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 Game Development in Malaysia, Who is doing it and how does one start?

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Eventless
post Jan 11 2011, 11:16 AM

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QUOTE(LittleBro @ Jan 11 2011, 10:49 AM)
Wah, all talk into making games. What about selling them? Selling is more important than making them.

If doing games, I suggest going into small apps with short development like facebook aps. Selling games especially PC games = suicide cause sure pirate like mad. Promoting outside like awareness campaign oversea is really expensive. Malaysia is like Free to Play model. In Japan, this so call (doujin) amateur game makers actually makes money because piracy in Japan is a taboo. "Recettear" sold over 100k copies because of "Japan" brand. No point spending time,effort and especially money into something that would go down the drain. If sell in Malaysia price would be around RM 10 - RM 25 would be reasonable.

I suggest being amateur is better, you keep your job. At night or weekeend spend sometime doing it with a group. Almost capital free btw.
*
Welcome to the internet age, where you can sell your games everywhere not just the country you live in. There are people out there who believe in paying for products. They also happen to live in countries with higher currency exchange rates. So it is possible to make a living from making games.

Recettear didn't sell just because of its a "Japan" brand name, it pretty unique and good as well. Wasn't there a game called Amnesia that sold 200k which is not Japanese in origin?

Money should not be the only driving force when creating a game. If you can make good games, the money will come.
LittleBro
post Jan 11 2011, 11:47 AM

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QUOTE(Eventless @ Jan 11 2011, 11:16 AM)
Welcome to the internet age, where you can sell your games everywhere not just the country you live in. There are people out there who believe in paying for products. They also happen to live in countries with higher currency exchange rates. So it is possible to make a living from making games.

Recettear didn't sell just because of its a "Japan" brand name, it pretty unique and good as well. Wasn't there a game called Amnesia that sold 200k which is not Japanese in origin?

Money should not be the only driving force when creating a game. If you can make good games, the money will come.
*
True, the gaming industry is something you can't get serious in Malaysia.

Recettear is a bit overrated, its the power of perception. If Recettear is made in Malaysia, you think can same success? I don't know how The Star manage to pick this news up. Walau, game from some Muslim country? Already minus points and very difficult into making into headlines. Must be too many otakus. Can make games here, but need publish elsewhere. For example most of our CG cartoons. The truth is Upin and Ipin will never catch on other parts of the world.

Minecraft is something new. But i haven't try Amnesia.
Yuki Ijuin
post Jan 11 2011, 12:28 PM

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Who the hell puts made in Malaysia or America or Japan in their product description for games? With DD services, you publish internationally, so no problems there either.
LittleBro
post Jan 11 2011, 01:15 PM

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Well, i concede. Make sense now after reading this article.

http://en.wikipedia.org/wiki/Independent_v...ame_development
H@H@
post Jan 11 2011, 01:48 PM

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QUOTE(Eventless @ Jan 11 2011, 10:47 AM)
These days you could probably skip learning C++ in order to do games. Python is used in creating Eve Online for example. It can also use the libraries listed above.
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Honestly speaking, if you can, don't skip C++. Yes, its old and fairly backward compared to the newer fancier languages, but the best thing about C++ is that its a great everyman language since it teaches you the two main programming paradigms (Procedural and OOP) and is similar enough in syntax to just about every modern programming language (The only exception would be VB.NET, but even then, its just syntax as fundamentally they still function the same).

I say this because you should never view programming languages as just an esoteric skill where you only master one language when its fairly easy to master quite a few if you're willing to put the time into it. Besides, you never know what language you'll end up using in the end due to various factors, so its better to not put all your eggs in one basket.


TSDogma18
post Jan 11 2011, 03:36 PM

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QUOTE(Cheesenium @ Jan 11 2011, 10:10 AM)
Dreams alone wont make it a reality.

I think you need skills before you even start your own game.

Would be better if you try some game that use lua, as it's quite easy to use. At the same time, you get to experience game development yourself to see whether is it suitable for you or not. You can be filled with enthusiasm now, but after you actually get your hands on it, you might not enjoy it. The main thing is, you must enjoy making games, so that you can make awesome games. That is also why the Western developers make better games generally because they love making games. If not, look elsewhere, like i am in engineering now, as i like solving problems in running analysis.
*
I couldn't agree more. It needs patience, hard work, and most importantly, initiative. And it's true what you said about enjoying making games. So i'll have to get into it first before I can make decision to get things moving. Reading up on YoYo and Unity3D now. But what is lua?


EDIT: Ok I googled lua already. Which games uses lua?

This post has been edited by Dogma18: Jan 11 2011, 03:37 PM
UserU
post Jan 11 2011, 04:38 PM

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QUOTE(Dogma18 @ Jan 11 2011, 04:36 PM)

EDIT: Ok I googled lua already. Which games uses lua?
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Garry's Mod. It uses LUA files
Andrew Lim
post Jan 11 2011, 06:28 PM

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Many Valve games use Lua to some extent. World of Warcraft also used to use Lua files for configuration. Not sure if they still do.
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post Jan 11 2011, 06:43 PM

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LUA scripts are used very extensively in most multimedia works. They're used in everything from 3D animation, event scripting, configurations, AI and other stuff... So, its not really limited to games really.

But LUA scripting isn't a development language per se... Its more of a skill that helps development that kind of thing. Yes, its great to pick up but I'm not sure of how useful it is in terms of bottom up development.
mclelun
post Jan 11 2011, 07:22 PM

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QUOTE(LittleBro @ Jan 11 2011, 10:49 AM)
Wah, all talk into making games. What about selling them? Selling is more important than making them.

If doing games, I suggest going into small apps with short development like facebook aps. Selling games especially PC games = suicide cause sure pirate like mad. Promoting outside like awareness campaign oversea is really expensive. Malaysia is like Free to Play model. In Japan, this so call (doujin) amateur game makers actually makes money because piracy in Japan is a taboo. "Recettear" sold over 100k copies because of "Japan" brand. No point spending time,effort and especially money into something that would go down the drain. If sell in Malaysia price would be around RM 10 - RM 25 would be reasonable.

I suggest being amateur is better, you keep your job. At night or weekeend spend sometime doing it with a group. Almost capital free btw.
*
If you game is good , you dont even need to worry on how to sell them.
You only need to worry when your game is crap.
frags
post Jan 11 2011, 07:26 PM

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QUOTE(mclelun @ Jan 11 2011, 07:22 PM)
If you game is good , you dont even need to worry on how to sell them.
You only need to worry when your game is crap.
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Not necessarily true.
justinlee999
post Jan 11 2011, 09:52 PM

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QUOTE(frags @ Jan 11 2011, 07:26 PM)
Not necessarily true.
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True, bad games sold well and good games may be in the darkness.

Also I like to design games, but so do most people, however, as long as I got the money to ask people to do it, why not?

I'll just be the publisher and design games.

Programming is hard to do, but easy to master.

But design is easy to do, but hard to master.
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post Jan 12 2011, 04:06 AM

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QUOTE(justinlee999 @ Jan 11 2011, 09:52 PM)
True, bad games sold well and good games may be in the darkness.

Also I like to design games, but so do most people, however, as long as I got the money to ask people to do it, why not?

I'll just be the publisher and design games.

Programming is hard to do, but easy to master.

But design is easy to do, but hard to master.
*
I do programming for a living and I'm pretty sure you have that backwards.


Koross
post Jan 12 2011, 11:11 AM

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It's all on how you advertise your products. The problem with going Indie is that you do not have the luxury to properly market them. Unfortunately, if you don't market them, no one is going to hear about it. Forget about comparing your product with the success of Minecraft, because to get that lucky and successful as an indie is rare. True that it is possible to get to that height of popularity but to count on it happening to you is unrealistic.
UserU
post Jan 12 2011, 11:42 AM

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QUOTE(Koross @ Jan 12 2011, 12:11 PM)
It's all on how you advertise your products. The problem with going Indie is that you do not have the luxury to properly market them. Unfortunately, if you don't market them, no one is going to hear about it. Forget about comparing your product with the success of Minecraft, because to get that lucky and successful as an indie is rare. True that it is possible to get to that height of popularity but to count on it happening to you is unrealistic.
*
Indie is a good way to start from, since it involves a lower budget compared to starting a company. Many university students are doing that as a start.

I don't really agree with that. Minecraft also didn't gain popularity from the beginning; until a year later when people begin to discover it. When Steam came into light, it then shot up to fame. Even if someone doesn't have the cash to market it widely, simply creating a website or a video is sufficient enough to get people into trying out the game.

Another thing is also waiting for a suitable publisher for the game. It can first be distributed freely or with a micro-payment system, until a good publisher comes by and handpicks it(like Steam buying the patent rights of Minecraft).

This post has been edited by UserU: Jan 12 2011, 11:43 AM
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post Jan 12 2011, 11:52 AM

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QUOTE(UserU @ Jan 12 2011, 11:42 AM)
Indie is a good way to start from, since it involves a lower budget compared to starting a company. Many university students are doing that as a start.

I don't really agree with that. Minecraft also didn't gain popularity from the beginning; until a year later when people begin to discover it. When Steam came into light, it then shot up to fame. Even if someone doesn't have the cash to market it widely, simply creating a website or a video is sufficient enough to get people into trying out the game.

Another thing is also waiting for a suitable publisher for the game. It can first be distributed freely or with a micro-payment system, until a good publisher comes by and handpicks it(like Steam buying the patent rights of Minecraft).
*
Wait, what?

Steam own Minecraft? Source?

Plus, Minecraft picked up marketing speed after the alpha launched (Prior to that it was just a free alpha that was very different than how it was when the actual "pay to play" alpha launched) and word of mouth started spreading. It hit its stride around the time RPS started posting on it, or it was briefly mentioned in a TF2 blog post.

But yeah... Minecraft is still indie dude.

So your history of Minecraft's success isn't really right.

And you DO need marketing. Just looking through the list of games in TIGSource and that should tell you that you have a TON of competition and so you need to market yourself well to set yourself above a lot of the other crapware indie games.

Looky here for probably THE best guide to indie marketing
http://gillen.cream.org/wordpress_html/?page_id=693
frags
post Jan 12 2011, 11:55 AM

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QUOTE(UserU @ Jan 12 2011, 11:42 AM)
Indie is a good way to start from, since it involves a lower budget compared to starting a company. Many university students are doing that as a start.

I don't really agree with that. Minecraft also didn't gain popularity from the beginning; until a year later when people begin to discover it. When Steam came into light, it then shot up to fame. Even if someone doesn't have the cash to market it widely, simply creating a website or a video is sufficient enough to get people into trying out the game.

Another thing is also waiting for a suitable publisher for the game. It can first be distributed freely or with a micro-payment system, until a good publisher comes by and handpicks it(like Steam buying the patent rights of Minecraft).
*
Minecraft went viral. It's the user videos. And the attention it got. 99% of devs/publisher could never have planned that. You heard of NightSky before?
UserU
post Jan 12 2011, 12:07 PM

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QUOTE(H@H@ @ Jan 12 2011, 12:52 PM)
Wait, what?

Steam own Minecraft? Source?

Plus, Minecraft picked up marketing speed after the alpha launched (Prior to that it was just a free alpha that was very different than how it was when the actual "pay to play" alpha launched) and word of mouth started spreading. It hit its stride around the time RPS started posting on it, or it was briefly mentioned in a TF2 blog post.

But yeah... Minecraft is still indie dude.

So your history of Minecraft's success isn't really right.

And you DO need marketing. Just looking through the list of games in TIGSource and that should tell you that you have a TON of competition and so you need to market yourself well to set yourself above a lot of the other crapware indie games.

Looky here for probably THE best guide to indie marketing
http://gillen.cream.org/wordpress_html/?page_id=693
*
My bad. Guess that I've overlooked into the Steam thingy. But I've to agree that marketing plays a huge role in generating customers.

About the Minecraft history, I've read it from PCGamer. It stated that Markus started a blog and posted a video of Infiminer(which came out as Minecraft later) in 2009

@frags: Nope

This post has been edited by UserU: Jan 12 2011, 12:08 PM
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post Jan 12 2011, 12:12 PM

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QUOTE(UserU @ Jan 12 2011, 12:07 PM)
My bad. Guess that I've overlooked into the Steam thingy. But I've to agree that marketing plays a huge role in generating customers.

About the Minecraft history, I've read it from PCGamer. It stated that Markus started a blog and posted a video of Infiminer(which came out as Minecraft later) in 2009

@frags: Nope
*
Duuuuuuuuuuude, wrong again. Infiniminer inspired Minecraft, it isn't the same game. Infiniminer is from the guy behind Zachtronics Industries (Who just released the truly excellent indie puzzler, SpaceChem).

Seriously, you need to reread your Minecraft history.
Yuki Ijuin
post Jan 12 2011, 12:50 PM

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QUOTE(UserU @ Jan 12 2011, 12:07 PM)
@frags: Nope
*
I disagree. Minecraft is a cult hit, and cult hits usually don't get much followers. The cult hit status stopped and minecraft exploded prolly when RPS/Kotaku started having so f***ing many posts dedicated to it.

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