Follow Slashdot stories on Twitter

 



Forgot your password?
typodupeerror
×
The Almighty Buck Entertainment Games

Independent Game Studios Talk Tactics 16

Thanks to GameSpot for its article discussing the challenges facing independent videogame studios. The piece explains: "The game industry is moving toward greater and greater consolidation... Increasingly, an independent studio capable of turning a profit from the advances-against-royalties formula is the exception rather than the rule." It goes on to talk to Bill Roper (formerly Blizzard, now at Flagship), Feargus Urquhart (formerly Black Isle, now at Obsidian) and others, with Urquhart claiming independent developers are at no special disadvantage in current times: "I sort of look at it like babies and houses, there probably never is the perfect time to have a baby or buy a house. You just have to decide to do it and then do it."
This discussion has been archived. No new comments can be posted.

Independent Game Studios Talk Tactics

Comments Filter:
  • wow (Score:1, Offtopic)

    by MichaelGCD ( 728279 )
    having a house must be painful
  • by King_of_Prussia ( 741355 ) on Sunday February 15, 2004 @04:32AM (#8284443)
    small independent companies have a harder time making multimillion dollar games than large corporations? What a surprise.

    Maybe if the general gaming public was more interested in gameplay and lifetime than newer graphics and updated player statistics, independent studios such as the ones mentioned would have an easier time about it.

  • My favorite tactic (Score:2, Interesting)

    by Anonymous Coward

    My favorite tactic of independent game devs is: make the game you want, with a lot of passion and no compromises. I love it when they use that one.

    Another fave: well, we can't do fancy, bleeding-edge graphics, let's just make the GAMEPLAY really good. I like that one too.

  • Don't go there! (Score:5, Insightful)

    by Gadzinka ( 256729 ) <rrw@hell.pl> on Sunday February 15, 2004 @07:01AM (#8284761) Journal
    As the gaming industry, more and more consolidated with games written on the outside by talented programmers/artists and subsequently distributed by ``big houses'' starts to look more and more like recording industry, I've got only one advice to Independent Game Studios: DON'T GO THERE!

    It will take you another century to free yourself from allpowerful Games Publishing Industry and countless fights against soon-to-be-created GPAA.

    Save yourself and your customers trouble and think about some more direct way to distribute your games, before all your work, copyrights, money etc starts to flow one way, to pockets of ``games labels''.

    Read some horror stories by golden and platinum record bands that didn't make a dime on it. Well actually, in some of these cases record labels claim that said artists still owe them money.

    AND DON'T FSCKING GO THERE!

    Robert
  • my experience (Score:5, Interesting)

    by czcxmag ( 752690 ) on Sunday February 15, 2004 @07:23AM (#8284801)
    I am a small independent game developer who handles 100% of distribution myself. It's not really all that hard, and there are advantages to keeping everything close to home.
    Not only do I not have to pay some ridiculous percentage of my profits, but I am 0 steps away from my users.

    Put up a decent website with a way of getting feedback from your users (I use the excellent and free phpBB message board). This can also help create a community around your product. If you listen to what they say then your game will get better and better. Another thing that I have done is try to optimize my website for certain google searches.

    I can't imagine any paid distributor putting as much thought and effort into such things for one of a hundred small games they are dealing with. By doing it myself I am confident that it is being done well.

    Doing this I have seen my game grow from nothing into a steady stream of sales. I'm glad I did it the way I did, rather then trying to go the easy way and get some other company to do it.
    • Cost of Development? (Score:3, Interesting)

      by Anonymous Coward
      Just wondering, since it's mentioned so many times, what factors are there in the cost of development, really? (Assuming best-case scenario in which freeware software is used instead of proprietary software) And what's the average minimum cost of development for different platforms, e.g. mobile phones, palmtops, portable consoles (mainly GBA), PCs, and Home consoles? I'd think that the cost should actually fall, given the increased availability of necessary software..
      • by Paolomania ( 160098 ) on Sunday February 15, 2004 @01:45PM (#8286822) Homepage
        I'd think that the cost should actually fall, given the increased availability of necessary software..

        Even though development tools and middleware are becoming increasingly available, the thing that is really ballooning is the cost of developing content. As technologies improve, there are order-of-magnitude jumps in level of detail that needs to be built into the levels, the models, the textures, the animations, the game logic, etc. Not only does content need to be of higher quiality, but much more of it needs to be produced. Thus you need A) more highly skilled and talented developers to create the higher quiality content and B) more of them.
    • Re:my experience (Score:2, Insightful)

      by himitsu ( 634571 )
      For some mediums, mainly cd or online distribution, I can understand doing it all in-house, but how should people who are developing for closed systems distribute? In the case of the GBA or GameCube the only way to get released is to get a publisher to burn your game to a bunch of blank carts or mini-cds and release it nationwide because the cost is too prohibitive. The only solution for GBA is to sell flashable carts, and they end up costing around $100/cart.
  • Independent game companies usually have plenty of tactics, or else they wouldn't be as popular as they are. For example, I've been hooked on reading everything I can about an upcoming game called Guild Wars [guildwars.com]. This is going to be one hell of a game. Their kickers are going to be a non pay-to-play MMORPG(which, IMO, is huge) and "creating a game that's both easy to learn and compelling to play long term, and yet doesn't require players to spend hundreds of hours slogging through the preparation just to get to
  • What makes money (Score:2, Informative)

    I was very recently at a game developers conference where several people from the industry claimed that at the moment the only games that really make money are the MMOGs. All others, at best, break even.

    They also claimed that the market for MMOGs basically was saturated, that 5 years ago there were 50 MMOGs around, and there still are. True, they are different ones and they do change, but there does not seem to be a market for more than 50.

    I personally believe that new independents should go into mobile

  • Independent? (Score:4, Interesting)

    by Psychochild ( 64124 ) <psychochild.gmail@com> on Monday February 16, 2004 @11:11AM (#8293753) Homepage
    Interesting use of the word "independent" in that article. Usually I consider an independent game developer one that doesn't rely on an outside publisher for support. Yet, most of the people there talked about publisher contracts, etc.

    Being an independent game developer that does not rely on a publisher and that has been around for three years this month (yay!), I know a thing or two about this topic. I have some stock rants that I like to recite when this topic comes up, too.

    Some background, first. My game is Meridian 59 [meridian59.com], a fantasy online RPG. Our game is a bit unique in that it was previously owned by a larger company, the now defunct 3DO, but we bought the rights to the game from them. I worked on M59 for a few years before starting our company, Near Death Studios, Inc., so I had an emotinoal investment in the game before we bought it. My business partner, Rob "Q" Ellis II, is also one of the original developers of the game.

    The biggest problem for a true indie isn't money (although there's plenty of money issues for the independent), it's actually exposure. It's tough to get attention for your game when you're competing with other games that spent a lot of money on production values and marketing. Just being a "good game" is often not enough to get noticed in market saturated with advertising.

    For example, we went to the offices of a reasonably sized gaming magazine. The features editor had told us that we would get some good coverage if we showed off the new 3D hardware-accelerated rendering engine [warcry.com] from the game. (Note: Warcry is one of the good journalist sites to work with, and not the company in question here.) So, two of my co-workers bought a suitable notebook computer and drove 2 states away to show off this game. Unfortunately, the editor we had talked to wasn't in the office that day (and didn't contact us about it), so we talked to someone else at the offices. End result: we get an unflattering description in a list of other names and no pictures of our new engine. But, you can quickly see the reason why we get ignored: flipping through the magazine to the big story about EverQuest 2, you pass by 3 double-page ads for EQ-based products. (There are plenty of other bad things you can say about games "journalism" as well. But, there are a few bright points to contrast the negative.)

    But, let's say that someone does somehow notice my game. They head to our website and sign up for an account. When they log in, they see a graphics engine that's obviously dated. And, at this point, we lose a lot of customers because glitz does matter to many people. They don't care about the gameplay because they instantly equate "bad graphics" to "not fun to play". The big companies don't really help much with this; people that are happy with the game they were playing 10 years ago aren't going to be buying up new games as they come to market. Therefore, they work hard to convince gamers that "better graphics" = "more fun to play".

    But, we get to the final reason why being an indie developer sucks: the current business models don't help us. Most people won't buy a downloadable game for nearly the price of a game they could buy at the local store. So, while the larger companies charge $50 for the box, the indie can only expect to sell his or her game for $20-30. Admittedly, a lot of the price tag for the boxed game goes to distribution charges, but there's other factors at work here, too; people, in general, view a $50 item (a game, in this example) as "better" than a $30 item.

    This gets worse on the online RPG (MMORPG) side of things. Meridian 59 charges $10.95 per month for a subscription; we could not charge less, otherwise we would operate at a net loss given current expenses. Larger games charge a few dollars more than that. But, most players don't care about that minor price difference; they don't care that one
    • If there were more posts as insightful as this one, I'd finally have an excuse for spending time reading /.games!

      I'm currently working with a friend on a project that involves a 2D online world. More chat/community based than being an actual game.

      I found it very interesting that you listed promotion as your main obstacle. I've been doing allot of research and promotion over the last few weeks and I concluded publicity would probably be the biggest hurdle myself.

      While I'm constantly hearing about how inde
      • You, and anyone else interested in talking about indie game development, can drop me an email at my Slashdot user name @neardeathstudios.com.

        I think you're on to something, but there's a lot of pitfalls that way. For example, credit card fraud can kill a small business. Unlike a porn site operator, you can't just take your goods and re-open another site under a different company name as easily.

        Take care,

Kleeneness is next to Godelness.

Working...