The Indie Games Market Is in Trouble

No one knows how to sell games anymore.
Gaming is hard to define as a market. Sure, there are the big-budget AAA studios raking in disclosed fortunes in dollars, and the high-profile events like E3 or The Game Awards that show an outward-facing picture of what the videogaming ecosystem is. But it’s only a sliver of what constitutes the whole.
According to a report from SteamSpy’s Sergey Galyonkin, the top 0.5% of games on Steam made up a massive 50% of all registered titles in 2017. Indie games, once the bread and butter of the lower-priced games market on Steam, now command a median ownership per game of only 1500 titles—a substantial decrease from a 32000 median ownership in 2015.
As mentioned in the report, a lot of this has to do with sheer numbers. More games are being released every year, with a massive 7696 games released in 2017, nearly doubling 2016’s release count of 4207. While the number of registered users is growing at a steep rate, their purchasing rates seem to be slowing, with the median amount of games owned by new users considerably lower than earlier adopters.
All of this leads to a massive amount of uncertainty by those hoping to release games in the modern market, and it’s an anxiety that doesn’t look to be disappearing any time soon.
In a recent talk at GDC, David Langeliers of Illfonic, developers of Friday The 13th: The Game, noted that proximity-based voice chat was something that he argued against vehemently in his development time on the game. He felt like it would be ultimately pointless, as players would resort to out-of-game voice chat programs like Skype or Discord, and not use the feature to its full potential. But, he notes, he’s willing to admit that he was wrong, and that proximity-based voice chat was instrumental in many of the game’s most virally shared moments. Streamers and YouTubers used the function both for humor and added horror, even if the greater playerbase may have not touched the function.