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Original post by Wavinator
I think that if you find the loyal core that something like spiderweb has found, graphics won't really be an issue.
I think this is the best possible advice for independent developers, especially in today's increasingly mainstream, console-centric gaming market. Gaming is a much bigger industry now than it was a decade ago and developers and publishers are even less likely to take risks since the potential rewards are so much higher. Will Wright's recent response to criticism of Spore is a perfect example, this in particular:
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When asked whether or not the game has been "dumbed down" to appeal to a more casual audience, Wright replies, "I'd say that's quite accurate.... We were very focused, if anything, on making a game for more casual players." He also admits "we would rather have the Metacritic and sales of Sims 2 than the Metacritic and sales of "Half-Life."
I'm one of those people who was disappointed with just how incredibly shallow Spore's gameplay felt, but I absolutely agree with Wright here. Creating a game that appeals to the largest possible market is a good business decision and probably good for gaming as a whole since more people will enjoy a game with wide appeal.
That said, I think the idea of "mainstream" appeal goes out the window for independent titles and rightfully so. The problem with games today, at least as I see it, is that niche audiences that made up a reasonable portion of the gaming population in the 90's now make up such a small percentage of gamers that they're no longer served by the major publishers and developers. The absolute number almost certainly hasn't gone down in size, it's probably even increased, but relative to the mass of mainstream gamers they no longer even appear as a blip to big publishers like EA.
This is where independent developers come in and it's why, at least in my opinion, graphics hardly matter to this market. Hardcore wargamers are willing to buy and spend hours playing incredibly ugly games like TacOps 4. Why? Because it offers gameplay that simply isn't available anywhere else. Spiderweb games continue to reuse sprites that are over a decade old and yet Jeff Vogel is still able to sell his games because hardly anyone else is serving the market that enjoys them. Roguelikes and Dwarf Fortress are immensely popular with certain groups because they offer gameplay depth that just doesn't exist in mainstream games.
Bottom line: independent developers on a tight budget with small teams simply cannot hope to compete with well-funded developers (this even includes people like Jonathan Blow, who blew around $180,000 on Braid) at their own game. Focus on creating gameplay that's unique and appeals to a niche audience and weak graphics won't hurt your appeal nearly as much.