Why There Are No Hit Indie Games 267
Slate is running an article on why indie games are still such small potatoes in today's game industry. From the article: "In today's movie business, it's possible for an indie film like Napoleon Dynamite to become a sensation. Saw, which cost a mere $1.2 million, grossed 100 times that amount. That just doesn't happen in video games. The average PlayStation 2 game costs about $8 million. Studios often need large development teams--usually 40 or more people--to meet their tight deadlines. They spend money to license everything from comic book heroes to graphics engines. They record A-list actors. And if they burn their own CDs or do their own marketing, costs can really soar."
No indie hits...?! (Score:5, Interesting)
Whats the definition of a 'hit' game anyways? Besides the Napoleon reference The article only talks about how much money is spent on games, not if they make money or anythin gelse, doesn't that get to the whole problem we're having now of games just looking good but (most) playing like crap?
Re:No indie hits...?! (Score:2, Informative)
However, if you read between the lines of the fine article, you will know that there are some types of game which would suit the open-source model and some that won't.
Good example - A sports game - the rules of Soccer or Ice-hockey do not change muc
Re:No indie hits...?! (Score:5, Insightful)
Re:No indie hits...?! (Score:2, Interesting)
>of open source project's budgets."
Well it could be a tie-in with an open source movie!! Or at least a smaller movie that was happy for the free publicity. However, there are some enlightened TV shows that allow 'fan art' and the like. So there may be some hope.
Do not forget that it is always easier to get permission for something that will never make any money. This side of the pond, there ere are also public
Re:No indie hits...?! (Score:3, Informative)
The reason there are no hit indie games in a wider scope is because they don't have anything to draw people's attention. People just don't buy games unless they:
a. Have a good history of games with that same name, for example the UT series, The Sims, Half-Life, Halo.
b. Come from a
Re:No indie hits...?! (Score:2)
People don't buy games unless they look realistic.
Running the Darwinia forums has turned up a fair few intresting topics relating to the graphics in Darwinia. people saying things from they are ace to they are a cop out of doing any work (which may or many not be true
While those people are welcome to their own opinion, sometimes I find it rather shallow. F
Xbox Live Arcade and downloadable indie game demos (Score:2)
I'm not much of a gamer (I don't own a console), but isn't "downloadable indie game demos" (Xbox Live Arcade [xbox.com]) one of the selling points of the Xbox 360 and its free Xbox Live Silver membership?
Sure, some of them are just old arcade games (like Joust) updated for online play. But games like Outpost Kaloki X [ninjabee.com] looks like
No hit indie games? (Score:5, Funny)
Lemme fix that for you . . . (Score:3, Informative)
PC, anything and everything goes. Gaia, YoHoHo! Puzzle Pirates, anything PopCap seems to touch . . . Hell, anyone up for running through Exmortis or the Viridian Room, anyone?
Re:Lemme fix that for you . . . (Score:3)
Hit indie games on console? (Score:3, Informative)
Re:Lemme fix that for you . . . (Score:2)
Well, let's hope Nintendo can turn the tides somewhat. From their webpage : http://wii.nintendo.com/hardware.html [nintendo.com]
Re:Lemme fix that for you . . . (Score:2)
Didn't they come out with that Doom game, the one they gave away (the first few levels) for free, and not open source (to double address issues in one post, lest I go back to answer Marcion with the 'open source' thing he wrote a few posts up) and not a sequel to something that was already a massive hit
So how did that turn out anyways?
Tetanus (Score:2)
Tetris is an abbreviation of tetanus [wikipedia.org] and trismus [wikipedia.org] (a classic symptom of tetanus). Tetanus is what you get when you step on a rusty I piece.
40 ppl (Score:5, Funny)
And Napoleon Dynamite was shot by 3 guys?
Re:40 ppl (Score:2)
come to think of it I might make a film... I'll open source it : )
Re:40 ppl (Score:2)
Just make sure your definition of movie exceeds The Magic Chex Box [youtube.com] on YouTube [youtube.com].
Re:40 ppl (Score:2, Funny)
Re:40 ppl (Score:3, Insightful)
Thats where modding comes in. Some of the biggest and most popular games out there were created as mods with teams of under 10 people, sometimes as few as 1 or 2.
3wave CTF, Team Fortress, Counter-Strike, etc.
The problem is most consoles just arnt accessible to third party developers-- It doesn't matter how capable they are, if they can't
No, but.... (Score:5, Insightful)
The real problem is not the number of people, but that there's no good way to make a low-budget video game. You can make a good movie for very little money by not spending $100 million on special effects and marketing. Video games don't work like that. If you don't spend the money on having good graphics artists, your game looks like crap.
You can sell a movie with a great story and no special effects. You can't sell a game with fantastic game play and crappy graphics and sound - those games were already sold 10-20 years ago.
Re:No, but.... (Score:2)
That's almost it. To make a movie, you point a camera at something, and you've got content. That content can certainly be improved with special effects, actors, direction
Re:40 ppl (Score:5, Insightful)
Re:40 ppl (Score:3, Informative)
I don't really think there's an equivalent audience for independant games, at best this potential audience would probably spend most of their money on more cultural activities.
Unless independant studios can make games which have significant gameplay values to become widely accepted as an art-form, I just don't think there is any audience to justify bigger budgets.
Th
Re:40 ppl (Score:5, Insightful)
They spend money to license everything from comic book heroes to graphics engines. They record A-list actor
First, indie films are generally somewhat original and mundane ideas. They do not depend on popularity of concept to compensate for lame writing. This measn that indie films do not spend money on licensing. Niether do they generally spend the millions on licensing books and then millions more on rewrites of the script. Often even music is not used due to costs.
Indie films also do not tend to have license technology. The creators use what can be had on the budget. This has become much more sophiticated, but still not what big studios have. As far as actors, many will cut thier pay to scale to work on a indie film. This has lead to some aggrivation when the film is really succesful, as the actors then kick themselves from not negotiating a part of the sales.
In the end an indie film has few if any big name actors, few if any popular characters, shots that are out of focus, lame special effects, and, except in the case where a big studio picks up the picture, no promotion budget.
An indie film is usually high concept, good script, and personal. Given that video games for the most part are about cool special effects, mass murder, and pushing technology, the two do not seem to be comparable.
So, why are they not indie games. Becuase indie films are possible because films can be produced on a low budget and there are a network of indie film houses that will show them, even though they is little money made. Console vendors want to sell games, so why bother with a game that is not going to be blockbuster? Stores want to sell games so why stock games that may not sell. Moviegoers will tolerate out of focus shots, unknown actors, and less than ideal theatres just for the hope to see something slightly original. Will gamers make the same compromises?
Re:40 ppl (Score:2)
Re:40 ppl (Score:2)
I hope you're not trying to say that there will never be a "Duke Nukem Forever"!!
Re:40 ppl (Score:2)
StepMania (Score:3, Interesting)
Must be great fun at a party.
Re:StepMania (Score:2)
Re:StepMania (Score:2)
Not many console games, but... (Score:5, Interesting)
We can't rate hit indie games by their fiscal gross alone. Some of the most popular games out there (Continuum, anyone?) are free.
Re:Not many console games, but... (Score:3, Insightful)
This is telling us two things.
One, developers are continually reinveting the wheel.
Two, game engine licences still cost afr, far too much money.
I think it's only a matter of time before open source game engines and frameworks begin to replace overpriced and overrestrictive proprietary solutions. This will happen first in "basic" areas such as i/o, toolkits, small physics simulations and will work its way up to enti
Re:Not many console games, but... (Score:3, Insightful)
The wheel gets reinvented because if every game used the Source engine every game would play exactly like Half Life 2 and CounterStrike Source and DoD Source. If every game used the Doom III engine every game would play exactly like Doom III and Quake IV. Variety is the spice of life, and it's the variety of game engines that make games different from each other. There's already a chorus
Re:Not many console games, but... (Score:3, Insightful)
Re:Not many console games, but... (Score:2)
My bad actually, you may be correct (i work away, not at home, not 100% sure now you mention it).
However, that only strengthens my point - it doesn't play anything like CS: source either :D
smash.
Re:Not many console games, but... (Score:2)
It's hard to imagine that Adventure Pinball [ea.com] plays exactly like Unreal Tournament, despite using the same engine.
Re:Not many console games, but... (Score:2)
That is true, but you need to understand why this happens.
It's about over coming techincal issues in an engine to provide a more realistic game.
Every game engine is a kludge'd "reality simulator". Even representing color as the popular 3-tuple: red,green,blue is an APPROXIMATION of what happens in the real world, because the only way to get a fast frame rate, is to cheat on the simulator like crazy. As computers get faster, we can do less cheating.
Re:Not many console games, but... (Score:2)
Two, game engine licences still cost afr, far too much money.
How's a $100 dev license [garagegames.com] sound? $395 for indie licenses.
Re:Not many console games, but... (Score:2)
I think indie groups' biggest problem isn't attracting talented individuals, but attracting committed tal
Re:Not many console games, but... (Score:2)
Not to mention freeciv.
Galactic Civilizations II (Score:2)
When someth
Re:Galactic Civilizations II (Score:2)
I beg to differ... (Score:3, Interesting)
Some games have a niche market and are quite recognized among players. Cave story, Tumiki Fighter or even some *band variant comes to mind.
In the end its only a question of marketing. Just like Open Source, suffers from a lack of "Open Source Marketing", Indie suffer from a lack of "Indie Marketing". But things are picking up IMHO.
PC Games (Score:5, Interesting)
This all changed after the indroduction of dedicated graphics processing and of online gaming, and the resulting arms race for whiz-bang excite-the-fanboys-with-screenshots features. The arcade culture moved online and onto PC gaming, and the idea of PC games being something that an adult might want to play on their office machine began to die. Megapublishers moved in, purchased the formerly independant studios, and homoginized the industry.
And now you have an absurd situation where Nintendo is seen as being some sort of guiding visionary for thinking that video games could be intertainment for people who aren't hard-core gamers, when, in fact, before recently, PC gaming had been serving a diverse audience for over 20 years.
Anyway, I'm of the opinion that video games have become much more narrow and catering to a specific audience, one that no longer includes me. I'm no luddite. I appreciate good graphics and advances in technology, however games that use all these new features in ways that actually interest me are few and far between, and I find myself looking toward abandonware for new (to me) games.
I have a kind of generic critique of capitalism as a mode of cultural production that relates to this. It seems that commercial art is best when it is part of an immature market. The genre of the summer blockbuster saw a lot more creativity and inventiveness in the 70s and 80s, while the parameters were still being explored. Once Hollywood figured out the basic formulas of that game (e.g. "Die Hard" is a reproducable success, "E.T." is not, etc.) creativity dropped through the floor and you start seeing more and more sequels, licensed adaptations, and such. I'm not saying that profit is incompatible with art, just that it doesn't scale infinitely, when the producers get too greedy and refuse to accept the risk of not having a hit, the fun dies out.
Re:PC Games (Score:5, Insightful)
The left is generally correct in the belief that allowing market forces to work unfettered creates excellent markets, but they will only be optimized along a limited number of parameters, and that business does need to be kept in check if values that don't easily translate into a bottom-line are to be preserved in our society. However, the recurring error of the left is to treat business as a criminal element merely for being business. Like it or not business is the cornerstone of our society. Nobody is employed without it. Food doesn't get grown without it, the internet doesn't exist without it (the internet mind you, the multi-trillion dollar communications infrastructure, not the web, a vague collection of data stored and transmitted on that network) etc. etc. etc. If you make yourself the enemy of business, you're making a pretty powerful enemy. The challenge for the left in the globalization era is to come up with creative approaches to dealing with modern problems that utilize the forces of capitalism without succumbing to their excesses. Seven-times watered down Marxism isn't really serving us very well, and the public rightly finds little resonance in a class debate cloaked in the language of the Industrial Revolution.
Very true (Score:2, Insightful)
Re:Very true (Score:2)
Tight deadlines (Score:3, Insightful)
Yeah, but indie developers usually don't have tight deadlines.
They spend money to license everything from comic book heroes to graphics engines. They record A-list actors. And if they burn their own CDs or do their own marketing, costs can really soar.
Again, you don't need to do this to make an indie game. Games on CD? Thats so 1999.
If you spend next to nothing to make a game, its easier to make a profit.
Take this guy for example. [idevgames.com]
Re:Tight deadlines (Score:2)
Distribution (Score:3, Interesting)
This is not true at all for indie games. There is no getting picked up by a distributor, getting reviewed, advertising or anything of the kind. They're either available for free from some site filled with indie games of dubious quality or they try to get sold by some new method (electronic delivery, serialized gaming, etc.). Its hard enough to be successful going against the flow in one aspect (indie vs large developer), and its even harder when you add a new distribution/payment scheme to that.
How am I supposed to find out which indie games are good? Without totally immersing myself into the scene, its next to impossible. Advertising, reviews and utilizing the existing distribution medium let people find independently produced things in the way that they're accustomed to finding establishment things.
Also: the game world does not have a clearly defined establishment in the same way that the movie world does. Just because EA is the behemoth now doesn't mean that they have the same kind of history as MGM (used to), and so being independent of them doesn't carry the same connotations in the consumer's mind.
Re:Distribution (Score:3, Insightful)
Well that would normally be a function of the gaming media...
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Re:Distribution (Score:2)
That's an excellent point. One major difference between indy games and indy movies is that indy movie houses have limited screen real estate. As a result, they have to pick and choose what movies they play, and thus there's at least some amount of selection that goes on. Your average indy game site has effectively unlimite
It's simple (Score:2, Insightful)
That's called a "barrier to entry." It's a feature of the non-free market which is inaccessible to 99% of business in order to limit or abolish competition (see "insufficient huevos") and deny small business access to the capital markets.
Let's recap:
1. There is no free market
2. There is no competition
3. There is no access to capital
Not bad for a capitalistic free market based on competition, don't you think?
Cue
Errr... (Score:2)
Also, the reason there aren't many indie games now is the same reason there weren't many indie games a few decades ago. We're just getting into the medium and have not developed methods to cheaply streamline the process of game making, whereas movies have become much, much, much less expensive to make. We just have to wait and improve upon method
Correction: (Score:2)
Re:Errr... (Score:4, Informative)
http://www.starshiptycoon.com/ [starshiptycoon.com]
http://www.democracygame.com/ [democracygame.com]
Re:Errr... (Score:2)
Go read your Adam Smith: "Never do two or three men of the same profession sit down for a pot of ale together that it does not end up as a conspiracy against the rest of mankind" (quoted from memory but the gist is correct). He knew perfectly well that combines and associations (trusts) were possible and dangerous in a market that was not designed or regulated to prevent them, although he didn't live to see just how monsterous they could become.
Markets are mac
Re:Errr... (Score:2)
A 'statistical certainty' would be 1-p < 10e-11, not what you wrote. Your statement would be in favor of the president, which I am pretty sure you are not.
Also, if you are so in favor of fixing injustices, there are innocent people being held in jails in every country. For one, just check the recent record of DNA evidence in capita
Retailers are the key (Score:2, Insightful)
Small developers and small distributors do not have the capital to pay Walmart $8M for a national role-out. Therefore there is no she
The free market does not care (Score:2)
Anti-competition.
The free market does not care about global maxima. It cares only about local maxima, and the local maximum for the retailers' profit is to carry only games from larger publishers. Shelf space is the private property of the retailer.
Anti-competitive. Anti-free-market. Anti-capitalist. Barrier to entry.
But unless the barriers result from coercion on the part of the government, the free market worshipers will call the entry barriers entirely just, as the result of fair protection of
Self Fulfilling? (Score:4, Interesting)
I'd speculate that the indie scene is far, far larger than it ever has been at any point up to now. In the 'good old days' a one-man bedroom project could rock the industry, but the industry was very very small at that time.
Today's indie scene is probably far larger than the whole computer games scene of 20 years ago. (I have no figures to back that up, BTW)
Tux Racer (Score:4, Funny)
Re:Tux Racer (Score:2)
Re:Tux Racer (Score:4, Funny)
Re:Tux Racer (Score:2)
Re:Tux Racer (Score:2)
Do Indies even do Consoles? (Score:2)
Besides, don't the real indies develop for Linux? TuxRacer would be huge on any other platform IMHO..!
Wii Dev kit (Score:2)
Re:Do Indies even do Consoles? (Score:2)
nintendos other trick (at least with the GB and GBC i dunno about the advance) was to require a nintendo trademark to be in a particular place on the cart (and is read and displayed on startup by the systems boot rom) or it simply won't run. Which brings up the nasty poss
Hardware hardware and software (Score:2)
Games will arrive at the same point when great game engines (which are starting to crop up) become available for relatively low-cost... ie: you can get a few people together with a good script, a good concept and some decent artists and create a game using off the shelf 3d engines and minorly tweaked, configured g
Virtual Consoles (Score:2)
Console, PC? (Score:2)
Console games are more understandable because there is a higher initial investment. As well you only have a single model of distribution available to you. Which is also expensive.
On the other hands, PC games have a much lower initial investment (free tools if you really want) and by selling things electronically via a shareware method, you can keep distribution costs low.
Spiderweb Software still sells shareware games. You can get the demo for
Re:Console, PC? (Score:2)
every link works fine for me... I'm not sure what site you're at, but I have no problem getting to Avernum 4 or Geneforge 3 from the main page.
It's all about the marketing (Score:5, Insightful)
Sure, they may licence new comic book charecters. Or, for sports games, have the latest players names and stats. But, if the game play still is lousy, then ultimately the game is, too. Improving game play costs a lot of money. It's a lot cheaper to try and convince consumers that the product is better than to actually make it better.
This is no different than movie producers. Indie producers simply do not have the resources to market the film or pay high salaries for name recognition. Very often, their product, as an art form, is significantly better than what comes out of Hollywood, but without the marketing machine, it can't reach the critical mass need for public awareness.
Game producers are in the same boat. Just like indie film producers, all of the indie game producers resources go directly into improving the product and not the frills. So, indie game producers can and do produce games that are as good or better than what comes out of the commercial game houses, however, without the ability to market them, they can't reach critical mass, either.
Where the barriers lie (Score:2)
Who needs hits? (Score:2, Troll)
I've made games [binadopta.com], movies [vendettachristmas.com], and music [lisasleftovers.com], and I think it's just about artists and audiences getting over their obsession with being a big hit and dominating the world. Many of my favorite things are smaller scale things that touched me per
GarageGames? (Score:2, Redundant)
Cheers.
What do you call a hit? (Score:2, Interesting)
Initially they produced Section 1, sold it cheaply which allowed further development, then produced Section 2... etc. etc.
By the time they finish, the racing public will have paid a total price similar to todays mass market games, but spread out over a year or two.
Major Sudios trying to stick to what they know (Score:3, Insightful)
Small Indy devs are more interested in pushing the envelope and creating new things, things that are risky. If something takes off it gets noticed but if it flops...usually thats it..game over. Take Castle Wolfenstien and Doom that little indy company Id pushed a new way to interact in a game world that revolutionized the industry. Back then before the days of anti aliasing and pixel shading, a company could afford a couple of Jazz Jackrabbits and Commander Keens before they hit it big. Today you get one chance unless you develop it in you basement you arent going to get the infusion of capital to ever bring an original idea to fruition.
The flaw in the big studios logic is that for most people that play games regularly they care more about the game being fun and different more than if Joe Movie Star's voice is in it, or if its a licensed character. I cant remember the last really good game I played that had either a license or a popular voice, if it did it wasnt one that stood out enough to notice.
Still the notion that there are no hit indy games is just noise. You can look as small as bejeweled or as big as Homeworld or Freedom Force to see that small publishers do still exist, they just have to have a product thats good enough to drown out the noise around them trying to convince games that they dont exist. Of couse the ones that do break through usually get bought by the big fish so that they can pump out sequels while tying up the original developers to wallow in the stagnant waters they created.
Sadly, many of todays games could easily be made for 1/3rd their budgets if they would forget the voices (who cares) and forget the hours of lovely boring cut scenes that most games skip over in the first place. I love cinematics as much as anyone but give it a bit of a rest, if I wanted a freakin movie i'd buy a ticket and go see one.
obsession with eye candy... (Score:5, Insightful)
Seriously, when was the latest "new idea" you saw with regards to gameplay?
Tetris? Lemmings? Command and Conquer? Sim City? Wolfenstein 3d? Elite?
Everything I can think of these days is a variation on the same general idea (other than flight/driving "sims" of course). The last truly interesting and original game concept was over 10 years ago...
Given that, the only real way to distinguish yourself as far as marketing goes, when limited to a fixed number of game themes, is by graphical or audio superiority. This costs money.
Sad really... if someone was to come up with an original (or even, not flogged to death in the past 5 years), entertaining gameplay idea, they'd do well...
Me? I'm waiting for a decent new 2d platformer to come out :D
smash
KATAMARI DAMACY (Score:2, Interesting)
Other games that I find to be fun and amusing are games that move away from the conventional console controller. (Nintendo realizes this, and thus the Wii controller was designed)
Samba De Amigo, DDR, Guitar Hero, Donkey Konga... games like that have a very bright future.
With the new systems all having some sort of network for gameplay the doors are wide open for possibilities. I always thought that a team
Re:obsession with eye candy... (Score:2)
Excuse my ignorance here, but what do you need to make a great movie?
- great script
- great actors
- a camera...
umm... that's about it. (Ok, wardrobe, scenery, lights... but even then). Sure it's not going to be The Matrix, but it could be the next Blair Witch project.
Now what do you need to make a great game?
- Great and lots of programmers (oh yeah sure, just 'buy the engine', don't give me that)
- Great script
- Great gamepl
Re:obsession with eye candy... (Score:2)
I wrote that a good few years ago, but some pesky kid kept hacking into my WOPR and buggering about with it, so I gave up on the game and bred Yaks instead...
Re:obsession with eye candy... (Score:4, Interesting)
Super Monkey Ball - inspired the much lauded Katamari Damacy in obvious ways.
Pikmin
Donkey Konga
THE FREAKIN NINTENDO DS FOR CRYING OUT LOUD! Nintendogs, Brain Training, Pac Pix, Kirby DS, Yoshi Touch and Go... *sigh*
The Sony EyeToy
The Nintendo Wii
Goldeneye 007
Metroid Prime
Eternal Darkness' sanity meter
WWE Smackdown vs. Raw 2006's GM Mode - it's a freakin marketing video game!
Are you even paying attention to anything out in the last 10 years? Looked at Nintendo lately? What do you think their point is? It's basically: "Something new has to be done soon or else no new gamers will ever be created, and the market will be even more stale from the latest cars'n'guns'n'thugz game."
"Everything I can think of these days is a variation on the same general idea (other than flight/driving "sims" of course). The last truly interesting and original game concept was over 10 years ago..."
It's true that in 1996, 10 years ago, original game concepts were very common, it's because Nintendo released the analog joystick on the N64 controller and Sony promptly stuck 2 onto the PlayStation. Noone had done something like Twisted Metal or 1080 Snowboarding or Tony Hawk's Pro Skater or Mario 64 before. The problem with this gen is that there's no massive gap like there was between 2D and 3D, so Sony and MS have invented the theory that HD picture is the next big step, and Nintendo is saying "wait, if it's HD that's the next big thing, what will that change in terms of gameplay? I think you guys are wrong on this... lets make a better controller so everyone can play, not just geeks and college guys"
"Given that, the only real way to distinguish yourself as far as marketing goes, when limited to a fixed number of game themes, is by graphical or audio superiority. This costs money."
Or, you know, create new forms of control like a touch screen or a camera or a microphone or a controller that detects its position in 3D space, or a bongo drum set, or fucking DDR!
"Sad really... if someone was to come up with an original (or even, not flogged to death in the past 5 years), entertaining gameplay idea, they'd do well..."
Yeah, well tell that to all the people who DIDN'T buy Alien Homonid or Katamary Damacy or Eternal Darkness or Pikmin or LEGO Star Wars or Goblin Commander...
"Me? I'm waiting for a decent new 2d platformer to come out
Umm... there is one. It's called "New Super Mario Bros." and it kicks nine kinds of ass... not to mention Kirby on the DS, and well, maybe you just really need to buy a DS and quit analyzing an industry you haven't been a part of in 10 years...
Re:obsession with eye candy... (Score:3, Interesting)
Katamari Damacy.
Wario Ware.
Dance Dance Revolution.
Donkey Kong Jungle Beat.
Animal Crossing.
The games are there, if you look around.
3 simple reasons... (Score:2)
1. Tecnically Details of implementation
On a console, there are numerious technical details (barriers of entry) that need to be worked around.
On a 40 man team, usually there is 1 guy dedicated to just rendering, 1 to CD/DVD & movie loading/playback, 1 for physics, 1 for audio (basically core engine), the rest of programmers on the game coding. Memory Mananement is a secondary killer issue to worry about. Now, you just don't sit down one day and d
Indie (as in marketed) so not open source? (Score:2)
I really like FlightGear.org and TORCS on the sim side.
I can see talent and continuity issues in particular trying to coordinate game creation with a lot of people. But impossible?
Nintendo is aware of this issue (Score:3, Informative)
It's a problem upon which Nintendo has set its sights this time around. Satoru Iwata, Nintendo Corporation's (ex-developer) President has repeatedly stressed how disappointed by the current state of game creation.
Not much is known for sure at this time, but many are speculating that it will be easy to build and sell games for Nintendo's Virtual Console service. Several sources have also speculated that a Wii Developer Kit will cost about US$2,000.00. Now if Nintendo could only somehow help with the other costs of marketing and publishing a new console game, it could bring a lot of cool games to a lackluster industry.
changes afoot... (Score:3, Informative)
But this isn't the first time this has come up. For example, at GDC this year there was something called Project DarkStar [projectdarkstar.com] from Sun that aims to level the play field by providing the infrastructure (software and hardware, I think) for people developing MMORPGs in return for a cut of the action -- if the game doesn't make money, then it's free; if the game makes money, then the game developer pays a cut. Intriguing model. They had some nice demos. If it pans out then I think there could be a lot of new, imaginative, risky games that start to appear.
Yes Virginia, there are Hit indie projects. (Score:2)
A better analogy (Score:2)
Not many Indie titles are released on consoles as those platforms are expensive, dedicated platforms with slick marketing and tightly controlled distribution channels.
This is very similar to the mega-cinemas with massive screens and surround sound. Those big mega-screens show mostly blockbusters with expensive special effects, not indie titles. Instead, the indie films make
Console Makes are Hostile to Indie developers (Score:2)
They've erected massive barriers to entry. Historically the development systems have been ridiculously expensive. The NDAs, licenses, royalty agreements are burdensome. Your developing on a highly p
Indies who get megahits stop being indies (Score:4, Insightful)
Consider that id, Eidos, Blizzard, Bioware, etc. are, essentially successful indie developers. In some cases -- e.g. 989/Verant -- a big company gets involved to bring what essentially started as an indie game (EverQuest) successfully to market.
I note that Snood is available for Gameboy DS -- that's an indie game.
The big game companies are analogous to movie studios. They try to pick winners at various stages of development (with similar degrees of success). A no-name independent developer might become interesting to a studio when they have a compelling alpha, while a big-game developer might essentially get backing for any hare-brained idea.
An innovative smash hit game essentially becomes a game genre. E.g. Wolfenstein 3D / DOOM created the 3d first person shooter genre. Having decided you're making a game in this genre, given there's pretty much no "script" (even a comparatively plot-heavy FPS such as Half Life has a laughable plot) so it all comes down to production values.
Unless you're being truly original, you're only going to compete with the big guys on production values. Independent movies can compete on the basis of writing (which doesn't cost a lot of money), acting (which needn't cost a lot of money), subject matter (...). By and large, these aren't seriously useful options for indie game developers -- so unless they're very original they're limited to competing on production values, and they'll lose.
OK, rambling. Will shut up now.
Tetris (Score:2)
ID and CounterStrike (Score:3, Insightful)
ID software defined Indie Hits. And if that is not recent enough for you...
CounterStrike redefined Indie Hit.
The premise of the article is wrong. Yes it is hard to make a hit indie. But it happens, and happens with a vengence.
Re:Storyline maybe? (Score:3, Insightful)
Re:Is it about the engines? (Score:2)
It'll never happen. Engines will get closer and closer to simulating reality, but they'll never (in the forseeable future) actually get there, so there will always be room for improvement.
As far as engines being available for low cost, that's already happening. But it has nothi
Re:Uhhh, BS? (Score:2)
Because it wasn't "why *were* there no indie game hits". Doom was 10 years ago. Thats the whole point... where have the indie game hits *gone*?
If you RTFA, it mentions games like Doom, Ultima, etc by name as being pioneering leaps forward...
smash
Re:Indy software is far harder than indy films. (Score:3, Insightful)
The actors are just one part of the creative pipeline for a film, and usually work on the film for about 1/10th of the total production time. I could just as easily say that indie games are easier because its easier for an artist to create assets for an indie game than it is for an indie filmmaker to write, cast, direct, produce, advertise and distribute a movie.
We should be comparing the indie game developer to an indie film director/producer; in which case, you see that they a
Re:Serious Sam (Score:2)
Far-Cry is another that comes to my mind.
Before that, Presto Studio's. (Makers of Myst)
Maybe that problem is that these developers are only labled as an indie until their games blow up and become well known. Then we forget who they were.