Quoted from Atomicboy:I think it started when the values of machines really started going up 1-2k a year, and many starting thinking there was a market to enter into without having the experience or flat out smarts to know what the fuck they were up against as the entire role of the manufacturer, regardless of if they had some experience or not before.
Now there are millions locked up in projects, many that are NOT going to see the light of day. The bubble will crash things for a while, as there WILL be people out of their money in, as will money going to manufactures instead of hobbyists, and we will wait for the cycle to start up again in 5 years.
I couldn't guess how a bubble would eventually happen, but I believe this is how it will go. There is no way all these companies come out with their product.
For sure. If you are looking at the pinball market as a way to get rich, move along now and save yourself the hassle. If HALF the indie pinball projects we are all aware of hit the market in the next 12 months not to mention new Stern / JJP titles, the market will be so saturated and that saturation will hit the indies the hardest. The wise move is to develop beautiful, fun to play games that provide a unique experience while being mindful of cost of development and production.
You cannot design your dream game, total up the cost to build it, your BOM, software development, art/sound/animations and some profit margin and say, "Ta-da! This is an $9,000 game from newindiepinballcompany.com! Come and get it!" and be surprised that people don't come running.
I always say, "You can't create art with unlimited resources." So start with a budget the market can handle and that you can command based on the reputation of your company, the greatness of your game and your ability to deliver. If you decide you can't command more than $5000 for your game, then make that game the best $5000 game you can! Don't try to convince people how AMAZING your cabinet is, how UNBELIEVABLY easy your game is to service or how it is the FUTURE of pinball. Pinball buyers are RARELY basing their purchases on those things. Make an awesome game that looks great, is fun to play and priced right and you will sell some games and probably get to do it again.
When our FAST hardware is broadly available I will expect to see nobody using "hey its got FAST hardware in it!" as a selling point. Rather, I want to see amazing games built on our platform that make the technology "disappear" and all that the user experiences is the game. So if we can help bring more awesome games to market at a better price point than can be done now, without sacrificing ease of development, hardware horsepower and reliability and actually enable some new tech along the way, then we are doing our part.
As far as an indie pinball company, I think that Spooky is doing it right. Ben made a fun game that has a distinct style and, if you know Ben at all, is loaded with all the cool Heck-i-tude to leave an impression and have you coming back to play again. Charlie turned it into a game that could be mass produced and they are on their way. Nobody got to sit around with a huge dev budget and doodle away for years. Ben had a game, Charlie saw opportunity. Bam! Pinball venture is on its way! Charlie knows that you cannot just build your own games and keep up so he is totally down to work with others. Its the way to do it! Community!
There is no doubt that the stock in Spooky is rising and that all eyes will be on Spooky for their next title. They did it once, people will be eager to see what they do next.
So if reading all this has you motivated to pursue your pinball project, right on! Do it! If its bumming you out, then maybe I did you a favor.
Aaron
FAST Pinball