there were more than 5 people working on it.
from what i remember yes it was id's first self published game.
no it isn't the most successful "indie" game.
who cares if it takes 20 years? why not make games like animes, with ma,ny seasons? atleast it would be meaningful when characters die and we are supposed to be attached to them, but instead its fake and gay shit like in yakuza where they pretend, even though we clearly didnt spend enough time and didnt live enough through perils together to be attached much to the characters. yakuza stories are like season of shows but you just show the intense moments and you cut everything in between, it makes no sense. make it over 20 years actually.
Video games can never be on the same level of anime because there's not enough people who are talented and the average person who plays video games is a moron who demands graphics over everything
consoles are where games go off and die as they
aim to appeal to braindead Black folk and children
pretty much every franchise had its start on pc and then killed its soul off by casualsing and branching out to consoles
it's not the real platform
it's the only platform
make /pcv/
I don't want to interact with you Black folk, I never did, keep playing your Black personman : manjaw shit and bing bing wahoos but stay away
The definition for indie is so simple it genuinely baffles me there are people moronic enough to ask "is it indie". Is it self-published? is the developer a private company that doesn't have outsider shareholders and isn't publicly traded? Yes? Then it's indie.
Nah a game made by one guy but gets a publisher to put it out is indie. There's few indie games if you go by that standard or a bunch of shovelware nobody has played
>An indie game, short for independent video game
Literally all you need to know. Explain how being dependent on a publisher makes you "independent". No appeals to authority or "because [x] said so". Use basic critical thinking and deductive reasoning.
What games are listed when you Google indie games? It might not make sense but most games considered indie had publishers
3 months ago
Anonymous
An argument from authority (argumentum ab auctoritate), also called an appeal to authority, or argumentum ad verecundiam, is a form of argument in which the opinion of an influential figure is used as evidence to support an argument.
All sources agree this is not a valid form of logical proof, that is to say, that this is a logical fallacy (also known as ad verecundiam fallacy) , and therefore, obtaining knowledge in this way is always fallible.
>It was made by five people. Is Doom the most successful indie game?
It was a self published shareware game, and the best selling shareware game of all time. Shareware was a thing up to the mid 90's, where developers would release maybe 1/3rd or 1/4th of the game away for free, and it can be distributed by other groups. The shareware demo would contain an address to order the full game via mail order. I swear Quake I and Duke Nukem 3D were near the end of the shareware model.
>Epic announced in October 2018 that it had acquired $1.25 billion in investment from seven firms: KKR, ICONIQ Capital, Smash Ventures, aXiomatic, Vulcan Capital, Kleiner Perkins, and Lightspeed Venture Partners. The firms join Tencent, Disney, and Endeavor as minority shareholders in Epic.[104][105] With the investment, Epic Games was estimated to have a nearly $15 billion valuation in October 2018.[106]
Obviously not the most successful commercially due to growth of the consumer base since 1993, but culturally? Yeah probably. PC gaming owes a lot to Doom as a whole. A lot of devs for later important games got their start making mods or maps or ports for Doom. Deathmatch started with Doom and the LAN party with it. Developer-sanctioned mod support was basically unheard of before Doom and it spurred other contemporary devs to match or exceed it. The Japanese offshoot of DWANGO, a company that provided a service to play Doom over the internet, still exists today and owns Spike Chunsoft. The community thrives to this day 30 years later, a testament to how right Carmack was to entrust his game to the players and a shining example of the benefits of releasing your source code. There's no content you can put in your game to make it last for three decades.
I don't think anything that comes after it can really compare to the fundamental waves that Doom made across the board. It's like arguing that America is more culturally important than Rome - sure, we're typing on our American-invented computers to communicate over the American-invented internet - but we're doing so using Roman letters on a forum. It's a totally different scale of cultural impact.
Yeah well except you left the part out where troons have completely invaded, corrupted, mismanaged and overpoliced the Doom community since 2016. They fricking turned Doom into their necromorph death cult that lures dumb little kids.
>PC gaming owes a lot to Doom as a whole
The entire industry owes to Doom and Quake for pioneering proper online and standardizing the FPS genre (one of the most popular in the industry), both things that were then moved to the console space and thrived there as well.
Nobody called them 'indie developers' back then, but there were a lot of independent developers that made games for the PC platform and microcomputers.
Nobody called them indie devs back then because for the PC market indie games made up more than half of the total share. It was just normal. Indie devs are a term now because of how monolithic game publishing companies have become, not because of any changes of definition.
>indie game
All game dev studios consisted of small teams back then. Pic rel was made by a team of 8 people. They didn't even have any visual reference of the movie until a month before the game's release and still squeezed out a fun creative game.
Difference is that devs were passionate nerds who just loved making vidya.
Back then the devs were talented nerds who struggled and suffered in a niche genre
Today due to exposure of internet, smartphones, dlcs and microtransactions literally everyone is trying to develop videogames to make a quick buck while creativity has seriously stagnated and virtually every fricking game is kind of a copy of something that was released 30 years ago with better graphics and some tweaks to features. I mean im playing a game called Warpforged which is basically the same as Hearthstone from 10 years ago except the cards have ranged and meele attacks to choose from.
Then theres Imperium Galactica 2 which was the best 4x space game made by Hungarians 25 years ago that has more features than Stellaris in terms of ground battles and building your colonies it was like having a space empire game with space battles and on top of that literally every planet you founded had a 3d sim city builder you could also fight ground battles on.
Back then the devs were talented nerds who struggled and suffered in a niche genre
Today due to exposure of internet, smartphones, dlcs and microtransactions literally everyone is trying to develop videogames to make a quick buck while creativity has seriously stagnated and virtually every fricking game is kind of a copy of something that was released 30 years ago with better graphics and some tweaks to features. I mean im playing a game called Warpforged which is basically the same as Hearthstone from 10 years ago except the cards have ranged and meele attacks to choose from.
Then theres Imperium Galactica 2 which was the best 4x space game made by Hungarians 25 years ago that has more features than Stellaris in terms of ground battles and building your colonies it was like having a space empire game with space battles and on top of that literally every planet you founded had a 3d sim city builder you could also fight ground battles on.
It was also a time where experimenting and innovating was safer because of more grounded expectation. If a game 25 years ago sold just some hundreds of thousands of copies it was considered a massive success. These days those are considered disastrous numbers.
>These days those are considered disastrous numbers.
By moronic children on Ganker sure.
Unless you are talking about massive AAA releases which have a small nation's GDP thrown into them A couple hundred thousand sales is the norm.
No, 5 people working on a game was incredibly common. Also I want to talk about the term "indie" because nowadays it means nothing. People will circlejerk over "muh indies", but 90% of the games people jerk off to are published by big publishers that give them funding. Nah moron, your metroidvania roguelite full of 4th wall breaks to older popular games doesn't make it indie if you have the backing of a large corporation like Devolver.
A true independency test:
Ask the developer to put flying dicks shooting cum into his game. If he refuses, means there is someone he depends on and is afraid to anger.
Minecraft is more successful
no, minecraft is
>but it was bought my microshaft!
still more successful than every other indie game up until that point
Yeah, I mean Id was a small company and not beholden to others or publishers.
>Id
"id"
Rhymes with lid
Yes
there were more than 5 people working on it.
from what i remember yes it was id's first self published game.
no it isn't the most successful "indie" game.
yea
>pc gaming's greatest hit is indieshit
Kek, so much for a "real gaming platform"!
>games aren't games if they are not made by big teams with corpo suits over them
shit take weak bait go back and try harder
who cares if it takes 20 years? why not make games like animes, with ma,ny seasons? atleast it would be meaningful when characters die and we are supposed to be attached to them, but instead its fake and gay shit like in yakuza where they pretend, even though we clearly didnt spend enough time and didnt live enough through perils together to be attached much to the characters. yakuza stories are like season of shows but you just show the intense moments and you cut everything in between, it makes no sense. make it over 20 years actually.
Video games can never be on the same level of anime because there's not enough people who are talented and the average person who plays video games is a moron who demands graphics over everything
consoles are where games go off and die as they
aim to appeal to braindead Black folk and children
pretty much every franchise had its start on pc and then killed its soul off by casualsing and branching out to consoles
it's not the real platform
it's the only platform
make /pcv/
I don't want to interact with you Black folk, I never did, keep playing your Black personman : manjaw shit and bing bing wahoos but stay away
wat
The definition for indie is so simple it genuinely baffles me there are people moronic enough to ask "is it indie". Is it self-published? is the developer a private company that doesn't have outsider shareholders and isn't publicly traded? Yes? Then it's indie.
Nah a game made by one guy but gets a publisher to put it out is indie. There's few indie games if you go by that standard or a bunch of shovelware nobody has played
>a game made by one guy but gets a publisher to put it out is indie
>A guy who is dependent on a publisher is independent
You are genuinely moronic.
Google indie games right now and tell me what comes up, genius.
>An indie game, short for independent video game
Literally all you need to know. Explain how being dependent on a publisher makes you "independent". No appeals to authority or "because [x] said so". Use basic critical thinking and deductive reasoning.
What games are listed when you Google indie games? It might not make sense but most games considered indie had publishers
An argument from authority (argumentum ab auctoritate), also called an appeal to authority, or argumentum ad verecundiam, is a form of argument in which the opinion of an influential figure is used as evidence to support an argument.
All sources agree this is not a valid form of logical proof, that is to say, that this is a logical fallacy (also known as ad verecundiam fallacy) , and therefore, obtaining knowledge in this way is always fallible.
Damn valve are pretty good indie devs
They are, yeah.
Half-life was published by sierra
No, it's actually good.
>It was made by five people. Is Doom the most successful indie game?
It was a self published shareware game, and the best selling shareware game of all time. Shareware was a thing up to the mid 90's, where developers would release maybe 1/3rd or 1/4th of the game away for free, and it can be distributed by other groups. The shareware demo would contain an address to order the full game via mail order. I swear Quake I and Duke Nukem 3D were near the end of the shareware model.
Duke3d was definetely shareware, but i didn't know that quake was.
Did they get paid to make it?
no
>Did they get paid to make it?
They were knee deep in Ferrari's.
Ferrari's what?
You misunderstood.
They weren't paid by anyone, Doom was made off their own backs.
They left Apogee to go indie.
Doom was self published, self funded.
Technically Valve and Epic are both indie companies.
>Epic announced in October 2018 that it had acquired $1.25 billion in investment from seven firms: KKR, ICONIQ Capital, Smash Ventures, aXiomatic, Vulcan Capital, Kleiner Perkins, and Lightspeed Venture Partners. The firms join Tencent, Disney, and Endeavor as minority shareholders in Epic.[104][105] With the investment, Epic Games was estimated to have a nearly $15 billion valuation in October 2018.[106]
hurr durr
Epic Games is still over 50% owned by Tim Sweeney only.
Literally irrelevant. They are DEPENDENT on external funding and partial external ownership. That is quite literally not indie.
sure epic and id were pretty close in all aspects when quake and unreal tournament were fighting
no cause it was cutting edge tech
it was just a normal studio
Obviously not the most successful commercially due to growth of the consumer base since 1993, but culturally? Yeah probably. PC gaming owes a lot to Doom as a whole. A lot of devs for later important games got their start making mods or maps or ports for Doom. Deathmatch started with Doom and the LAN party with it. Developer-sanctioned mod support was basically unheard of before Doom and it spurred other contemporary devs to match or exceed it. The Japanese offshoot of DWANGO, a company that provided a service to play Doom over the internet, still exists today and owns Spike Chunsoft. The community thrives to this day 30 years later, a testament to how right Carmack was to entrust his game to the players and a shining example of the benefits of releasing your source code. There's no content you can put in your game to make it last for three decades.
every single FPS engine is a modified quake engine
Neither Unity or Unreal have ID tech roots so you are a bit wrong there.
unreal was the only non id FPS engine when games mattered sure
nobody cares about unity
I will make the argument that Minecraft is more important than doom culturally
I don't think anything that comes after it can really compare to the fundamental waves that Doom made across the board. It's like arguing that America is more culturally important than Rome - sure, we're typing on our American-invented computers to communicate over the American-invented internet - but we're doing so using Roman letters on a forum. It's a totally different scale of cultural impact.
Yeah well except you left the part out where troons have completely invaded, corrupted, mismanaged and overpoliced the Doom community since 2016. They fricking turned Doom into their necromorph death cult that lures dumb little kids.
>PC gaming owes a lot to Doom as a whole
The entire industry owes to Doom and Quake for pioneering proper online and standardizing the FPS genre (one of the most popular in the industry), both things that were then moved to the console space and thrived there as well.
The concept of indie doesn't exist then.
Yeah it did actually
>The concept of indie doesn't exist then.
Nobody called them 'indie developers' back then, but there were a lot of independent developers that made games for the PC platform and microcomputers.
Nobody called them indie devs back then because for the PC market indie games made up more than half of the total share. It was just normal. Indie devs are a term now because of how monolithic game publishing companies have become, not because of any changes of definition.
you homies should give Masters of DOOM a read
Minecraft is #1, then maybe Undertale? I don't have any other guesses, but Doom did not make much money at all.
Markiplier looks so young here
reminder carmack killed his cat for pissing on his couch
>indie game
All game dev studios consisted of small teams back then. Pic rel was made by a team of 8 people. They didn't even have any visual reference of the movie until a month before the game's release and still squeezed out a fun creative game.
Difference is that devs were passionate nerds who just loved making vidya.
Back then the devs were talented nerds who struggled and suffered in a niche genre
Today due to exposure of internet, smartphones, dlcs and microtransactions literally everyone is trying to develop videogames to make a quick buck while creativity has seriously stagnated and virtually every fricking game is kind of a copy of something that was released 30 years ago with better graphics and some tweaks to features. I mean im playing a game called Warpforged which is basically the same as Hearthstone from 10 years ago except the cards have ranged and meele attacks to choose from.
Then theres Imperium Galactica 2 which was the best 4x space game made by Hungarians 25 years ago that has more features than Stellaris in terms of ground battles and building your colonies it was like having a space empire game with space battles and on top of that literally every planet you founded had a 3d sim city builder you could also fight ground battles on.
It was also a time where experimenting and innovating was safer because of more grounded expectation. If a game 25 years ago sold just some hundreds of thousands of copies it was considered a massive success. These days those are considered disastrous numbers.
>These days those are considered disastrous numbers.
By moronic children on Ganker sure.
Unless you are talking about massive AAA releases which have a small nation's GDP thrown into them A couple hundred thousand sales is the norm.
>phantom menace
based
This game was ahead of its time.
It was the most successful indie game till Minecraft. But yes, it was an indie game. It was self published after they broke away from Apogee.
No, 5 people working on a game was incredibly common. Also I want to talk about the term "indie" because nowadays it means nothing. People will circlejerk over "muh indies", but 90% of the games people jerk off to are published by big publishers that give them funding. Nah moron, your metroidvania roguelite full of 4th wall breaks to older popular games doesn't make it indie if you have the backing of a large corporation like Devolver.
A true independency test:
Ask the developer to put flying dicks shooting cum into his game. If he refuses, means there is someone he depends on and is afraid to anger.