>>717284565
indie development is spurred mostly by the thing that makes it the most money right now, which is coverage from content creators
every hit is something that content creators can reasonably make content from, and is enjoyable both to play and watch
friendslop is successful at this because it has a flexible player count and is best in small groups, which is good for collaboration which is a big way streamers grow their audiences
friendslop is ALSO successful due to accepting lots of players of different skill levels and allowing them to play together.
lethal company and etc are also very systems-heavy games where lots of different gameplay scenarios are possible which makes it ok to watch different people play. deckbuilders are also like that.
friendslop is ALSO ALSO successful because of limited longterm progression, which allows you to play for 2 hours with 1 group of people, but not worry about starting over to play with another group
whatever is successful next will share a lot of these elements.
a couple directions i think this could go are
>more community-involved multiplayer games, like running a private minecraft server for you and your patron subscribers, but again with a flat progression system and limited trolling options
>an expansion of the friendslop formula into adjacent genres like dungeon crawler, shooter, immersive simulation, roleplay
>casual pvp experience. like VERY casual think mario party