Fortune's Favor Review On The Nintendo Switch And Interview with Ilya From Elushis Gaming
#gaming #indiegame #nintendoconsole
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original article
https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games
Interview.
My take on the general article
Article is largely on point, but whether this shift is good or bad really comes down to your perspective. AAA and mid-sized studios are definitely feeling the pressure big time, but with consumer tastes and development tools changing so fast, some shake-up was inevitable. The industry and traditional business models had grown bloated and needed to adapt, and now everyone, from solo developers to specialists, has to find their place in this new landscape. We are entering a world where pretty much anyone can materialize any form of media or entertainment, and I think this was inevitable given the current state of technology and its trajectory. The one constant in life is change.
1A. What are you most proud of in Fortune’s Favor? What inspired you? Any plans for DLC or more content? What will players enjoy most?
The game was developed and released in just under 12 months, but what I’m most proud of is I think, the overall atmosphere that I was able to create as a solo developer. The way the music and technical systems work together really helps bring the open world to life, even on underpowered hardware. Ironically, I never thought I’d become a programmer because higher level math in school felt impossible until I taught myself through game development and found a learning style that actually worked for me. The inspiration for Fortune's Favor came from my original 2D game Mutiny Island, along with some influence from the Pirates of the Caribbean films. DLC hasn’t been decided yet, but a full sequel built on this foundation would probably make more sense, especially for Switch 2 and how decently all the systems seem to already be running on that platform.
1. Do you feel the industry makes it harder for indie developers?
Yes. Beyond competing on storefronts, there are real gatekeepers in local communities and funding bodies. Because I don’t network with government agencies or receive grants, I’m often excluded from regional showcases and media coverage. Meanwhile, someone with a half finished game and a government grant gets the spotlight. Many indie titles that get attention are backed by the 'right connections'.
2. Do you notice animosity toward indie creators in the industry?
Absolutely. Game development has more gatekeepers than almost any creative field I’ve seen. Many professionals won’t share their playbooks or collaborate outside their own circles. If you don’t fit certain social or ideological norms, you can quickly get shunned or quietly blacklisted. It’s a dog-eat-dog world where people tend to guard their success rather than lift others up. That said, this is just a general observation.
3. Are indie developers fairly blamed for shovelware?
Yes, indie games definitely can be blamed for shovelware but AAA and mid sized studios do it too. Big publishers sometimes re release the same game multiple times on eShop or churn out licensed tie ins purely for profit among countless other examples. At the same time, many so called shovelware titles are honest efforts by developers honing their craft. In the end, players decide what deserves their time. Shovelware, indie games and AAA titles all have room to coexist.
4. Do you use AI, and if so, how?
Yes I use AI and have no problem with it at all. I released and ported games, music, and art before AI existed, and now I use it in parts of my workflow, not because I want to, but because it helps with things I can’t quite nail myself. Mostly that means code fixes and 2D art tasks such as icons or text titles, though some of the music from Mutiny Island was also remastered with AI for Fortune's Favor. That said, I created those original tracks myself anyway so I was remastering my own music. I don’t receive funding, I don’t have a network of creators, and I lack the resources or time to hire specialists, so I handle everything myself using whatever tools are available. I don’t feel guilty using AI since I already had the skills to release commercial games, music, and art before it ever became an option. In my personal experience, the loudest AI critics tend to be hyper specialists who haven’t shipped a product and see it as a threat rather than a tool. I see AI as just that, another tool that helps me deliver the best product I can within my constraints. Watching my kid grow up with/use AI has also warmed me to it because it gives kids new ways to build and explore their imagination. Honestly, I don’t think we can even comprehend what media will look like in just a few years.
question 5 had to left out due to available space....thanx youtube