When we started working on Unit 4, we have already planned it will have been a small product both for the development estimated (and achieved!) time and for the total amount of content. This doesn’t mean we underestimated the complexity of the project and/or the difficulties and the obstacles we will have obviously run into of course, as in every self-respecting videogame development process! But one thing the most of the existing small independent developers ignore or seem to is that one intangible thing called production. With production I will refer from now on in this paper, to all the activities and the resources that are necessarily connected with a successful videogame development path, release included. Let’s start from the point that if a videogame doesn’t arrive to see its own release date, the development process has not been successful. The same is if the release takes too long, which is the most common situation for the largest part of teams at work. Maybe someone will not agree with me on this fact but it is a fact. Many developers seem not to have a clear or a unique idea of what could be a success for their game. I think that people who love to make videogames always aim being able to survive with videogames, making them their job and consequently their first and principal source of income. So, following the reasoning, the first thing for a game to be successful is to repay itself. I’m absolutely sure that many of those who will eventually read this paper will start to get indignant for what I’ve just asserted. The reality, nevertheless, is real and is hard to face and to survive and even if the artistic part in making a game is without any doubt a big part of the entire process, it is not sufficient. I’m sorry guys but there isn’t any game in the known world that have made or will make a great success only being artistically perfect or beautiful. Never ever.
Just a very few, yes, but they aren't a benchmark for anything. And I say this having a strong creativity and artistic streak since I was a child, so I pretty know what I’m talking about. I’m pretty aware of what an artistic beauty is or could be. The fact is that even the most beautiful game in the world won’t sell more than a thousand copy (sometimes even less) if: