Introversion On Staying An Independent Games Studio 36
Dr. Eggman writes "bit-tech.net has up an interview with Introversion Games, creators of Uplink, Darwinia, and Defcon, on the hard work it takes to make games independently. They discuss the challenges and rewards, ranging from developing new technologies for their upcoming game, Subversion, to defining their own style in Darwinia — and nearly bankrupting themselves in the process. 'When we first set out to write video games we knew the damage that publishers could do both to games themselves, and the people writing them, and we were not willing to let that happen to us. In order to ensure our creative freedom, we had to be independent from publishers and license holders, and that independence has become a guiding mantra for us.'"
Subversion? (Score:3, Funny)
Re:Subversion? (Score:4, Insightful)
Re:Subversion? (Score:5, Funny)
Say you play as an AI consciousness that has been periodically updated in a version control system. The mainline version of you has run amok and your version, branched earlier in the dev cycle, was instantiated to help determine where the regression occurred. You have to subtly piece through various check-ins, merging patched modules into your own consciousness while avoiding those that caused the original trouble.
Hmm...
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Genetic programming was used to create a small family of programs, and then were all pitted against each other in cluster of mismatched machines (not beowulf) in order to determine which one is the most fit. The big scandal occurs when they discover that several of the siblings were exchanging code blocks without running any protection routines. They're all forced to live together in one cluster with 24 hour surveillance and no privacy, being subject to debugger traps at any
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Re:Subversion? (Score:4, Informative)
Cause and Effect on Indie Developers (Score:3, Interesting)
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remember that a lot of the greats of yesteryear were literally written on shoestring budgets, usually by small teams or loners. Most genres were created/defined by these very same small teams and lone developers.
Want to see some interesting history? Go read up on the development of the first ever Prince of Persia. I won't spoil it for you, but think '
Had to re-read that title... (Score:1)
Slaying An Independent Games Studio...
And images of the EA BioWare/Pandemic Acquisition came racing through my head.
Scary!
Independent? (Score:2)
I mean, more power to them, but to me, "independent" is the sales they make via their own website -- the relatively un-DRM'd versions with Linux and OS X support. I actually did go there to buy my copy of Uplink, and later of Darwinia.
Are they trying to say that this option will always be available? Or are they using some other definition of "independent", meaning "innovative but cheap graphics"?
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NeoThermic
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How about a subscription service that records how much time I spend in each MMO I play, and apportions the fixed monthly fee I play for my set of MMO's to each MMO company. CC# to one agency, centralized billing, Instant suspend/resume billing (don't play don't pay). The subscription service would only bill you if you play more than X number of hours a week.
Also why not allow 7 day free trials every 3 months for every game in the archive.
Those features alone would be compellin
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I agree it is indeed a slippery slope, but I see it as encouraging competition. It will increase the volatility of gamers: the ease with which they can switch between MMOs. If the MMO developers see how big of an impact their content updates have, they will be encouraged to release good content when the players are tiring of the current content. It could also encourage the developm
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I like steam (Score:3, Interesting)
There really should be a non-steamed version for all the games, so you can run it without steam.
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For all of Introversion's games there are. I own Darwinia, Uplink, and Defcon- all for Mac OS X- and don't have to mess with Steam at all to play any of them (obviously, since Steam is Windows-only). There are non-Steam Windows versions of all of Introversion's games. Maybe you can contact them to see if it's possible to transfer your Steam licenses to the direct download versions?
BTW, I'm personally neutral abou
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>
That's the very reason that the games (or atleast Half-Life 2 games) have "Offline" mode. It allows the game to be played w/out connecting to Steam. The game has to be activated first, though.
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Except when you're not on Windows.
I can download the non-Steam version of Darwinia and Uplink, for Linux or Windows, put all three ports on a USB stick (Windows, Linux, OS X -- unless OSX is distributed by someone else?), and play it anywhere in the world.
The difference is, I can also play it without having to be online, or create a Steam account, or really do anything other than download
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The OS X version of Introversion's games are developed and published by Ambrosia Software. They (at for Defcon) use a different activation key so you actually need to purchase a different copy. The key for Windows and Linux are interchangeable so you can use whichever version suites your OS choice.
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Anyone can burn a CD. (Score:2)
In other words: Is Valve functioning solely as an avenue of distribution, like eBay, or are they functioning as a publisher, like EA?
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Steamworks is now freely available for developers and publishers wishing to sell games online via Valve's Steam service.
"Developers and publishers are spending more and more time and money cobbling together all the tools and backend systems needed to build and launch a successful title in today's market," said Gabe Newell, president of Valve. "Steamworks puts all those tools and systems together in one free package, liberating publishers and developers t
Steam allows independence (Score:1)
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For steam, I think you need to get an interview with Valve (I assume so that they can be sure it's something that will actually sell), and I have no idea for Xbox Live Arcade.
If You Liked WarGames' Global Thermonuclear War... (Score:4, Informative)
If you're old enough to remember "Global Thermonuclear War" from WarGames and thought it looked like it would make for a fun game to play, I suggest you check out Introversion's DEFCON at http://everybody-dies.com/ [everybody-dies.com] . "It's Global Thermonuclear War, and nobody wins. But maybe - just maybe - you can lose the least." - from the site.
It's a great mix of Risk style strategy with real-time play and can support up to 6 players simultaneously on-line. Initially you layout your radars, silos, ships, etc, during a setup phase. As the clock ticks you move through the DEFCON stages allowing for ever more hostile play until DEFCON5 when you can launch your nukes. You can make/break alliances and try to get other players to blow each-other up before you unleash hellfire on those left alive.
There's actually a lot of strategy to timing your attacks so that your missiles can fly in from different silos, submarines, bombers, etc, and hit a target all at once. You need a heavy storm of missiles all coming in at once or local defense has an easy time of shooting them all down. But, when attacking, you become vulnerable - so you don't want to set too many resources to attack either.
Anyhow, one of my favorite games for any platform. And you can download a demo or buy it directly from their site for Windows/MacOSX/Linux, bypassing Steam and it's ilk.
Re:If You Liked WarGames' Global Thermonuclear War (Score:2)
I am big fan of all of Introversion's games. Darwinia basically burned a week of my life playing through it and investigating all its little corners. That I got to really worry for a bunch of green stick figures says a lot about the story-telling in that game. DEFCON is great, too. I think what really sells that game is the ambient sounds and music, coupled with the abstract remove you have from the destruction.
I've played the demo of Uplink, and I'm intrigued by it enough to buy it once my South Carol
Re:If You Liked WarGames' Global Thermonuclear War (Score:1)
Recent Q&A Chat (Score:5, Informative)
You can read the transcript from the Q&A [xfire.com] over at Xfire's site. This was part of a two-day event talking about the state of independant development, with the more structured debate (which, alas, Introversion was unable to attend) transcript available here [xfire.com]. Jenova Chen (of fl0w fame), Amanda Fitch (Aveyond, etc.), and Josiah Pisciotta (Gish, etc.) were all notable participants; not to say the others weren't notable, too, of course.
Definitely worth looking at if you're into the indie gaming scene at all.
Challenges of Independent Development (Score:2, Informative)
I didn't 'get' Darwinia (Score:2)
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There are (or at least were) some pretty active discussion forums related to the game. Perhaps you can get some tips there?
Console... (Score:2)