10/16/2015

10 things Digital Homicide can save themselves.

These are just some ways Digital homicide could come out of the pit they are in:

First, Ignore Jim Sterling, he is a "actor" he "plays" a character and classifies his videos to avoid "criticism" while he dishes it out, they arn't "reviews" even though they do the same thing as a review does and can easily be placed under the same microscope and the same things would be present.

Second what you need to focus on is your games, you need to think what gamers would want, and make playable fun enjoyable games, it doesn't matter if you purchase assets so long as you use them propperly. Fix gameplay machanics in your games, and actually program them out. Making games like the slaughtering grounds with actual levels, it is the gameplay that matters more than anything else. A fun game everyone will want to play, while a game that just looks nice or lacks gameplay is forgetable, and can be considered bad, many reviewers don't know how to describe what is actually wrong as they are ignorant in how the media is made.

Third look to your fellow developers for advice, yes that means listening to your competitors advice, but you over all make the decisions. Some developers would like to see competition succeed because when one fails we all fail, and when one succeeds we all can.

fourth make your own assets to a degree, don't waste money on a sphere model when it can be made in minuets in even the most simplest modeling software. It is a waste of resources at that point, along with that you have to be careful with what you use as many artists will go after your userbase for showing off your games demanding confiscation.  Using assets paid for assets is fine, big studios do it all the time, just look at game music, cutscenes, and GUI often they are made by different artists, not always appart of the development teams and instead either hired on as third party or paid for premade assets(common in music, fonts, and easily repeatable assets) Code is fine as assets too so long as the code provides something useful tors the over all game.

Fifth, Choose a target market. Right now you have various games that are just all over the place, find out who your target market mainly deprives of and how you can target them better by filling their needs in your products.

Six, Stop changing your name, brand recognition is important, if you publish it under a new name because of a problem or issue that damages your brands name every time it happens your brand will never be recognized and it confuses any audience and dooms anything into obscurity and more than likely like with your ECC branch it is a already existing brand name which actually causes legal issues for yourselves.

Seven, Being known for bad games gives you a opportunity to make good ones, you are popular because of Jim Sterling's obsession of you and peoples obsession of jim sterling. This puts you in a position to prove him wrong, his fans & fanboys wrong, and make a quality driven title, all you need is to work hard, by knowning whom you are making it for, what they like, and unquie fun gameplay. This means fix old games, make them better, and known issues, and don't make simlar or same mistakes in future titles.

Eight, Sell it other places than steam, steam is the front for PC gaming sure, but the back woods on sites like itch.io, or hosting it free on sites like gamejolt & newgrounds and you will get a different audience. People on steam tend to be over protective on what actually gets on steam with no rational other than "steam will be filled with crapware" but still buy the AAA crap ware that comes out every year bragging about how good crap is. Or heck put it on different platforms all together and see how well it fairs.

Nine, Hiring or holding more developers:
The more cooks you have in a kitchen it can do 1 of 2 things. 1 Create choas or 2, make a better works. Works the same with developers. Some will bring you down for their own goals, others will refused to work on anything unless they have total creative freedom over you.

Ten, Working for clients:
This means you would be communicating with people who want to make games but don't know how, this would mean you would need to be more creative, you would need to extract detailed useful information and interperate for them in order to make a piece of works and follow a set higher demand with limitations that would allow you to learn how to make things you would other wise be unfamiler and out of your safity zone overall improving your quality of works. Gamejams, contests, events all of those would technically fall under this too as often it is for publishing to a specific place with rules.

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