Is There a Future for Indie Games? 217
An anonymous reader writes "If you've been following Greg Costikyan's recent rants (such as Death to The Games Industry), you would have seen mention of one developer's attempt at breaking the traditional games publisher funding model. Well, their game is now in the stores, and whats more it has been getting some pretty good reviews, but has anyone heard of it? Judging by some
press, the marketing has been somewhat underwhelming. So the question is, is there still a viable space for good games developed outside the traditional corporate publisher model, or does E.A. already own the future of video games?" Moreover, when indie developers have to go up against the likes of EA and Steven Spielberg, what hope can they have for matching that kind of success? At least one company thinks they can do it by offering games for direct download. Is direct purchasing enough of an incentive for your average gamer to shell out money on something he's never heard of before?
website marketing (Score:4, Funny)
Re:website marketing (Score:2)
Re:website marketing (Score:3, Funny)
Not at all. (Score:4, Interesting)
I, along with many other people (that will no doubt reply to this), have various concerns about a system like Steam, but it is hard to dislike it when it supports the publishing of excellent games like this that push game development into new genres.
Anything that allows independent game developers to bypass the highstreet, can only be a good thing. I just hope that ragdollkungfu is the first of many such lightweight games that can afford to be experimental and actually fun for a change.
Re:Not at all. (Score:4, Interesting)
They started out with a squad level WWII game (Combat Mission) that takes place on the western front and uses a really interesting (and effective) WEGO game play model. The game is everything that Avalon Hill's Squad Leader boardgame wanted to be but couldn't, because of the immense complexity of the Squad Leader rules.
Battlefront/Big Time Software started out distributing only via online purchase (with CD sent in the mail) and were spectacularly successful for an indie game. Despite selling smaller numbers, they seemed quite happy with the financial returns (the principals in the company have long experience as game developers for other companies), and have released a couple of sequels, plus published games for several other developers, and are working on a new, more powerful game engine.
To top it all off, they release for Mac and PC at the same time.
A couple of the things in their formula for development that I think made a big difference:
1) the guys developing it are game players, as well as developers, and developed a game they wanted to play, first and foremost.
2) they developed a great game first, and worried about the eye candy later. Eye candy might help sales up front (wow! you can see where the bolts on that truck were rounded with a wrong sized wrench!) but game play and repeat playability is what keeps the game selling.
3) they developed a community on their message boards and really listened and responded to comments and questions. During the beta days they were very active on the boards. As it got closer to release time they were less active, but when they showed up they gave really good information about what was going on. They've continued like this for subsequent releases.
4) they didn't promise what they didn't intend to deliver. If they weren't going to put something in that people wanted, they generally said so, and often explained why.
5) they had great advance stuff to show off the game. They showed bits from an actual game, with comments by the players, even at the alpha stage. They released a fully functional beta for free, with a couple scenarios, but no editor. The beta had some bugs, and some things that just weren't quite right, but I ordered in advance after I realized that even if all they did was ship the beta plus a scenario editor I was going to enjoy it for a long time. Even with only two scenarios the two player play was good enough that people played them for months against various opponents and never tired of it. They got a ton of good feedback from the beta, and took advantage of all of it to improve the game.
Re:Not at all. (Score:3, Interesting)
Despite this, the new version of Steam (The distribution platform used) is meant to include support for third-party mod distribution via. an integrated interface which effectively solves advertising problems. If Valve and indie developers get their act together, Steam can do adve
Re:Not at all. (Score:5, Interesting)
Re:Not at all. (Score:2, Interesting)
That is the best idea I have heard all year. Sounds like another Google project, too. Maybe for next year's summer of code. Heh.
Re:Not at all. (Score:2, Insightful)
Re:Not at all. (Score:2)
Puzzle Pirates [puzzlepirates.com] is a neat game that uses it. It was amusing to see how astonished a lot of posters on Slashdot were when it was announced that they were releasing a game simultaniously for PC, Mac, Linux, BSD...
"How is it possible!?!"
Re:website marketing (Score:2)
game mods are the new indie games (Score:3, Interesting)
indie developers may need to licence an engine but theres still plenty of potential to do their own thing
Re:game mods are the new indie games (Score:2)
Ummm, try this
http://community.crystalspace3d.org/tiki-browse_i
Re:game mods are the new indie games (Score:2)
Indie games were the wave of the past (Score:5, Insightful)
Re:Indie games were the wave of the past (Score:5, Insightful)
These days, most types of games need good production values as well as a good concept. Hardly any game can get away with simple graphics like Tetris. You'll need good coders, level designers, artists, musicians, sound effects guys, motion experts... talents that are rarely found in a single person.
To add to that, games are getting more complex in the way of graphics engines, physics engines, and AI as well. It's hard enough to find someone up-to-date in these areas, let alone find someone who can improve on them.
So, you're probably looking at a team of various skills that are not widely available. I'd think these people are likely to be working in the industry already, and not much inclined to work on an extra project, especially not if you're on a typical EA 8 day workweek.
Then again, if you do have a good concept, it might be worth pursuing it, and convincing others to join in. Then hope you get bought out for craploads of cash.
Programmer "collective". (Score:3, Interesting)
So if you have a great idea for a game, but need others skills, you can probably find people willing to help in collectives like these. Or make one of your own.
These guys aren't billionaires, but they say they make a very nice life, and have fun at it.
Independent vs indie (Score:4, Interesting)
You have an idea. You let it mull around the back of your mind for a few years. You get maybe three friends and associates interested in the idea, and over the course of quite a few weekends you pull together a very rough demo. At this point you may need to finagle some art resources either by schmoozing or paying someone. You hit every industry contact you know with your demo, and many that you don't. Look for a "champion" who really likes your game and will help drive it through. While you do that, on the strength of your demo get some fundraising going. VC's are nice, but really hit up small businesses, people, friends, family, etc. Now scale up production, moving into a low-cost but rat free office space, and hiring artists, developers, an office manager, a business manager, etc. Appoint yourself project director (or somesuch), and get to work making that game. Hit your milestones, piggyback into your publisher's E3 booth, and ship. There is nothing in the above scenario that prevents people who are genuinely interested from breaking in.
Most independent studios really are indie studios that got funding and scaled up. The studio that released Alien Homonid, for example, started as a few guys working their tales off, found investers, scaled up, created a great game, shopped for a publisher, and released. Other studios get a publisher involved earlier to mitigate risk.
And these aren't rare: somewhere in the realm of 1/2 of all games are created by independent developers. See that logo that pops up on the screen after the EA title? That's the developer. Not all of those are independent, but many are.
The difference between and indie and an independent developer is just that an independent developer wasn't afraid to grow. At some point they may get bought out by a major studio and enter what is somewhat pessimistically known as a "decline phase," but that's also another step in the natural evolution of things. I believe parent poster pointed out the "craploads of cash..."
If you want to be independent, and all of the risks / control that entails, you can do it. Or perhaps more strongly, that is how it is done.
Re:Indie games were the wave of the past (Score:2)
Spiderweb Software [spiderwebsoftware.com] (a mom and pop operation) seems to be doing alright for itself for many years now... using an extremely archaic game engine with shockingly limited production values. Of course they are never going to get a mainstream market (at least until Geneforge: The Movie comes out!), but that's not the point.
"To add to that, games are getting more complex in the way of graphics engines, physics engines, an
Re:Indie games were the wave of the past (Score:2)
Re:Indie games were the wave of the past (Score:2)
I would actually argue that being a main stream game developer is the kiss of death. Mobile games are the new plastic.
Re:Nintendo talked about this (Score:2)
Too much beer
Indie games are like indie music (Score:2)
Long before Manifesto has been Ambrosia [ambrosiasw.com]. They make lots of fun games, and have a real cult following for Escape Velocity [ambrosiasw.com]. And this programmer-controlled company has workers who really seem to enjoy [ambrosiasw.com] doing what they do.
I point the world to (Score:2, Insightful)
thankyouverymuch
CJC
Secret bootloader (Score:3, Insightful)
If PC gaming continues on a decline, and the console oligopoly continues to give a cold shoulder to letting independent developers obtain console devkits and sell games on indie labels, then no, there isn't much of a future for indie gaming. All three gaming handheld systems sold in U.S. stores, whether chain or local, are officially closed systems. (These include the GBA SP, the Nintendo DS, and the PSP.) Phones don't count because for one thing, most phones have decidedly subpar D-pads, and for another, a lot of people are happy with land lines and unwilling to pay $960 for a 2-year mobile phone service commitment (or import a SIM-free phone) just to play a video game.
Re:Secret bootloader (Score:2)
Game consoles are just being subject to greater marketing at the moment because of the marketing war between Sony and microsoft. Some of the marketin
Re:Prepaid? (Score:2)
Personally I'd never buy a phone that's branded by an operator. In Sweden then tend not to completely remove features but they do ugly up the interface pretty bad.
Re:Prepaid? (Score:2)
Do research for which MIDP phone is best for you. Specifically what java extentions you want to use. Eg JSR-82 is Java Bluetooth, without it you can't use Bluetooth on your phone from MIPD (something which pissed me off when I got my SE T630).
For me the SE k750i was a good choice. In Sweden you can get it for $300-ish without SIM. That's a hig
Re:cell phones are just as 'closed' (Score:2)
BTW that you can't download programs is not the fault of MIDP/J2ME. It's because your operator has crippled the phone. I can install midlets on my SE K750i both from memory stick and by drag-n-dropping over Bluetooth.
For a small developer it would problably make more sense to target a few of the best selling phones instead of eveyone. I bet those consumers are more likely
It will come down to innovation (Score:3)
The, of course, there will be people like myself who only purchase games with linux binaries too...
MorePG (Score:5, Insightful)
I want to put my own GPL game server up on the most popular gaming network. With my own features running on the common protocol, so people who play in my "module" can play by my rules. Maybe that means possessions and attributes beyond the universal ones can't transfer, because some modules are built for "Monty Hall" style cheats, just pumping up characters without restriction. Maybe such a network will have a "web of trust" where changes to character state are tagged with their origin, which must be accepted by an automated system elsewhere, or not apply. It's a little complex, but once we work it out, we'll have a canvas on which players and masters of games can all exercise our imaginations on one another. Where's the most popular, featureful GPL MMORPG running right now? I want to take a crack at it.
Re:MorePG (Score:2)
Re:MorePG (Score:2)
Re:MorePG (Score:2)
Re:MorePG (Score:2)
Re:MorePG (Score:2)
Well... (Score:3, Insightful)
The only indie game I know (Score:4, Interesting)
I loved playing that game years ago, they don't make em like that any more.
On the real subject of indies, I am finding Linux to be a wonderful world of shareware from way back when.
Looking around finding decent gems hidden away in the repositories and distros.
Sooner or later these will be polished and will become the must have games of tomorrow.
The bedroom coder is up there right now making the software, give it time
Re:The only indie game I know (Score:2)
Yes. Here's one:
Enhanced Pitfall + [atariage.com]
EA didn't make ID (Score:5, Insightful)
Re:EA didn't make ID (Score:3, Insightful)
Re:EA didn't make ID (Score:2, Interesting)
A Tale in the Desert is an indie project, essentially. They aren't on any shelf anywhere and are distributed online. They're
Re:EA didn't make ID (Score:3, Informative)
Doom isn't what launched ID Software. It was Castle Wolfenstein. As I remember, CW was published online through Apogee Software. It made ID Software an instant success. After that, Carmack could have released "The Crappiest Game You've Ever Played", and it would have sold half a bajillion copies just on Wolfenstein's momentum.
Re:EA didn't make ID (Score:2)
Cell phone and flash games (Score:3, Insightful)
I think so. (Score:4, Interesting)
Re:I think so. (Score:3, Insightful)
Wow. That sounded exactly like me about 10 years ago, except for now I'm primarily into retro gaming with my daughter (I buy old consoles and games for cheap but I plan on buying Nintendo's Revolution if I got the ching). This segment of the market you and I are in is growing. Hollywood is running out of
Misconeception about Indie Anything (Score:5, Insightful)
Year after year art and hard work are ignored for sex and cheap thrills. I wish it were different.
Re:Misconeception about Indie Anything (Score:3, Informative)
Gaming comics to the rescue! (Score:4, Interesting)
Independent companies often produce stuff that is in some way superior what you usually get - one example would be Decker [caro.net] (Coral Cache [nyud.net]), a graphically unimpressive freeware game for Windows that just happens to be the best simulation of breaking into computers in the Shadowrun world. Please don't click the link unless you really are interested, it's a private site and has a lot of images up front.
However, these innovative or otherwise extremely cool games need to be advertised to the right people. The usual gaming magazine reader will not be interested in games that deviate from the well-known genres like Uplink [introversion.co.uk]. But gaming geeks, "real" gamers and the like might want to know about it - which is where specialized advertising comes into play. If a company advertises with the bigger gaming comics it can reach a decent audience that is most likely more interested in their work than the average gamer. If they manage to get mentioned on Penny Arcade it's jackpot... And as Tycho is fond of letting the world know of obscure games he likes just getting PA to notice them might be a way of generating sales.
Indie game companies will always be able to reach an interested audience as long as there are internet celebrities who are willing to display their banner/discuss their latest game. It's not the megabuck business that mainstream gaming is, but there is an ecological niche for games that are just too far out for the regular gamer.
Re:Misconeception about Indie Anything (Score:3, Funny)
Does the "sex and cheap thrills" have a Linux port?
Re:Misconeception about Indie Anything (Score:3, Funny)
Re:Misconeception about Indie Anything (Score:2)
It is different. Good movies make money, good games get played. Sometimes a gem doesn't explode with popularity for a variety of reasons. Lost in Translation did really well. Some people don't like what you like, cry me a river.
Re:Misconeception about Indie Anything (Score:2)
Now Steamboy - that's a movie!!!
Re:Misconeception about Indie Anything (Score:3, Funny)
Most "movie elitist" are almost as bad as "blockbuster critics". Only they pretend to look down on mainstream works in favor of "indie" productions. But in the end, they mostly repeat what they hear everybody else in their clique saying.
Just like mainstream critics, they don't reflect the quality of a movie. The only movies where you can safely go know
Re:Misconeception about Indie Anything (Score:2)
I recall the day after seeing it (in a university theater a week or two in advance of slightly wider release) googling some newsgroups and getting a run-down on the most prominent theories of who has what delusion/psychotic episode when, what's mostly real and what isn't, and what's just thrown in ther
It was a love story? (Score:3, Insightful)
> the greatest love story since Romeo and Juliet
The notion that it was supposed to be a love story didn't even occur to me until days later when I read someone complaining about that in a movie review.
IMHO, the movie was not a love story at all, but was a character piece---an examination of two people who feel lost, both within their lives and between cultures. I didn't feel any romantic tension between the two main characters, at all---they were
Mobile games good indie platform (Score:5, Insightful)
It seems most of the money in that market is not trying to sell your game through a portal (though if you get a really big hit you can rake in the cash), or even worse trying to sell it yourself, but to make ad games that companies can make available for free as part of a competition. I think there is a big potential market for really innovative and addictive mobile games, as at the moment a lot is just re-releases of games for old platforms, with slightly updated graphics.
A few links if you are interested in getting started on J2ME programming:
J2ME.org discussion board [j2me.org]
J2ME Gamer [j2megamer.com]
Midlet.org [midlet.org]
If it's a good idea, the big guys will take it. (Score:3, Insightful)
If a small company comes up with a really good idea in their industry it'll end up being copied by the big dogs. Look at everybody and their brothers selling single songs for some variation of 99 cent.
Well, these guys have been making a go of it... (Score:2, Informative)
Introversion [introversion.co.uk] claim to be "the last of the bedroom programmers".
They've released two games so far, Uplink [uplink.co.uk] & Darwinia [darwinia.co.uk]. I bought 'em both, and thought they were great - definitely not the sort of games a company like EA would release.
For the unitiated, Uplink is a "hacking" game, intended to replicate the experiences of hacking you see in the movies. It's also littered with references to movies, and other computer games (I particularly liek the Frontier-style bulletin boards!) Darwinia is a little ha
Re:Well, these guys have been making a go of it... (Score:2)
Not Really.. (Score:4, Interesting)
The big publishers have marketting budgets that rival the development costs of the title itself. For example, I worked on C&C Generals. The development budget for that title was ~25M USD. The marketting budget for that title was ~15M dollars.
Indie games simply can't compete with that kind of marketting, and word of mouth sales only grow the community that you already have. If you've only sold 10,000 copies of your game, WOM sales might grow your community to 100,000. But if you'd already had 100K sales, you would've hit the million mark instead.
Re:Not Really.. (Score:2)
If you spend 5 million dollars advertising a derivative poorly made game it WILL shift quite a few units. You may n
MS is helping the little guys here (Score:4, Interesting)
I think this is an area where MS is helping the little guy, and increasing competition in the industry. I also think this will help MS targeted the "less sophisticated" soccer moms with simple cheap games. From what I've seen sony really doesn't have a viable strategy to compete with this approach. I don't know about Nintendo, but my guess is that the small guys will be able to develop for revolution and to ok.
Re:MS is helping the little guys here (Score:5, Interesting)
They say that there are so many individuals with ideas that can't play on those ideas becasue they don't have the money. So Nintendo plans to fund those companies to make games for Revolution.
I think it's a great idea because indie companies will have a chance to make awesome games, and it'll help Nintendo with Revo sales (and possible payback in the game does well enough). My question is will they really do it?
Re:MS is helping the little guys here (Score:2)
Nintendo: "Want a videogame contract? Sign here. We'll give you enough money to create a game. You are entitled to 0.02% of profits, and we keep full ownership of everything you create for 20 years, but your game will be marketed and distributed by us so I'll sell a lot because of our massive media exposure!!"
Developper: "Sure!"
(a few years later)
Developper: "Hey wait, the game is selling millions yet I'm
Indie Game Math (Score:3, Insightful)
$49.99
- cost of boxes, CDs, manuals
- cost of shipping
- cost of shelf space
- publisher's cut
- cost of Hollywood voice actors
- other big budget expenses
===========
$49.99
Give or take, but I have yet to see an Indie game priced at an "impulse buy" level.
Re:Where did you pull those numbers from? (Score:2)
$29.99 for an innovative game with low production costs, but never goes down in price.
$20.00 for a classic game that's more than 5 years old.
I'm talking Ambrosia [ambrosiasw.com], I'm talking PopCap [popcap.com], I'm talking Spiderweb [keysecure.com]. It is usually cheaper to buy regular "game-industry" games, if you can stand to wait a month for it to fall into the bargain bin.
Experimenters (Score:4, Insightful)
The next genre (not mix of genres, but completely new genre) will probably be started by an indie game. Of course, 5 years down the road nobody will remember that game, and everyone will attribute the fact to the first blockbuster game hopping on the bandwagon.
Indie games are where the truly exciting stuff happens. EA and Co. are tied up doing Random Game 2006 and Other Game Part 3.
Re:Experimenters:Arrows in back. (Score:2)
And with indy titles you get more of a sympathy bonus. I don't think copying(*) is as much a problem for the indy developers. Yes, it is one, but not as huge as for an AAA title where maybe 1 in 10 people playing it actually bought it.
(*) piracy, I dare to say, is no problem at all for indy developers, because they don't need t
Flight Sims...... (Score:3, Interesting)
Re:Flight Sims...... (Score:2)
Top Gun on NES felt more realistic.
Anyway, while I personally didn't even bother to finish the demo mission, it could certainly appeal to teens with twitchy trigger fingers and no interest in physics.
By the way.
To big a difference in the visuals atm (Score:2)
still it happens, and its not even THAT rare in the movie industry.
I think eventually, the same will happen with games. The problem today, seems to be that graphics are still
very though to make relatively good looking. The difference between the indie producti
It's the whole, not the sum of the parts. (Score:2)
A few of us have Half-Life 2, and there's a few xboxes with Halo and Halo 2, but we can still get a few people playing Quake 3, because we like the pace of the game and the fact that corpses explode into a giant cloud of fine bloody mist.
And I can get at least two or three people playing Natural Selection, which runs on the Half-Life engine. The graphics are good, for the Half-Life engine, and the artwor
Re:It's the whole, not the sum of the parts. (Score:2)
But Quake 3 is not exactly a indie game(its just free), and you'll be hard pressed finding a indie title of its overall quality.
Yes, if you re-made Doom, it's nowhere ne
Yes. (Score:2, Informative)
Is direct purchasing enough of an incentive for your average gamer to shell out money on something he's never heard of before?
The best incentive for a gamer to buy something he's never heard of before is the search for a game that goes beyond the mass-produced flashy emptiness of today's games. Direct purchasing is just icing on that cake. However, I don't know whether the "average" gamer would do this.
I remember when I was 14 and I walked into the Electronics Boutique to buy a game for my 486/33. I
Gish (Score:2)
Also for win/osx/lnx.
http://www.chroniclogic.com/gish.htm [chroniclogic.com]
(Disclaimer: Not affiliated with chronic logic..just thought the game was fun)
Re:Gish (Score:2)
I love the smell of astroturfing in the morning (Score:2)
Look to Film (Score:2)
The potential for "indie"...? (Score:2)
Something that Electronic Arts will never do.
I'd remain anonymous, too, (Score:3, Insightful)
Yeah, you corporate weenie knob-polisher, there is games after E.A. EA has the Sims. EA did not have Doom, Myst, Mario, the original Sim City, Tetris, Quake, Pac Man (scoff only if you never put a quarter into a Pac Man (or any of his relatives') machine in your entire life), or ten zillion other blockbuster titles that leap instantly to our minds when we think of popular games in history. And like any software gaming company, EA has had it's share of stinkers, too. (I have almost - after intense exorcism - forgotten about the one with the baby angel you fly around possessing people, which I purchased during one of those 24-hour brain tumors you get every year during flu season.)
Meanwhile, how's "free software" for indy? Truly, we may believe that there is only one kind of computer in the world and it proudly sports the bent-squares-in-Fischer-Price-colors logo on it's case, but I insist that non-Windows computers are not a myth - I'VE SEEN THEM! The truth is out there...running on an ext2 file system.
Now, while we're on the Sims, lemme just say that we played the Sims to death in our household for about a week, until we realized that the fun derived from playing the Sims came entirely from dressing up the little pixel dolls and downloading templates to draw precious little furniture pieces for them. Then we started mesh modeling instead. It's better because: (a) You can download it for free http://www.blender3d.org/cms/Home.2.0.html [blender3d.org] here, (b) It fits on a floppy instead of needing 2 Gigs to stretch out in, (c) It's all there, and doesn't need a $60 expansion pack every two weeks to keep current, (d) You can download some equally free starter dolls and furniture pieces to start playing with http://www.katorlegaz.com/index.php?a=download&c=B lender_3D_Model_Repository [katorlegaz.com] here, (e) You can make everything look like you want it too, even the naughty bits, and you don't need to wrestle with a transmogrifier to try to correct the blurry-pixels that appear when your model takes a shower, and finally (f) your models will never get so wrapped up in making breakfast that they forget they have to go to the bathroom and pee on the kitchen floor and then go take a shower because now their hygeine is red and leave breakfast to set the kitchen on fire, causing them to miss work and get fired over the telephone.
Yes, EA has had some home runs. No, they will not own the world. Now, don't you feel *better*?
Re:I'd remain anonymous, too, (Score:2)
I use Resier 3.6 you insensitive clod! (IBHR)
On a side note, I really don't see how indie game developers seem to develop exclusively for Windows considering that all decent C/C++ compilers cost money for Windows (Cygwin doesn't count as it's basically GCC/G++/etc., basically allowing for cross-platform content anyhow). You'd think that indies would use Linux and GNU tools due to their dual freeness and the other large repository of copyleft materials
Re:I'd remain anonymous, too, (Score:2)
Well, yes. Resier is the Way. (-:
Yah, and C/C++ doesn't scratch the surface of the development support in the GNU/Linux world. But I think the tail may wag the dog on this one soon: Anybody gotten the latest CD from the Linux Live Gaming Project http://tuxgamers.altervista.org/llgp.php [altervista.org] ? Although the CD itself has several bugs to work out (DOES ANYBODY know what goat you sacrifice to make it start in something like Fluxbox? It tried all the Knoppix options, and they
Re:I'd remain anonymous, too, (Score:2)
Yipe! That's the one, but it doesn't seem to be EA - I wonder where I got that idea? (Wasn't there a sub-owned, subsidiary, re-partnership or something in there somewhere?) OK, substitute any random EA title that you felt didn't cut the bill. My point being, that nobody's won them all.
Try developing for the Mac instead (Score:3, Informative)
The latter is currently something where the Mac community has the advantage. The Mac community is somewhat insular due to years of neglect from major publishers. For many, many years, ports would be slow to arrive, of shoddy quality, poorly supported or simply never materialize. This worked to hurt the sales of what was ported, resulting in even fewer ports, and drove Mac users to look to their own neighborhood for software.
Ambrosia, Freeverse, GarageGames and others came in and said "We'll treat you well, please buy our stuff" and we did.
The Mac shareware market has never gone the way of the PC side of things. It is still vibrant and exciting. People still want to develop for it. Mac users still pay attention to it, and when a good indie game comes out, we spread the word. Mac news sites put it at the top of their list of stories, forums buzz, and hopefully the developers get the money that they deserve.
With the PC market, trying to get attention for your new game is like shouting for people to pay attention to you in the middle of a crowded stadium. You could be offering free money, but even then it is doubtful that you could get the attention of most people. With the Mac, people come up to you when you walk in the door and ask "What do you have for us today?" and if you have something truly interesting, then it isn't too hard for the news to spread far and wide.
So come on over, we'll reward you for the trip.
As for indie games in general, I'd like to see a few developers focus on long-underserved niches instead of developing more games in glutted categories (Puzzle). Non-shovelware sim games would be welcome as there have been very, very few of them in recent years other than "The Sims 2" and "Sim City 4". (wow, two whole games).
Desire (Score:2)
There's nothing wrong with fulfilling the wants of thousands instead of millions.
Yes, there is... (Score:2)
Big publishers have the console market pretty much sewn up, because consoles are expensive to develop for. Especially now they're moving away from relatively standard chips and architectures, it really requires a dedicated development effort to get stuff running on it. From what I see of homebrew console stuff, most of the effort is targetted at emulation. Fine, but hardly a sign of originality.
So, given the really low barrier of entry for development, PC/Mac is where it'
indie game are like low-budget movies (Score:2)
Indie games are no different. If something is good, word-of-mouth will increase sales. Just because a game is an "indie" doesn't mean it's anything special. I subscribe to PC Gaming and they review all sorts of games every month, including indies, which get the lowest
Price! (Score:2)
Re:Price! (Score:2)
Vendetta Online (Score:2)
Re:Vendetta Online (Score:2)
There is definitely a future (Score:2, Interesting)
I've seen this with my own site Sortasoft.com [sortasoft.com], which has been growing at a very rapid pace. The fact that I can distribute games at almost 0 cost allows for a very high profit margin. It also allows me to distribute games for promotional purposes such as contests, etc. at no cost.
As evidence of this... mod me up and
This article could be ten years old (Score:2)
The problem with games. (Score:2)
There will always be infie games (Score:2)
Re:Does it suck or does it not suck is the questio (Score:2, Funny)
Not to mention having little nutritional value. Taste like crap too.
That's why I just settle for reading 'em.
KFG
Re:PC version! (Score:2)
Re:free demo version (Score:2)
With AAA games, I get reviews and a demo. I expect at least the demo for Indy games to let me decide whether the game is worth it. (And I *like* flight simes)