It's really pity that people nowadays consider that there are "blockbuster" games, to pay 50-60 dollars for, and "cheap games", to pay for a cup of coffee price.
Originally, the term "indie" was just this, independent developers, without a publisher, and most likely people working on new concepts, interesting ideas that you can't do on the mainstream game industry.
Unfortunately, marketers are now abusing the "indie" label, for any "little game". And thanks to that, "indie" is now slipping to "cheap". So if a game is not the latest "Gears of Halo 2010", most of people will say it's only worth a few dollars.
Someone noted that there were 2 devs plus a few hires for porting. That versus the millions of USD spent on blockbuster games ... $20 might be high compared to the production costs?
Incidentally your $50 games are usually £50 GBP here.
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It's really pity that people nowadays consider that there are "blockbuster" games, to pay 50-60 dollars for, and "cheap games", to pay for a cup of coffee price.
Originally, the term "indie" was just this, independent developers, without a publisher, and most likely people working on new concepts, interesting ideas that you can't do on the mainstream game industry.
Unfortunately, marketers are now abusing the "indie" label, for any "little game". And thanks to that, "indie" is now slipping to "cheap". So if a game is not the latest "Gears of Halo 2010", most of people will say it's only worth a few dollars.
That's sad.
Someone noted that there were 2 devs plus a few hires for porting. That versus the millions of USD spent on blockbuster games ... $20 might be high compared to the production costs?
Incidentally your $50 games are usually £50 GBP here.