What Nobody Tells You About Being a Game Dev
An anonymous reader writes "Alex Norton is the man behind Malevolence: The Sword of Ahkranox, an upcoming indie action-RPG. What makes Malevolence interesting is that it's infinite. It uses procedural generation to create a world that's actually endless. Norton jumped into this project without having worked at any big gaming studios, and in this article he shares what he's learned as an independent game developer. Quoting: "A large, loud portion of the public will openly hate you regardless of what you do. Learn to live with it. No-one will ever take your project as seriously as you, or fully realize what you're going through. ... The odds of you making money out of it are slim. If you want to succeed, you'll likely have to sell out. Just how MUCH you sell out is up to you.' He also suggests new game devs avoid RPGs for their first titles, making a thorough plan before you begin (i.e. game concepts explained well enough that a non-gamer could understand), and considering carefully whether the game will benefit from a public development process."
In the article he claims that it would take three weeks to walk across one segment of the map, even with noclip enabled, and then it would just create a new segment.
I just am wondering who would play a game that much that they would even care?
For an MMORPG, it would matter a great deal. Being able to find a pristine area for yourself that 14 year old Kevin and gold farmer Deng Wu are statistically unlikely to ever find would be great.