How to deal with those comments? Daniel says that it is achieved thanks to the experience and maturity that you gain after several years of being involved in the medium. Gabriel, for his part, explains that you must accept that your product will be measured by the same yardstick as other products on the market.
Miguel, director of 9 Years of Shadows, points out that if there is a stage to be demanding, it is when the game is in development, when only those behind it have seen it from all its angles, and know in depth its surprises, weaknesses and strengths. . But once you are out there for mental health it is best to relax, be flexible.
The thing I learned most is that before the game came out, you have to be very hard on it. Because it has a utility, that the project improves.
Miguel Hasson
Unlike a movie or a television series, says Raúl, video games are “very lively releases.” Thanks to updates, downloadable content and “patches”, they can be improved (or corrected). However, the first impression counts a lot, and regardless of whether your work was well or poorly received, it is best to take things in moderation.
“The temperance of not being triumphant with any positive comments, but also not being too negative or dramatic with criticism,” says Raúl.
Second level: Cross the door
Making video games may be a dream for many, but first it is a business. You need to pay salaries, hardware, software and even the electricity bill. To do this you require the support of publishers and the public; You must convince them to give you enough money to make your dream come true.
In terms of art and gameplay, 9 Years of Shadows is quite similar to Castlevania, a famous saga among the global gamer community, in addition to enjoying great popularity among fans of indie games. So the potential market is there.
Mariachi Legends, on the other hand, although it shares the same flavor as 9 Years, brings another texture. In its settings, characters and music, the vibrant Mexican culture is perceived; their most intimate traditions and rituals. Its plot could take place anywhere in Mexico, in a mythological time before and during the Mexican Revolution.
The profitability of the projects does not come so much from the demographics, but from who they are connecting with on a humanity level.
Miguel Hasson
For Mexicans watching the game, something will look familiar. Maybe the colors, the buildings or the clothing, although Halberd Studios was intentionally not precise in the wheres and whens of the story they want to tell in this project.
But is it a Mexican video game only for Mexicans? No. The Halberd team explains that when they started shaping Mariachi Legends, they didn’t think about a specific audience.
“We were not aiming for a Mexican myth, but people began to reflect it. It is something that happens with consumers from other places,” says Daniel. “You don’t have to think about doing it for someone from the United States or India for them to connect. When you connect with your humanityand you reflect it in your product, it is done more universal”.
Giving the game an identity inspired by a highly recognizable culture does not mean limiting the potential market. The visual section is just a hook, an element for the user to “cross the door”; When it comes to video games, what makes someone stay is the gameplay.
“When I think about gameplay I always think a lot about how others play and why they play that way,” says Gabriel. “I have to always be looking at others because probably the way I play is not the way others play.”
Miguel says that with 9 Years of Shadows, the United States, Mexico and Brazil were the three most successful markets. They calculate that it is due, among other things, to an affinity that exists towards the saga Castlevaniaand similar to other successful indie titles, such as Blasphemous. These similarities help to validate the project before the public and publishers, and as a consequence, reduce business risk.
“There is a lot of risk, but nothing is going to take this risk off our shoulders other than the game being very good,” Miguel comments, and Daniel immediately emphasizes “The video game market ends up being word of mouth. People are going to talk about the game and because of those references, someone else is going to play it. “It is because of the quality of the product.”
Third level: Pay the electricity
9 Years of Shadows and Mariachi Legends were financed through Kickstarter. Halberd Studios exceeded fundraising goals, each with a promise for the users who supported the projects. However, the total money to produce a video game does not come from these sources. It doesn’t even cover most of the expense.
“Crowdfunding is a less direct financing route than it seems,” Miguel clarifies. “It seems like it is fully financing the project, but it is not. It’s the smallest part.”
Once financed, the next challenge is to make it profitable.
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