Can Independent Game Developers Survive? 214
Zanthor writes "Online Gaming - Comments and News has an interesting interview with Scott Miller and Larry Dunlap (Imperial Wars) about their up-and-coming game. While the concept has been around since the old Play By Mail games, their web-based client and world-class art pose the question: Can a small start up group compete with the big name publishers for the Multi-Player money?" EA employs how many people?
Surely it depends if the game is playable (Score:5, Insightful)
Handheld? (Score:1)
So how does a small startup, not big enough to get recognized by Nintendo, publish on a popular handheld platform with a decent game-style input device?
Re:Surely it depends if the game is playable (Score:4, Insightful)
Re:Surely it depends if the game is playable (Score:2)
Re:Surely it depends if the game is playable (Score:2, Interesting)
Re:Surely it depends if the game is playable (Score:4, Informative)
These days id can afford to only have 17 employees because they only release one game every two years and a half or so. Like Blizzard, they can afford to work on a game for as long as they need to because they've got this cash reserve from previous hits. There are very few companies who can afford that - most need to churn out a steady flow of games in order to survive. That usually means larger teams.
Re:Surely it depends if the game is playable (Score:2)
Re:Surely it depends if the game is playable (Score:5, Insightful)
The big companies have the money to pay everyone to work on the game. The lone guy in his basement just doesn't have the resources to make games that have a lot of art, music, etc... The small group can still make certain games that are not quite so captital intensive to create, but it is then hard to market the thing even if you do ever finish it. The sequel to Stars! is languishing because the developers can't get any backing to finish it and they had a somewhat successful game under their belts already. Its a tough business these days.
Yes. (Score:3, Interesting)
Gajers play what is good (Score:1)
I, for one, would pay for, and play this game if it is good. All it takes is a little work by the developers to make the game good, and then a lot of showing the game to the masses
Snood doesn't count (Score:2, Informative)
Snood survived with little or no advertizing and beceame a phenomonon.
Snood was a port of an arcade game called "Puzzle Bobble" aka "Bust-A-Move". It rode on the advertising of BAM.
Virgin markets (Score:5, Interesting)
you'd be surprised, at least in the brazilian and portuguese market. It's pretty virgin in the game developing sector, and publishers are keeping an eye out for almost all projects made by "amateurs" in the industry. check:
http://fozi.no-ip.org
http://www.truedimension
TD is under construction
Remember Richard Garriot? (Score:5, Insightful)
Check your facts (Score:1, Insightful)
Re:More than meets the eye (Score:2, Interesting)
Re:Remember Richard Garriot? (Score:2)
Re:Remember Richard Garriot? (Score:1)
Cool in 1970 == cheesy in 2003 (Score:1)
Effects considered "cheesy" in A.D. 2003 were not considered "cheesy" during the production of the original Star Trek series. Mass audiences of 2003 demand effects typical of the Enterprise series or the Star Trek: Nemesis movie.
Re:Cool in 1970 == cheesy in 2003 (Score:2)
Re:Cool in 1970 == cheesy in 2003 (Score:2)
I'd love to see someone develop games with a heavy story focus, but it seems likely they would need to hire a professional screenwriter to do it.
Re:Remember Richard Garriot? (Score:2)
Because legends, especially PR enhanced ones, are far more attractive than actual history. These legends become "history", a model for how to succeed in business, sports, battle, etc. People love these stories.
Introversion is a good example... (Score:5, Informative)
It's a fun little game that started out as the guy's pet project, but ended up taking off and has sold many many copies since.
Heck I ended up buying a few copies for Xmas presents this year, and most of my friends agreed it was quite enjoyable. Runs on both Windows and Linux.
-----
Re:Introversion is a good example... (Score:2)
Actually, the [Windows version of the] game is quite intriguing, and I think I'll buy it.
Unique premise, quite addicting, and the demo is just enough to make you want more.
HOWEVER, until the parent of this thread mentioned it, I had NO CLUE that this game existed. This is the problem with indie games ... little/no marketing. That's going to limit distibution, not the big game companies.
Ever hear of Marketing? (Score:5, Interesting)
Independant games can be "successful", in the same way that independant movies are. The majority of them are seen by a few, who love them. But only 1 in a few hundred make any money at all (like Blair Witch or My...Greek Wedding). It's not the fault of the movie (or the game), it's just the average lazy consumer DEPENDS on the magic box to tell him what to buy, wear, watch, etc. Without the voices from the wonderful box, the average person just does not have the gumption to go out and LOOK for whatever it is that they really want. They take the best of what is offered them. Truly sad, but very true.
Re:Ever hear of Marketing? (Score:2, Interesting)
Daniel
Re:Ever hear of Marketing? (Score:1)
http://www.garagegames.com/
Re:Ever hear of Marketing? (Score:1)
Re:Ever hear of Marketing? (Score:2)
Re:Ever hear of Marketing? (Score:3, Interesting)
If the 10+ games a year money is significant, then it seems like a subscription-based system could make some serious money. Game-of-the-month club. How much would you pay for a subscription to that, if the games were decent? Hmmm...
Re:Ever hear of Marketing? (Score:1)
http://www.gamasutra.org/
http://www.indiegames.com/
http://www.garagegames.com/
http://www.igda.org/
Re:Ever hear of Marketing? (Score:2, Funny)
But would they, could they in a house?
Would they, could they with a mouse?
Okay... I've got nothing. Taking off karma bonus.
Re:Ever hear of Sonny Bono? (Score:1)
[quote from "Green Eggs and Ham" by Dr. Seuss]
I wouldn't promote that kind of stuff. Seuss Enterprises submitted an amicus brief in favor of copyright term extension [harvard.edu].
Re:Ever hear of Sonny Bono? (Score:2)
Re:Ever hear of Marketing? (Score:2)
Re:Ever hear of Marketing? (Score:1)
In addition, when on these sights, your game is side by side with pro titles. It is difficult to stand out, as people there are going to give games a visual once-over at best.
Now, this isn't to say that it is impossible, just that there is a limit to what these sites can do. They can start buzz well, but you have to be buzz worthy in the first place relative to everything else on the page.
Titles. . ? (Score:2)
Did they fail because they didn't get ordered by the stores/distributors, or did they fail because after making it to the display racks they did not sell enough copies?
That is, would Joe Average have had a chance to have seen copies during a visit to the local computer store? I've always been curiuos about this. I wonder if there are great works which never even had a chance to compete in the light of day. Is this the case?
Just curious. A list of "failed great" titles would be cool. The chance that there are hidden bits of gold glittering out there someplace is enticing!
-Fantastic Lad
We don't want a RIAA for games (Score:3, Interesting)
All music is controlled by the bigger companies and look at that as the failed model. I wouldn't want this for games either.
In the US already we have games which follow on from the success of others, advancing little but offering the tried and tested routine. (Like some movies an music)
If we keep some of these smaller publishers then it might raise the bar of game playing and game design.
In Europe some smaller gaming publisher see games as an art and not the same way as EA or Infogrammes. Thus their motives are different and allows them to take greater risk in their creation of games,instead of playing it safe, just creating sequels or clones and maximizing profits as much as possible.
My Experiences (Score:5, Interesting)
The only real indie-type game that has even somewhat made it has been Serious Sam and Gore. And that isn't much. Serious Sam is certainly great but Gore left a bad aftertaste in my mouth.
I don't know about the web market (Score:5, Insightful)
You have tons of users to a relatively new OS missing featured and games from before while unwilling to leave the new features. Make games for them if you need money, but don't quit your dayjob first.
Re:I don't know about the web market (Score:1)
1. There is a chance you have a day job, like us. It took us 5 years from start to finish and the mac was more saturated with games by that time. Not to mention our technology was sub par. Therefor go for something simple like a puzzle but still be very innovative.
2. Marketing is king. We went through a publisher and people like them who have to make numbers for the quarter quickly get discouraged and pull marketing when the game is not doing well. I certainly don't blame them for that.
If you are curious to see the game I am talking about it is Atlas [freeverse.com].
I am in the midst of making a new game on my own though I was not a programmer for the old one. I am going to try to use what I learned old one. I am still going to outsource art and sound but I am going to keep it simple for myself. Then I am going to be as creative and hard working as I can be to market the crap out of it and even possibly attempt to distribute it myself. Right now I am stuck on the programming part as I don't have much experience and I am trying to use Crystal Space [sourceforge.net] for an engine but the learning curve is getting me. I hope this project does not drag out too far because of that.
Re:I don't know about the web market (Score:3, Informative)
The common theme of these games is that they focus on the gameplay while using relatively simple looking graphics. It's unrealistic to expect a small company to put out a modern FPS given the complexity that such a project requires. However, a game with simple and fun gameplay can do well even if it doesn't have all the latest bells and whistles to wow the user superficially.
llamasoft has something up and coming. (Score:4, Informative)
jeff minter was ultra cool at the alternative partys btw.. he even threw a special version of gridrunner++ to everyone who were there(no not actual physical discs/medium but download..)!
anyways.. he hinted that something 'big' is coming on 23rd day.. and this is on-topic on can indep. survive...
Re:Truly wonderful URL (Score:2)
Re:Truly wonderful URL (Score:2)
THIS WEB SITE IS CURRENTLY UNDER CONSTRUCTION
Truely wonderful.
Re:Truly wonderful URL (Score:2)
anyways here is the google cache of what was there
Lower Overhead Can Help (Score:4, Insightful)
Of course, there's always the need to define 'indie,' a problem that applies to games as much as music or movies. Just being small doesn't make you independent; if you've got a relationship with a publisher or larger company, that makes a big difference, even if your company/studio is only a handful of people.
Whether a truly 'indie' developer can survive depends a lot on the market they're going after. If they're doing a niche product, especially something a little retro, they've got a chance to make it on the quality of their product (or sometimes even lack of competition, although that's rare). If they embrace an alternative business model instead of vainly trying to get shelf space, they've got a shot. If, on the other hand, they want to actually compete with major developers and big publishers, they rarely stand much of a chance.
At least that's what I've seen. There are exceptions. There are a lot of ways to approach the games industry, for those with the will to do so.
Bushi
Re:Lower Overhead Can Help (Score:2)
The question is, what are the analogous revenue streams for games? I think it's going to be rental gaming. To this end, check out Yahoo!'s new game rental service [yahoo.com] for "second-run" games.
depends on finding a good niche (Score:2, Interesting)
Really, anyone can break in as long as they find a good niche. Naturally, if an independent churns out a quake clone it's not necissarily gonna be picked up by fans everywhere.
But think of your favorite games -- weren't they unique in some way?
Independent Game Developent is Tough (Score:5, Insightful)
My guess is if Imperial Wars is to last, it'll be picked up by a major publisher. It's interesting to note, the entertainment software market is narrowing down to 2 main publishers, EA and Microsoft, making the market less friendly towards independents hoping for publishing deals.
Activision (Score:1)
What about Activision, who publishes id Software's games? Between EA and Microsoft, which company do you predict will swallow Activision?
Re:Activision (Score:1)
That said, Activision is doing okay. They aren't going away anytime soon.
Isn't ID independant? (Score:1, Interesting)
They seem to be doing alright.
yeah, but... (Score:1)
It's all about the SOFTWARE ! (Score:3, Insightful)
Independent Game Developers are developers of softwares.
And the term "softwares" does include things like MOVIES, MUSIC, WEB CONTENTS, ONLINE BOOKS, and, yes, computer softwares.
We all know how powerful is the Hollywood behemoths, right ?
But if we pay enough attention, we will see that there are still a large group of movie producers who prefer to work OUTSIDE of Hollywood's control and/or influences.
They are known as "independents".
Yes, the game industry is very competitive right now. The lifespans of game titles are in usually weeks, not months or years, like it used to.
But hey, in the world of movies, lifespan are in weeks too, and there is no lack of independent producers/directors keep churning out movies according to their own liking.
Yep, most of the products suck. But once in a while, we do have some real gems.
As the world of the movies never count out the "indies", we, in the software world shouldn't count out our own "indies" too.
It's the indies who work in garages or basements who often come out with ingenious notion of how things are done.
In the gaming world, we have largely two genre of games - Shoot-em-ups and race-and-flips.
Well
And perhaps this time, it'd be the indies who'd come up with it.
People forgot the biggies... (Score:5, Insightful)
For instance, Half-Life. OK, it's a great game, good storyline, sold pretty decently. Then comes the Counter-Strike mod for it (created by an indie developer). Suddenly H/L explodes, and is still selling thousands of copies per year (don't forget that it came out many many years ago). From here, the CS team has since been "merged" into VALVe Software, and a new game (Counter-Strike: Condition Zero) is the result.
Other great examples of this are the original Team Fortress for QuakeWorld and Action Quake for both Quake I and Quake II. (Action Quake actually partially inspired Counter-Strike).
Independent developers are rampant in the RPG and War Simulation genres. Simple Google searches can reveal a surprising amount of good games out there, including ones that are sold on a per-download basis (thus eliminating the publisher altogether). Granted, they may not be making a tremendous amount of money, but almost no indie in any form of entertainment will make a lot of money
For a more corporate aspect, I would recommend taking a look at GoD Games [godgames.com], which started out as a collection of developers joining together to form their own publishing group. (Publishing is where the actual game is made/broken. If you don't have a publisher, your game, however good it is, will not go very far) It's since been phenomenally successful.
I see no reason that indie developers can't stay together and functioning in the big world of mega-hits like EA's (well, Maxis') The Sims. The form of entertainment is simply too broad for the big wheels to cover everything.
Re:People forgot the biggies... (Score:2)
The biggies, though, are the rare exceptions. For every 10,000 indie game developers that don't make a dime, there's one Counter-Strike. And CS piggybacked off of an extremely popular game, so it's fairly different from custom-built indie games.
Planetarion has been through the wringer already (Score:2)
The game is/was based around hourly 'turns' running 24/7, and it is entirely html based, there is no client software beyond your browser. It has run for a few years now, and peaked at over 180,000 accounts when it was funded entirely by banner adverts, when the big advertising crash forced it to go 'pay to play' id dropped to around 10,000 people paying about $6-10 for a 3 month 'round'
Eventually, last November, they ran out of money and abandoned a round part way through. Possibly this was because the community of players didn't approve of recent changes to game design, or possibly because the game required too much on-line time to be successful in - strong alliances would expect a 12-hour on-line time per day from their members. The game has been take over by another company, Jolt, who plan a re-launch early this year.
I was very active in [Titans], the Legion [Vts], and originally in Yi-He Quan [YHQ], and had a lot of fun in the game, but I'm probably not playing the new round because to do well, you need to check your planet every 3-4 hours continually for 3 months.
Can't afford marketing? Partner (Score:2)
And if you really can't afford to do either of these things, try to partner with an established marketing company that can. Cut them in for a % - probably a fat %. Make sure you can get out the next time you produce a game, because for game #2, you'll have money in your pocket to produce (or hire to have produced) these things on your own, and your established rep will give you more market share.
Re:Can't afford marketing? Partner (Score:2)
Then Netdevil [netdevil.com] bought the game back from 3DO and are running it themselves, quite profitablby I might add.
Re:Can't afford marketing? Partner (Score:3, Interesting)
Of course - many of us are. (Score:5, Insightful)
A lot of independant game developers survive just fine. Depending on the game style you work with, a single person can do all the work - surviving then is a lot easier than a 40 person team. Most of my games have been single player [midnightryder.com] puzzle games [midnightryder.com] *. I have a day job, and do my game programming at night - it's trivial for my game company to 'survive' in that environment.
But when you get into monsters that require a team like Trajectory Zone (under development - have [garagegames.com] some [garagegames.com] sample [garagegames.com] screen [singleflame.com] shots [singleflame.com]), then things change a lot. As a single person development team, it's easy to make all the choices, do the job, and not have to worry as much about timelines, depending on someone getting thier job done (or, just as important - you getting your job done on time.) And that's just doing it 'part-time' - IE, keeping a day job, and working on games at night. Try and do it full time, and it gets even more complicated - where's the next infusion of cash come from? Or more importantly, where's lunch come from?
That's not to say it's so complicated that people aren't doing it as Indies - they are. Heck, after Trajectory Zone ships, I'll finally move to full time game development instead of part-part time. (Funny words actually - "part-time" doesn't describe living, breathing, eating, and dreaming game development in all your "spare time.")
I always like readin' about games like Imperial Wars - nice to see someone doing' it. When I spoke at Indie Games Con 2002 [indiegamescon.com] my co-speaker was a full time Indie developer. Really cool to spend some time talkin' to someone who was doin' it full time, and find out how they managed to pull of what they have done so far. David Michael [samugames.com] wasn't the only person there doing it full time, of course - there were others too, and talkin' to them ended up giving me a lot of insight. If you are really seriously interested in Indie game development, hit the next Indie Game Con - there's a lot to be learned there.
Oh, and for those interested - here's a transcript of the speach [midnightryder.com]. It's got a lot of interesting stuff in it - oddly enough, the title of the speach is "Can I Make Money As An Indie Game Developer?" - very appropriate to this particular /. thread :-)
Another place to go look around at when it comes to Indie Game Development - Garage Games [garagegames.com] lots of people there working towards Indie game releases at the moment, and some people who have already completed thier current projects and moving to the next game. Look in the business section and the general sections for some really good discussion on the subject (note - just like anywhere else, gotta sift a bit to find the good stuff from the crud.)
(*Yes, some shameless self-promotion there. Sorry, it's totally nessisary :-)
Re:Of course - many of us are. (Score:2)
A company comes to you to buy your game. How much do you charge them?
Hypothetical question, applied only to ME, or, more of a question of what is a game worth?
Me personally, I've got one game that's going to a publisher - it's a puzzle game. No up front cash, percent of sales only. It's going to be part of one o' those packs o' games that you see on shelves. So in that case, significantly less that $100k :-) But, that was a one-man development effort - and quite honestly, it wasn't geared towards making a TON of money. They approached me about one game, passed on it, saw another game I was working on, and wanted it for thier pack. They made the offer, and I took it, since I figure it will net me a little more to line my pockets with than just online sales in the puzzle game market.
For my next game, it's going a totally different route. I happened to have a friend who was very well versed in game biz - he was the president of a somewhat successful game company. He's coached me a bit, and it will go quite differently than it did for the puzzle game. Part of it is the genre of game that makes the difference, of course. No deal has been made yet, but, that will 99% of the time end up being an advance on royalties, then royalties for sales.
As for when the approach you - they will have a deal in mind before they even begin talking to much about it. Then it's offer - counter offer for as long as they are interested ;-) They also won't be paying you a salary, unless you plan on goin' to work for 'em. And if they were offering me a $100k/year job, well... I'd pass on it in a heart beat. I make a little less than half that right now, and am in a position I like. When I go full time, I'll be in a position I love. Very little would ever tear me from my company - including someone making me a multi-million dollar offer to buy the company lock, stock, and smoking barrels.
A lot of the smaller game dev companies that have been bought was partially because they were starting to get into trouble financially with a title (it's not uncommon for a publisher to buy a game dev. house when it looks like the developer might go under when working on thier title - adds to thier assets, and it's an easy / cheap buy, rather than a healthy company. You'll also notice that a good number of those studios are 'assimilated' completely - the studio name ends up completely disappearing.) I tried to pick a long term strategy that avoids some of the complications that arise for game development companies - but, no garantees of course ;-) But it hopefully will leave me the option to keep the company privately owned until I pass the reins onto someone else in the very distant future. We'll see how well that works ;-)
So what DO you ask for? Well, how much did it take to develop the game? Was it a one-man development effort? 24 man team? Cover your costs is the first thing to do. Second thing to do is to try and figure what you can get away with above those costs. Publishers aren't stupid - they will try and chew you down to the very bottom dollar of what it took you to develop the title. And very few single-person developed games end up selling enough units to merit a $100k advance. (I say very few, because look at Roller Coaster Tychoon. How many copies has that sold, 'specially when you include sequels? TONS. How many people on the project? Most of it was completed by one guy! So it's possible, just not likely.)
Publishers know what it takes to make a game (they have in-house teams that do it too, so, they have a really good set of numbers to work from, plus all the other deals they have pulled.) So (from what I understand) it becomes a real ballancing act to get enough money out of them to cover you finished game costs, and fund development of the next game. (Which is what being an Indie is about - not having to have some publisher give you up front cash, and control development of the project from begining to end. When developing on your own, you get more control. You also take more risks of not making your money back, of course, without a publisher or a good distribution channel of some sort.)
So to sum it all up... well, that all depends on the game and situation.
Clan Lord (Score:2, Interesting)
I definitely agree with the previous poster that the Macintosh platform is an untapped market. If you've millions of users with hundreds of choices, you're less likely to succeed, even if your game is awesome. There will always be something better. If you're working on a platform with less users, still millions, but with maybe 2 or 3 choices, you're far more likely to make money.
Indies don't have to compete with the Big Boys (Score:5, Interesting)
This is what our studio is attempting to do, and though it's too early to tell how successful we'll be, we believe it's the best route to a self-sufficient indie studio. Successes like Popcap [popcap.com] and GameHouse [gamehouse.com] are inspiring, and give one roadmap to being self-sufficient. Another good example is Small Rockets [smallrockets.com].
In our case we are working very closely with GarageGames [garagegames.com] as our primary publisher/distributor. Between their help teaching us how to handle PR and marketing, their willingness to give advice on how to be successful, and our own attempts at networking, we think we will be a successful indie in the not-too-distant future. A good example of such cooperation was last week's MacWorld in San Francisco, where we helped run an arcade station for GG showing their title Marble Blast [garagegames.com] and our title Orbz [garagegames.com] (small, shameless plug). By joining them in SF for a few days, we were rewarded by making several contacts for future game development work and possible OEM deals.
This is how indies can "compete" with the big publishers.
Dave Myers
21-6 Productions, Inc. [21-6.com]
Re:Indies don't have to compete with the Big Boys (Score:2)
The big guys are looking at moving towards more and more online distribution (witness Valve's Steam). As people get used to that idea, it can only help indie developers and publishers of indie games.
So I totally agree with your post; however, I'd like to add something.
Studios are going to continue to be hit-driven, perhaps more even than they are today, as the non-hits get weeded out in the struggle for shelf space at WalMart. There's no business sense in EA going for a 50,000-seller-- but plenty of money to be made for a smaller business.
Indies can serve two markets far better than the big publishers, and the big publishers won't even want to compete. First, they can target niches-- a submarine simulation will not sell a million copies, it won't be a franchise, and it won't support a company with a large international publishing structure to support. Second, indie developers can take risks with gameplay ideas. EA has to evolve gameplay-- anything too new, like Battlezone, and you'll only get the hardcore gaming audience. But jaded gamers grown sick of sequels and spinoffs and franchises will be more than willing to plunk down $15 for a small-time game that does some new things, even if it still has rough edges.
I think Orbz fits into that second part. It's not a mega-production-value, 60-person-team game with cinematics and kooky NPCs. It won't be on WalMart's shelf next to Ratchet and Clank. It's a great example of what indie games can bring that big publishers can't.
As a fairly jaded gamer, I really do hope indie game development grows substantially over the next several years. It'll bring a lot more creativity to an industry that's increasingly learned to play it safe.
(BTW, congrats on Orbz-- it's a lot of fun!)
Yes. (Score:1)
Most big companies aren't evil and *gasp* even allow competition.
Re:Yes. (Score:2)
- The market's desire for eye candy and polish. Art costs money. Even if an artist is absolutely DRIVEN by the desire to create and doesn't really care about money -- a common contention on Slashdot -- he's still got to eat and pay rent. "Craft" and "FreeCiv" haven't exactly dethroned Blizzard's *craft or MicroProse/Firaxis's Civ* games yet, and part of the reason is that they're a hell of a lot less polished.
- Man-hours do count. Every piece of software could be improved, be it in interface, in stability, or what-not. Bigger houses can devote more programmers and more testers.
- The costs of marketing and distribution. It's harder to break into retail if you're unknown. Production and shipping costs may be higher, proportionally, for smaller runs.
For a niche market, like turn-based strongly historical, detailed wargames then certain considerations may go away. For instance, wargamers, usually being an older and less twitchy audience, don't seem to demand FMV intros or voice-overs. However, the RTS crowd may differ in its tastes...
Deer Hunter (Score:2)
Strange but true.
Anyway, independents should just leverage the Internet. Charge a few bucks. Use Paypal or some other online payment service like Kagi http://www2.kagi.com/ or whatever you like.
I don't expect most small teams to be able to create lots of movie quality visuals and audio (you can do some but not lots). Start small, don't quit your day job. Do _fun_ and/or _cool_ simple games.
You'd be surprised how many people just want to sit down and play immediately, not learn the keys, what weapon to use, the map etc.
There are probably just as many people playing games like minesweeper, freecell, and that gem matching game (can't remember what it's called - not my genre
It's difficult to be cutting edge because usually by the time you finish your game the edge has moved. And what's the point?
It's still gameplay - millions of people aren't playing CS or Starcraft for the visuals.
They're still playing the same old maps too!
If in 50 years they are still playing Starcraft/CS, maybe it'll become Tetrified(my term
The bad thing about Imperial Wars (Score:1)
wget -rl5 http://www.imperialwars.com/
grep -l "inux" `find` 2>
grep -l "INUX" `find` 2>
And not a word!
Re:The bad thing about Imperial Wars (Score:1)
Slashdot -- And I survived! (Score:4, Interesting)
My site's on
Crazy!
Re:Slashdot -- And I survived! (Score:2)
Hit the links harder, boys!
Jouni
Indie Games (Score:4, Informative)
One good thing about working at a small shop, though, is that your costs are much lower so you don't have to make nearly as much money to break even.
Small indie developers generally don't want to stay indie. Usually, you will try and make a prototype for a game, then land a publisher to fund the rest of development (which kind of takes you out of the 'indie' category). If you weren't able to find a publisher, that might be a bad sign for your game.
www.ezgame.com/SNH
Encourage the Anonymous Coward (Score:5, Interesting)
The problem is not developers or publishers... (Score:5, Interesting)
This is the model: you have a few (maybe 15 with $200m+ sales) publishers, and you have maybe 2,000 independent developers. (There are also in-house development teams, like Core Design, but we're going to ignore them.)
The independent developers come up with a game idea. But because these firms are (usually) hideously under-capitalised they then need to go flog their idea to a publisher. The publisher then agrees to fund development of the game - subject to milestones - and and negotiates a pitiful royalty rate, which the developer will never (unless they are exremely lucky) see.
In addition, the publisher usually gets all IP such as brand names. (So, when MegaHunterKiller II is developed, there is no gurantee that the original developer will be asked to make it. A classic example of this is StarFox on the SNES which was originally developed by Argonaut...)
Oh yes; the publisher can usually pull the plug on the game at any time, leaving the developer high and dry.
Because advances usually only barely cover the cost of developing the game (and not all the inevitable overheads of running a business), the independent developers lead a nasty hand-to-mouth existence.
Oh yes, and because the publishers are usually publicly quoted companies that need to make quarterly sales and earnings "numbers" they like to rush games out before they are finished so they can keep their shareholders happy. (Never mind whether that's best for the developer, the publisher or the gameplayer longer-term... lets think of the stock options.) For an example of a stupidly rushed out game, think Turok; ahhh what three months more development could have done to that game...
No wonder developers want to find another way to finance and get their games to market.
Self-publishing is one option, but this doesn't solve the problem of finance.
What I would like to see (as a finance person, closely involved with the video game industry) is a number of private equity houses that finance games independent of publishers. Then, developers could complete (or nearly complete) games before they sold them onto publishers.
These private equity houses would manage a portfolio of projects, and so wouldn't worry too much about whether a game came out on March 31, or April 20.
Anyway, just my 2c
Re:The problem is not developers or publishers... (Score:2)
The problem is publishers+distributors (Score:2)
Follow the money trail though and you'll see how the system perpetuates it:
$ 49.95 retail title subtract the $ 20.00+ retailer profit (or simply assume that the distributor paid 1/2 face value or less -- how else can they deep discount titles?)
which means they paid distributor somewhere between $8-15 subtract the "COGS" or Cost of Goods Sold (ie the CD, jewel case, box art, manual et al), with an average weighing in around $3, and that leaves the publisher and developer to split about $8
don't forget to subtract that advance they gave you, and of course the 'reserve' they hold to handle all the returns the store is going to push back if the game doesn't sell -- oh yeah, and the fact that they hold the money for nearly 90+ days.....and the 'comps' the store gets to sell essentially free for full face value, otherwise known as the 'grease' factor...
this isn't even specific to Software, its the exact same game that the music industry is doing to artists all the time
For every title you see on that precious retail shelf-space, there are a dozen that didn't make it there
the salvation? internet connected consoles -- get ready and start focusing your efforts here....
compete with the big names? no. (Score:1)
If you dont have the expierence, you wont get the BIG name games (and money). If you dont have the big name games, you wont sell enough (aside from a FEW exceptions which stem from old titles). Youll need to sell a lot to make a decent profit/survive
It takes time. EA have lots and lots of money, lots of employees, lots of links(with owner of names), and because of the money, they have the big lisceneces.
Therefore they generate more money.
So, NO, a small startup cannot compete with the big names.
Of course, small developer and large publisher arent the same things anyway...
Starsphere (Score:1)
Starsphere [starsphere.net] is a webbased mmorpg that is 100% free that has been running for ages and has a huge player base and community!
Clearly independant developers can survive!
Yes, they can survive. And Flourish. (Score:2, Interesting)
Why is it that... (Score:1)
It's too bad that many of the game companies (and many of us) have been convinced that if a game isn't using the most advanced and expensive technology, it can't be good. Yet we long for the olden days of "Blaster Master", "Super Metroid", or even "Combat."
I applaud those who are working to build foundational tools for Linux games. We need the renderers, photoshops, modelers, etc., so we can focus on game design.
Rollercoaster Tycoon (Score:2)
He's still basically an independent developer. It's mostly just him and his graphics guy. He has an agency handling the business end of things, and of course Infogrames does the publishing, but as far as the actual game development and programming is concerned it's still a largely independent effort.
I'm not sure, but it could also explain why RCT had such a low price when it was released.
It depends on your goals (Score:2)
But remember, at one point Id, Epic, and all of those companies started out as Indie game developers.
YES they can. The secret is FREE! (Score:2, Informative)
However, another way this works is through the developer making contacts with other developers through the process. A developer also gains a lot of valuable experience that helps him or her in future endeavors. Experienced developers teamed up together CAN compete with the big companies!
To see what I am talking about, read this:
ARC Attack, Retrieve, Capture. When it was client-side (meaning server passed on packets without verifying client data), it was fast and fun. It was independent for a while, then joined a couple of networks including TEN.NET (Total Entertainment Network).
TEN.NET became pogo.com, a web-only service so downloadable games had to go. ARC was made server-side (and slower) and licensed for WON.NET, Flipside, and SIERRA--companies that bought it each other out one way or the other.
Then, we have UniBall (uniball-central.com) created by a guy named "C:\". He made both the graphics and wrote the code. Oh, incidentally, he made all of the graphics for ARC. He hasn't worked on UB since 2000ish. The game is up through donations and admin contributions.
Finally, we have Pop Cap (popcap.com), makers of those java games you see on MSN's ZONE, YAHOO!, and everywhere else. You can even buy stand-alone versions for Windows and PalmOS.
What does this have to do with anything? You see, Pop Cap, in a way a monopoly on java games, wouldn't have existed without ARC and UniBall.
A game designer from Pogo.com (which licensed ARC when it was TEN.NET), an engineer from WON.NET (which licensed ARC), plus two other guys who had to do something with ARC when it was on WON.NET, and ARC's graphic designer and UB creator C:\, all make up Pop Cap Games.
You see, just make some free stuff to get noticed and to team up with others you meet along the way!
Also, enter your games into the Independent Games Festival. They award thousands of dollars to winners in different categories, now for the fifth year in a row.
You can see a bunch of entrants, representing many independent games, at their list of entries.
http://www.indiegames.com/2003entrants.
It is not that hard... (Score:2, Insightful)
Seems to work for me and my company. Check us out at Zenfar [zenfar.com] and Dynamic Adventures Inc. [dynamicadventures.com].
Sure they can; many are. (Score:2)
Intuitively, one would think that the former is easier, but empirically it's becoming apparent that the reverse is true. Numerous games are becoming successful while waiting to find a publisher, and some are deciding to self-publish as a result.
Two that come to mind from the MMOG world are Furcadia [furcadia.com] and A Tale in the Desert [egenesis.com].
Play By E-mail Games? (Score:2)
What about Derek Smart? (Score:2)
Besides, does a game developer have to produce huge titles to be considered a game developer? Look at Popcap [popcap.com]. They produce small games that are highly addictive. They appear to be quite successful...their games are probably played more than the larger games.
No Linux, No Sale (Score:2)
If you want to sell me a game for my PC, it had better run natively in Linux, or No Sale.
While I may be in the minority now, I suspect more like me are coming fast behind me....
DG
Indie game developers need independent vision (Score:3, Insightful)
Independent development success (Score:2)
Simultaneous, turn-based, tactical joy.
5 suggestions (Score:3, Insightful)
1) All the above is not true of cellphones and PDA games. Here the quality tends to be quite low and the technology is getting better rapidly. More importantly, the big companies aren't playing in this market it is wide open for independents to do quite well in this space. Also development times will be much much lower so in the same time you could put out 1 PC game you could put out 20 cellphone games. If you gave 10 away you could build the rep to sell the others...
2) If you are going to go for PCs what about minority interest games. Sports, roleplaying, war simulations... are pretty well covered. What about surgical simulators (like flight simulator but doing surgery instead), or an eletronics simulator where you can build radios... Or anything else that were you'd be the only product on the market.
3) Release first for a small OS. Linux. BSD, Solaris... are all starved for a good games. Release on this kind of OS (as freeware don't try and sell) and you can build a great reputation then sell the PC version. Since they are all X11 based you could hit all pretty much in one shot.
4) Create addons for other games. Extension packs sell pretty well and take far less time. Why not "The Sims African version" which gives you African style houses, all sorts of different stuff you can get different types of jobs.... Again reasonable development effort for a small team and a high likelyhood of success (dedicated game X fans are a much easier target market than gamers in general).
5) Create new versions of games that were succesful years ago and that nothing like them exists today. For example there were a ton of good puzzle games that became popular in the age of EGA/VGA graphics that don't exist today and wouldn't be hard to create windows versions of.
Developers, yes. (Score:2)
HAH! (Score:2)
Re:HAH! (Score:2)
> game called DOOM was made by an independant.
That was 10 years ago, and before it was a multi-billion dollar industry appeared.
The chances of an indie getting those sales and noteriety again are slim/none.
> disproven by all the counterstrike players
Only a half truth -- you have to buy a commercial title to be able to play that mod. While I agree there's a niche for indies in the mod area... I don't think the first-line titles such as HalfLife are under any threat.
Re:HAH! (Score:2)
AFAIK it didn't even get its start from having great visuals etc.
So independent game developers can survive, just don't fool yourself thinking you have to do million dollar budget stuff. You don't have to do USD39.95 fancy box stuff too.
I doubt Deer Hunter cost millions to make. I don't know why it was a hit either. Go figure.
I figure do it as a hobby, sell and distribute it online (there are people who will do it for a low cut - www.kagi.com, I'm sure there are others look around). If you charge a reasonable price for a nice game, people do actually pay.
Most people aren't like the RIAA/MPAA.
Link.
Example: A Tale In The Desert (Score:2, Interesting)
ATITD had thousands of players over three beta periods, with several communities and fansites [atitd.net] already up and running, and they're now planning to publish and release it themselves. I think this game is going to be the first test of whether independent developers can survive in a scene that's more full of multi million dollar, hollywood-scale games than ever before.
"Strange Adventures in Infinite Space" (Score:2)
Re:sims (Score:1)
Re:Anyone can make a good game (Score:2, Insightful)