Originally posted by susikala
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A Linux Game That's Still Not Selling Well
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Originally posted by Ansla View PostDid you try http://globulation2.org/wiki/Main_Page or http://wl.widelands.org/? Or or do you mean even less micromanagement?
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Originally posted by susikala View Post
There are loads of areas where video games haven't even begun to develop to. Why isn't anyone doing an 'rts' where you can't actually control the units directly, but your strategic actions (i.e. supply routes, supplies, development of technology, aggressiveness/tactic of troops on ground) influences how troops fight, only indirectly (i.e. you cannot move a soldier from a to b). I could think of a thousand scenarios where this would be something incredibly awesome to play: trenches warfare, simulation of occupation of civil population, all out war, etc. etc.
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I fully understand the difficulty in gathering the monetary resources to develop a game and I have great respect toward small teams trying. Less so for big corporations yearly churning out $GAME_NAME $((RELEASE+1)) with ever growing marketing costs and ever shrinking final enjoyment value. HOWEVER, not everyone can be Minecraft and make that kind of money selling an alpha/beta game. They already had an audience in the Infiniminer community and simply wrote a clone of what people already knew was a fun game.
I've bought a lot of indie games largely to show support for the scene and multi-(Unix-like)-platform gaming, but I really don't feel any incentive whatsoever to buy a semi-playable game in development. I don't mind bugs but I want there to be content and not just source. It would have to be from a developer with a history of good games, the obvious example being Wolfire.
Releasing such is a good gesture (in the release early, release often ethos) but expecting a multitude of people to flock and pay is sadly a mite na?ve. I don't have any solutions.
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