-term repercussions. For instance, CodeDaemons website doesnโt make a good impression in times when almost all indie titles have lavishly designed pages. Itโs hard to find a good web designer, especially without a budget, but itโs still worth it to make sure everything is pretty and readable, even if itโs going to be very basic.
์ฑ๊ณต ๊ฐ๋ฅ์ฑ๊ณผ ๋กฑ๋ฐ์ ๋ง์น๋ ์์ ํฌ์ธํธ๋ค์ด ๋ ์๋ค. ์ฝ๋ ๋ฐ๋ชฌ ์ฌ์ดํธ๋ย ๋์ถฉ ๋ง๋ค์ด์ ธ ์์์ผ๋ฉฐ ์ข์ ์ธ์์ ์ฃผ์ง ๋ชปํ๋ค. ์ข์ ์น ๋์์ด๋๋ฅผ ๋ง๋ค๊ธฐ๋ ์ด๋ ต์ง๋ง, (ํนํ ์ ์ ์์ฐ์ผ๋ก) ๊ทธ๋ด๋งํ ๊ฐ์น๋ ์ถฉ๋ถํ ์๋ค.
ย
Magiโs old website was pretty awful. It was good enough back then, but as soon as we replaced it with our current MoaCubeโs page, the sales picked up. Nice website creates a trustworthy image and comes in handy when doing promotion. When you are sending out links to the press, you want the recipients to have the best first impression possible, starting from the website itself. It doesnโt matter that much by itself, but it makes every other action you make easier.
ย Magi์ ์ค๋๋ ์น์ฌ์ดํธ๋ ๊ฝค ๋์ฐํ๋ค.ย ๋๋ ํ์ฌ์ MoaCube ์ฌ์ดํธ๋ก ๊ต์ฒดํ๊ณ ๋งค์ถ์ด ๋์๋ค. ์ข์ ์น์ฌ์ดํธ๋ ์ ๋ขฐ์ ์ธ ์ด๋ฏธ์ง๋ฅผ ์ฃผ๊ณ ํ๋ณด์ ๋์์ ์ค๋ค. ํ์ด๋ฌผ์ ๋งํฌ๋ฅผ ๊ฑธ๋ ๋์จ ์ฌ์ดํธ๋ ์ต๋ํ ์ข์ ์ธ์์ ์ฃผ์ด์ผ ํ๋ค.
ย
Lack of fame: ํ๋ณด์ ๋ถ์กฑ
This is really worth mentioning. Rune Masters developers are a new kid on the block. Many success stories and tips weโve all read come from well established developers. They may make you believe that the press actually wants to write about your game, and that the players will play it if itโs any good. Itโs not really true. They donโt, and they wonโt. People are lazy, and are unlikely to get interested by something from a source they donโt know.
ย ์ด๊ฑด ์ง์ง ๋ค๋ฃฐ๋ง ํ ์ฃผ์ ์ด๋ค. ๋ฃฌ ๋ง์คํฐ์ฆ๋ ์์ฅ์ ๊ฐ ์ง์ ํ ์ด๋ฆฐ์์ด์๋ค. ๋ง์ ์ฑ๊ณต ์คํ ๋ฆฌ์ ํ๋ค์ ์๋ จ๋ ๊ฐ๋ฐ์๋ก๋ถํฐ ๋์จ๋ค. ๊ทธ๋ค์ ์ธ๋ก ์ด ๋น์ ์ ๊ฒ์์ ๋ํด ๋ณด๋ํ๊ณ ์ถ์ดํ๊ธธ ๋ฐ๋๋ค๊ณ ๋งํ๋ค, ๊ทธ๋ฆฌ๊ณ ํ๋ ์ด์ด๋ค์ด ๊ด์ฐฎ์ ๋ณด์ธ๋ค๋ฉด ํ๋ ์ด ํ ๊ฒ์ด๋ผ๊ณ ๋งํ๋ค. ํ๋ ธ๋ค. ๊ทธ๋ ์ง ์๋ค. ์ฌ๋๋ค์ ๊ฒ์ผ๋ฅด๊ณ , ๊ทธ๋ค์ด ๋ชจ๋ฅด๋ ๊ฒ์ ๋ํด ๋๋ถ๋ถ ๊ด์ฌ์ ๊ฐ์ง์ง ์๋๋ค.
Weโre getting way more coverage for Cinders and even Co-Op than we did for ArcMagi a few years ago. And itโs not because these new games are that much better or more interesting. Itโs largely because weโre more established now, know more other indies and more reviewers. If we launched a match-3 game tomorrow, you would probably download it out of curiosity. If someone like Jon Blow would release a match-3, everyone would play it. CodeDeamons are a new face, so they get no free pass.
ย ์ฐ๋ฆฌ๋ ์ ๊ฒ์ Cinders์ ์ ์์ธ Magi๋ณด๋ค ๋ค์ํ ๊ฒ๊ณผ Co-Op๋ ์ถ๊ฐํ๋ค. ์ด ์ด์ ๋ ์ฐ๋ฆฌ๊ฐ ๋์ฑ ์๋ จ๋์๊ณ , ๋ค๋ฅธ ์ธ๋ ๊ฒ์๊ณผ ๋ฆฌ๋ทฐ์ด๋ค์ ์๊ธฐ ๋๋ฌธ์ด๋ค. ์ฐ๋ฆฌ๊ฐ match-3 ๊ฒ์์ ๋ด์ผ ์ถ์ํ๋ค๋ฉด, ๊ถ๊ธ์ฆ ๋๋ฌธ์ด๋ผ๋ ๋ฐ์๋ณผ ๊ฒ์ด๋ค. ์ฝ๋๋ฐ๋ชฌ์ ์ ์ ๊ฒ์์ฌ์๊ณ , ํ๋ฆฌ ํจ์ค๊ฐ์๊ฑด ์์ ๊ฒ์ด๋ค.
Of course, itโs only natural, and a track record is not without its meaning. So why Iโm mentioning it? Because itโs an important lesson for all other aspiring indies. You wonโt go by the same rules as the indies youโve read about. You are much more likely to suffer the same hardships as the Rune Masters developer. Keep it in mind.
๋น์ฐํ๊ฒ๋, ์ด๊ฒ์ด ์์ฐ์ ์ด๊ณ ,ย ์๋ฏธ์๋ ์ค์ ์ ์๋ค. ๋น์ ์ ๋ฃฌ ๋ง์คํฐ์ฆ ๊ฐ๋ฐ์์ ๊ฐ์ ์ญ๊ฒฝ์ ๊ฒช์ ํ๋ฅ ์ด ๋งค์ฐ ๋๋ค.
ย
ย
Bad public relations: ํ๋ณด ๋ถ์กฑ
This ties to the last point. I keep saying that indie gaming is more of a scene than a market. Itโs very important who you know, who knows about you, and whoโs willing to put a word for you. You need to network and socialize, even if you donโt come from a country with a strong indie community.
์ด๊ฒ์ ์์ฃผ ์ค์ํ ๊ฒ์ธ๋ฐ, ๋น์ ์ ๋ํ ๋ชจ๋ ๊ฒ, ๊ทธ๋ฆฌ๊ณ ๋น์ ์ ๋ํด ๋งํ๊ณ ์ถ์ ์ฌ๋์ ๋ํ ๊ฒ์ด๋ค. ๋น์ ์ ์์ ๋คํธ์ํฌ๊ฐ ํ์ํ๋ค, ์ธ๋ ์ปค๋ฎค๋ํฐ๊ฐ ํ์ฑํ๋์ง ์์ ๋๋ผ์์ ์๋ค๊ณ ํ๋๋ผ๋.
ย
When we started Cinders, we knew we are entering a new niche. Our names meant nothing to anyone involved in it. So weโve tried to make acquaintance with most of the indies in this segment. Sent them the game, asked for their opinions, did some research, made new friends. This got us some invaluable feedback, extra promotion, tips, and affiliate deals. Also made the development that much less lonely. We also participated in the VN community, posted on forums, talked to the press and bloggers. When the game was out, we knew that some people are already waiting for it. Being friendly and sharing information plays a big role in indie development.
์ฐ๋ฆฌ๊ฐ Cinders๋ฅผ ์์ํ์ ๋, ์ฐ๋ฆฌ๋ ์๋ก์ด ํ์์์ฅ์ ์ง์ ํ๋ ๊ฒ์ ์์๋ค. ์ฐ๋ฆฌ์ ๊ฒ์์ ๋๊ตฌ์๊ฒ๋ ์๋ฏธ ์์๋ค. ๊ทธ๋์ ์ฐ๋ฆฌ๋ ์ด์์ ๋ง๋ค๊ธฐ ์์ํ๋ค. ๊ทธ๋ค์๊ฒ ๊ฒ์์ ๋ณด๋ด๊ณ , ๊ทธ๋ค์ ์๊ฒฌ์ ๋ฌผ์๊ณ , ์ฐ๊ตฌํ์ผ๋ฉฐ, ์๋ก์ด ์น๊ตฌ๋ฅผ ๋ง๋ค์๋ค. ์์คํ ํผ๋๋ฐฑ๊ณผ, ์ถ๊ฐ์ ์ธ ํ๋ณด, ํ ๋ฑ์ ์ป์ ์ ์์๋ค. ๊ทธ๋ฆฌ๊ณ , ๊ฐ๋ฐ ๊ณผ์ ์์ ์ธ๋ก์๋ ์ค์๋ค. ์ฐ๋ฆฌ๋ VN ์ปค๋ฎค๋ํฐ์๋ ์ฐธ๊ฐํ๊ณ , ํฌ๋ผ์ ๊ธ์ ์ฐ๊ณ , ์ธ๋ก ๊ณผ ๋ธ๋ก๊ฑฐ์๋ ํต์ ํ๋ค. ์ฐ๋ฆฌ ๊ฒ์์ด ์ถ์๋์์ ๋, ์ด๋ค ์ฌ๋๋ค์ ๊ธฐ๋ค๋ฆฌ๊ณ ์์๋ค๋ ๊ฒ์ ์์๋ค. ์น๊ตฌ๋ฅผ ์ฌ๊ท๊ณ ์ ๋ณด๋ฅผ ๊ตํํ๋ ๊ฒ์ ์ธ๋ ๊ฒ์ ๊ฐ๋ฐ์ค์ ํฐ ์์์ด๋ค.
ย
CodeDaemons approached it from a very different and risky angle. They are pretty bitter and sometimes outright agressive in their communication. Controversy probably draws some attention, but what goes around comes around. Iโve recently noticed that whenever I see a post or article about Fez, at least one person in the comments will urge everyone to boycott the game based on something its creator said on twitter or during a discussion panel. It probably wonโt hurt Polytronโs status and sales too much, but Iโm not sure if itโs a good position to be when you are only starting out.
์ฝ๋๋ฐ๋ชฌ์ ์์ฃผ ๋ค๋ฅธ ๊ฐ๋๋ก ์ง์ ํ๋ค. ๊ทธ๋ค์ ๋ค์ ์ปค๋ฎค๋ํฐ์์ ๊ณต๊ฒฉ์ ์ด๊ณ ์ฐ๊ฒ ํ๋ํ๋ค. ์ด๊ฒ์ ๋ฐ๋๋ก ์ฃผ๋ชฉ์ ๋ฐ์ ์ ์์ง ๋ชฐ๋ผ๋, ์ฃผ๋ณ์ ๋จ๋ ์ฌ๋์ ์๋ค. ๋๋ Fez์ ๋ํด ๊ธฐ์ฌ๋ฅผ ์ฝ๋๋ฐ, ์ ์ด๋ ํ ์ฌ๋์ Fez์ ๊ฐ๋ฐ์๊ฐ ํธ์ํฐ ํ ๋ก ํจ๋์์ ๋งํ ๋ง์ ๊ผฌํฌ๋ฆฌ ์ก๊ณ ๋ณด์ด์ฝง์ ํ๊ณ ์๋๋ค. ๊ทธ๊ฒ์ Polytron์ ํ ์ํ์ ๋งค์ถ์ ์ํฅ์ ๋ผ์น์ง ์๋๋ค๊ณ ์๊ฐํ๋ค.
ย
Rune Masters failed to make money, but it could and should be used to at least increase the studioโs presence, and make new friends that will help with future releases.
ย ๋ฃฌ ๋ง์คํฐ์ฆ๋ ๋์ ๋ง๋๋ ๊ฒ์ ์คํจํ์ง๋ง, ์ ์ด๋ ์คํ๋์ค์ ์กด์ฌ๊ฐ์ ๋์๋ค๊ณ ์๊ฐํ๋ฉฐ,ย ๋ฏธ๋์ ์ถ์์ ๋ํดย ์๋ก์ด ์น๊ตฌ๋ค์ ๋ง๋ค์๋ค๊ณ ์๊ฐํ๋ค.
ย
Lack of direct sales: ์ง์ ํ๋งค ๋ถ์ง
CodeDaemons use only Desura to sell RuneMasters. I see it as a major mistake. Maybe it increased the chances of getting a few more sales now, but I think itโs going to have severe implications in the long run. Going portal-only can be a good idea if you are making a mass-market title, or if you are already accepted on Steam or XBLA, but not when you are only at the beginning of your road.
์ฝ๋๋ฐ๋ชฌ์ ํ๋งค๋ฅผ ์ํด ์ค๋ก์ง Desura๋ฅผ ์ฌ์ฉํ๋ค. ์ด๊ฒ์ด ํฐ ์ค์์ค ํ๋์ด๋ค. ์๋ง๋ ์ง๊ธ์ฏค ์กฐ๊ธ ๋ ํ๋ ธ์ ์ง๋ ๋ชจ๋ฅด๋, ๋กฑ ๋ฐ์ ํฐย ์ํฅ์ด ์์ ๊ฒ ๊ฐ์ ๋ณด์ธ๋ค. ํฌํ์์๋ง ํ๋ ๊ฒ์ ํฐ ํ์ดํ์ ์ถ์ํ๋ ๊ฒฝ์ฐ๋ Steam์ด๋ XBLA์ ์น๋ฝ๋ฐ์์ ๊ฒฝ์ฐ์ ์ข์ ์ง๋ ๋ชจ๋ฅธ๋ค,ย ๊ทธ๋ฌ๋ ๋น์ ์ ๊ทธ์ ๋๋ก ํ๋ณตํ์ ์ด์ฌ์๋ค.
The main goal of releasing an indie game, especially at the start, is to build up an audience that will buy your future titles and help with the promotion through blog posts and word of mouth. Even if the game fails, you at least still get some notoriety and website traffic. These people may remember your name or website address when you release another title, and it makes them more likely to buy it. Going portal-only means that you are only building the audience for that portal.
์ธ๋ ํ์ดํ์ ์ถ์ํ ๋, ํนํ ์์์ ์ ์ค์ํ๊ฒ์, ๊ด๊ฐ์๊ฒ ๋ธ๋ก๊ทธ ํฌ์คํธ๋ ์ ์์ ๋์จ ๋ง๋ก ํ๋ณดํ๋ ๊ฒ์ด๋ค. ์คํจํ๋๋ผ๋, ์ ๋ช ๊ณผ ์น์ฌ์ดํธ ํธ๋ํฝ ์ ๋๋ ์ป๋๋ค. ์ฌ๋๋ค์ ๋น์ ์ ์น์ฌ์ดํธ ์ฃผ์์ ์ถ์ํ ๊ฒ์์ ๊ธฐ์ตํ๊ณ , ์ฌ๊ฒ ๋ ๊ฒ์ด๋ค. ์ค๋ก์ง ํฌํ์์๋ง ํ๋ ๊ฒ์ ๊ทธ ํฌํ์ ๊ด๊ฐ์๊ฒ๋ง ํ๋ณดํ๋ ๊ฒ์ด๋ค.ย
ย
Iโm afraid that when they launch their next game, CodeDaemons will be fighting the same uphill battle they fought now, and this will be a major contribution to it.
์ฝ๋ ๋ฐ๋ชฌ์ด ๋ค๋ฅธ ๊ฒ์์ ์ถ์ํ ๋์๋, ์ง๊ธ์ ๋ฌธ์ ์ ๋ง์๊ฒ ๋ ๊ฒ์ด๋ค.
์๋ฌธ http://moacube.com/blog/failure-study-rune-masters/
๋ ๋์ค์ ...8์ฅ...์์ฌํ ์๊ธฐ๋ค์
์๊ณ ํ๋ค ๊ฐ์ถ
๊ทธ๋ ๋ค๊ณ ํด์ ๋ฅ๋น์ํํธ์ฒ๋ผ ํธ๋ ์ผ๋ฌ๋ง ์ข๊ฐ์ง๋๊ฒ ๋ง๋ค์ง ๋ง ๊ฒ ..
๋ค ๋ง๋๋ง์ธ๋ฐ ์กด๋ ์ฌ๋๋ค์ด ์๋ฏฟ๋ ๊ฒ๋ค์ด๋ผ์ ์์ํ๋ค. ์ธ๋ ๊ฒ์์ ๋์ด์ ๋์ ๋ฒ๊บผ๋ฉด ์ ์ด๋ ๋ง์ผํ ์๋ก ์ ๋ค์ด๋ดค์ผ๋ฉด ์ข๊ฒ ๋ค.
๋๊ตฌ๋ ์๋น์ ์ ์ฅ์์ "๋ด๊ฐ ์ด๊ฑธ ์ ์ฌ์ผํ๋๋ฐ? ์์ฌ."๋ผ๋ ๋ง์ ์ ํ๋ค. ํ์ง๋ง ์๊ธฐ๊ฐ ๋ง๋ ๊ฒ์ด ์์กด๊ฐ์ ์ธ์ฐ๋ ์ฉ๋๋ก๋ฐ์ ์๋ณด์ด๋ ์ฌ๋๋ค์ ์ ๋ง์ ๋ค์์๋ ์๋ค๋๊ฑธ ์ฉ๊น๋ค. ์ฒ ์ ํ๊ฒ ๋์ ๋ฒ๋ค๋๊ฒ์ ๊ทธ๋งํ ๊ฐ์ด์น๊ฐ ์๋ค๊ณ ๋ฏฟ๊ฒ ๋ง๋ค์ด์ผ ์ฑ๋ฆฝ๋๋ค. ๋ง์ผ ๋๊ตฐ๊ฐ๊ฐ ์ํธ์คํ์ผ๋ ์ค์ ์ํ๊ณ , ํ๋ ์ด์ด ์ ์ฅ์์ ๊ฒ์์ ๋ถ์ํด๋ณด์ง๋ ์์๊ณ , ํ์ ์์ฅ๊ณผ ์์๋งค์ถ์ก์ ์์์ด๋ผ๋ ํด๋ณด์ง ์์๋ค๋ฉด ๊ทธ๊ฑด ๊ณต๋์ด ์์ฌ๋ผ๊ฐ ์ฒดํฌ๋ฌด๋ ๋๋ฑ์ด๋จ์ถ ์ ๊ณ ์ ๋์ ํ๊ธฐ๋ฉฐ ์ ๋ณด๋ฌ๊ฐ๋๊ฒ๋ฐ์ ์๋๋ค. ๋๋ ๊ทธ๋๋๊ณ ์ง์ง์ง๋ ์๋ฆฌ ๋ค๋ฆฌ๋๊ฒ ๋๋ฌด ์ซ๋ค.
์ธ์ฒ ๋๋ฆฝ๋๋น ํ์๋จน์ผ๋ ค๋ฉด ํฌ์ฅ๋ ์ํด์ผ์ง