More games are being published in every category, and the number of Unity creators increased 31% in the last year.
THE PANDEMIC IS NOT THE CAUSE OF THE CURRENT INDUSTRY GROWTH
There was a spike during some of the strongest lock downs nationally and globally. It is clear that as the Lock downs began to be eased off, gaming and online activity declined and began to grow more naturally as the industry has been doing for some time.
The real cause is simply better and more responsive technologies and with the various stimulus checks spread around it simply gave some more access to funds to purchase such technologies.
Otherwise the growth is on going and varies with relative stability between Mobile and PC devices. Otherwise pre-pandemic projections going back as far as 2017 are on track.
All in all it says nothing as to how much you as a developer may or may not earn as there are many other factors that go into such things. It only says that the market is still healthy while other markets are crashing and burning.
Plus that is revenue already spent so assuming that you as a developer will get a piece of that "action" is the wrong way to approach it. Instead you have to approach it from how much revenue will your product/title/service add to that generated market revenue.
DEVELOPER GAMING REVENUE GREW ALMOST
30% IS ACTUALLY MISLEADING.
For larger companies this is true but for indies in general its the same as it has always been. Its either from out of pocket, from end user in game purchasing, or from would be end users supporting such developers.
TREND CHASER NEWS IS BAD NEWS TO FOLLOW SUCH AS WHEN SUCH SAY...
Hypercasual games have a cap on market size. To hold on to a larger audience over the long term, games need deeper gameplay.
Well, such so called Hypercasual games is a rather nebulous term. Little word puzzle games to Candy-Crush can be considered such with minimalist user interfaces. Then again, any virtual world with hang outs can be considered Hypercasual as well.
As such, saying that such need deeper gameplay isn't exactly accurate either because its not really the scope or intention of such "a game category" regardless its genre and what it means to have "deeper" is as specious as trying to define what makes games "fun." Everyone has different ideas of what is causal or fun for them that would be annoying or boring to someone else.
DEVELOPERS ARE TEARING DOWN
WALLS AROUND PLATFORMS?
Not really. Since games were being made for TVs all the way to the current modern devices and systems, there has been always been a growing multi platform reach. Its not new and its misleading to present it as such.
The real factor is where various free to use Game Engines have allowed for development of projects to be created for available multi platforms and indie developers in turn simply adapt a finished project for each of these options, put them out in the public so more have access to their particular games. That's all it is in this regard.
LARGE STUDIOS CONTINUE TO BALLOON
YET THEY HAVEN'T OUSTED INDIE DEVELOPERS
There are still large companies with in house developers, those they outsource as independents and the smaller and most common individual developers that just work on projects that interest them at the time they created them.
That means as long as there is a huge pool of indies there is a huge pool of options for larger studios to draw out of AND these big companies know at present it would be a very bad move on their part to squash the diversity. At least for the time being.
WHATS WITH ALL THIS LIVE GAMING STUFF?
Lets make clear what live gaming actually is and not the hype others in a failing area keep trying to claim it is. Simply put its live online multiplayer games of different forms, genres and styles. That is really all it is.
With the continued popularity of the live game models which include such as virtual social worlds to more traditional style player or team vs. player and team, people are playing games longer than ever, mostly because the games periodically add expansions which is again nothing new.
While it is true with some types of games players want more content or new things to be added all the time, this is not true for all types of games where players do not want things to be changed beyond a few updates and more current polish.
That's why the developer(s) need to know their community of players really well because a lot of times "some so called new exciting addition" actually changes the whole feel and sense of a game that drew in people to begin with and will ultimately alienate them and send that title straight into the dumpster.
INDUSTRY DATA WILL NOT ADD TO YOUR SUCCESS
Knowing your end users/players/audience/customers and focusing on the majority of them rather than the minority that tend to not have that much investment in said community, much less the game itself is how you fuel success.
Fuel your game’s success with strategies that integrate the latest industry data is again trend chasing. The problem with trend chasing that has not, and never will change, is once a trend begins its already too late to get into that trend and get much if anything out of it. In short you already missed the train.
So how do you "really start a trend?" You don't worry about trying to create a trend or follow a trend and just do what you enjoy, and as more take interest in what you have created then your trend has already started.
And all a trend really means is what's popular at the moment where it is popular for the time it is popular. That's all there is to it and everything else is just pretty words and nonsense.