Sergio Rosa's Blog
Founder and "Somewhat-Creative Director" of The Domaginarium, an independent game development studio in El Salvador. The Domaginarium is currently working on a first person, "monsterless," horror/adventure game titled Enola, and previously released a 'shmup' game SteroidS.
He is also addicted to screenwriting and storytelling in general.
You can follow Sergio on Twitter at @magnolia_fan and you can also visit his blog.
At the end of the day what’s the point in making tools available and open up platforms if, at some point, indies will have problems publishing their titles because they face “obstacles regarding legal issues and paperwork.”
When there are players with mixed feelings about loving the game but feeling ripped off (or simply having your fans acknowledging the price point is high, or even having to defend the price), I believe we have a problem that’s worth discussing.
Making games takes time, so based on last week’s events I have to ask “if games already take a lot of time, do you need to make development even more complicated by making it extremely ambitious?”
Making a game bigger doesn’t always equal to making it better. Game development is already complicated enough. I don’t need it to make it even more complicated by designing too much game. In other words, I always remember to KISS.
The best piece of advice I can give to game-making newbies would be: how about not trying to be better than * or if your game will never be as good as *, and simply try to make something different based on your own experience?
It can be interesting to see what happens when you make the game “you wanna make” but you take into consideration what your limitations are, and what limitations you want to impose.
Sergio Rosa's Comments
[News - 11/05/2013 - 09:23]
[Blog - 09/23/2013 - 12:20]
I didn 't include that ...
I didn 't include that info originally because I feared I would open a can of worms and get a lot of people after me. I did edit the blog post and added some more information about the problem, without naming companies and going into specifics, though.
[Blog - 09/11/2013 - 03:10]
I like these kinds of ...
I like these kinds of articles. My only problem is, living in a different country with a very different culture, it makes it somewhat difficult for me to relate to certain situations because based on what I read men and women here behave very differently not better, just different :-/ ...
[News - 08/23/2013 - 10:43]
He continued, In an action ...
He continued, In an action game, I can get that - why not It 's all about skills. But in a story-driven experience it doesn 't make any sense. r n r nWhat if I told David Cage that 'action ' and 'story-driven ' are not mutually-exclusive things and that ...
[News - 08/22/2013 - 02:29]
We 'll be sad, of ...
We 'll be sad, of course, but we 'll understand if the game you can 't afford to make isn 't on Ouya. r n r nI wonder if they 'll be happy if the games indies can 't afford to make are on the PC, Mac, Linux, and iOS ...
[Blog - 08/20/2013 - 12:00]
I was just looking at ...
I was just looking at your post about going indie full time and you made me think that this is not only an issue about women not working at companies, because women can go indie and work either alone or with a small team. r n r nThat would mean ...