Are There Too Many Games?

The problem is not the amount but how games are generally distributed through the internet. Just look at Twitter or Steam and notice that the usual games dominate, unless you have a huge marketing through various channels.

There are exceptions, but those are usually indie games with a robust organization, for example Path of Exile.

Bottom line, even though today a single developer can theoretically produce a hit like Minecraft, it remains a rare exception, since the Internet distribution reinforces the leading games.

This fundamental systemic favoring is in human nature, 10.000 play this, so I have to look this up too. In the same way search engines or sites like YouTube usually aggregate titles, by listing the most played / views / bought at the top.

However, in the early days of the internet it was different, since many companies / titles became famous through warez distribution, ie. Photoshop, and later dominated by continuing rolling out new versions - noticed by a huge following - the fame, while more eventually bought their software.

Today, you either need an excellent idea ( usually something new and different) or you require longevity - dedication including investments until your title has enough uniqueness, features, overall impression similar to the top titles produced by big studios.

A great example is the Battle Royal game mode, which was initially not the focus of Fortnite.

As a solo developer I recommend to start a project which does not require designing an entire static world., thus avoid the typical RPG theme, unless it is generic.

Even though game development goals can be optimized, the Internet not so easily anymore, hence why the goal should be to develop the game world, make it attractive, and then to use forms of advertising to make it known.

TLDR
For success a game requires unique features, which could involve the game mode, overall design impression, the story, and on top you have the general replayability score, how much fun it can be, which will become the dominant factor once a game enters the mainstream.

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