On Independent Games And Cutting Out The Middleman 33
Thanks to DIYGames for their two-part series discussing the problems independent game developers have with distribution channels, and possible ways to stop these distributors taking all the profits. The articles explain the positives of online sales: "Building customer awareness for a game took time and energy... [but] with the advent of the distribution channels like RealOne Arcade, Shockwave, and the others, indies now have access all the customers of the distribution channel virtually overnight", alongside the negative fiscal aspects: "In most cases the indie must agree to give up 60-70% of their game's profits for the privilege of having instant access to the distribution channel's customers." The piece ends by discussing alternatives, pointing out that "A [thriving game-related] community is as viral a selling tool as any, and it helps preserve the life of the game in the marketplace."
the only necessary distribution channels... (Score:3, Informative)
offering optional web design service, marketing service, and software protection/activation service would be a plus, but not particularly necessary.
Another handy thing would be a gaming press that actually paid attention to the indy scene, instead of just the mainstream scene or the japanese import scene.
Indie developers just need someone to let them start taking sales when and if they ever get done. mixing it with the most primary community building/advertising tool (the official website) is just natural.
i dunno, all these other 'channels' like shockwave and such seem like unnecesary overhead. sure those sites can drive people to your game - but so could ads on those sites, or more importantly ads on sites known to garner serious gamers. the kind of people who -know- indie gaming isn't all inside the stereotypes (as pointed out above).
the problem is, traditionally 'publishers' are the people indies -want- to talk to, because they have seed money to help the thing happen. Personally i don't think any indy should go that route, and i don't think any game that does go that route can be called 'indy'. quite simply - big business will never be interested in fringe and unproven games (unless from a multiply proven team) - and quite frankly they shouldn't be. it isn't good business to keep taking big risks.
Furthermore, not having a publisher is rather the bit that keeps most indy games what they are. true to the intent and spirit of the designer: not marketing, not sales, not focus groups, not suits.