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The Almighty Buck Entertainment Games

Economic Climate Spurring Independent Game Success 40

Eurogamer is running an opinion piece suggesting that innovation and creativity have been on the decline for years within the games industry. Now, with the threat of the economic crisis looming, game publishers are shying further from new projects and ideas, instead choosing to rehash popular IP in order to minimize the risk of failure. The upside is that their reluctance, along with technological improvements that make game distribution easier, is allowing independent developers to gain exposure like never before. "This revolution will give us a new wave of developers who see games through very different eyes to those of their studio-bound compatriots. Forced to consider the financial bottom line, the technological bleeding edge and the whims of Metacritic at each turn, big studio development is by no means uncreative, but certainly has to follow certain set patterns. ... The studio system couldn't have created a game like Flower, the utterly beautiful PSN title which came out earlier this month; but more than that, it couldn't have created a persona like Jenova Chen, the mind behind Flower, who happily talks in interviews about evoking emotions, moving past primal feelings and 'maturing' the industry in ways that don't involve sex, blood and swearing. He talks about making games that don't empower gamers, but instead make them experience other things, other emotions. It's spine-tingling stuff. It's also commercial suicide — or would be, to a studio working in the traditional development context."
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Economic Climate Spurring Independent Game Success

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  • by KDR_11k ( 778916 ) on Sunday March 01, 2009 @07:11AM (#27028955)

    The current economic situation benefits developers who go for a lower budget since that way profit is easier to make. Indie games are low budget but many commercial games can have relatively small budgets too (Wii Fit anyone?). The current budgets needed to produce a so-called "AAA" title for the HD consoles has massively increased from the previous generation while revenue remained the same. The economic situation just accelerates what was inevitable: That these high cost epics fail to make enough money compared to their investment. I've read an analysis that this would happen and that was written before the crisis was even started.

    The blame lies not with the economic situation, it lies with the companies themselves who throw gigantic amounts of cash at single games and then suffer when even one of them fails to live up to expectations. The economic situation is just a convenient excuse to make it look like this wasn't the fault of the people in charge.

    • The current economic situation benefits developers who go for a lower budget since that way profit is easier to make.

      At one end of "low budget", how does an indie developer working on his first title come up with $12,000 for a year's lease on office space, $4,000 for your region's objectionability rating, and other things that the console makers demand of all developers (source: warioworld.com)?

      • by cliffski ( 65094 )

        I think the answer is obvious.
        You develop games for the PC. There are no retarded acceptance boards at nintendo who can refuse me permission to make a PC game because I have a home office, and I can make the game I want, regardless of what publishers think.
        Consoles are a major hurdle for indie developers. They naturally belong on the PC platform.
        Plus nobody has to take a share of the sale price when you sell direct online to your customers.

        • by tepples ( 727027 )

          I think the answer is obvious.
          You develop games for the PC.

          So my customer has plugged four USB gamepads into a hub, and the hub into the front of the PC. But in an era when most of my target audience still have CRT SDTVs and few own scan converters. how does my customer fit four people (self, roommate, and two guests) around a PC monitor?

  • There's an untapped market for ya. World of Goo and the Penny Arcade games seem to have sold fairly well on the platform. 2DBoy says almost 5% of games sold through their website were Linux versions after just 2 days. I buy these "small Indie games" because they respect my platform.
    • But didn't the publisher of World of Goo just file Chapter 11? :(

      • by KDR_11k ( 778916 )

        The publisher for the US retail version did, neither the developer nor the EU publisher (who also financed the development to some degree) went chapter 11.

        • by argent ( 18001 )

          Oh, good to hear. None of the stories I read included that detail, I guess it would have spoiled the drama.

  • A huge catastrophe caused the huge creatures to die, and this helped the small ones flourish.

    Just a thought.

    • Re: (Score:1, Funny)

      by Anonymous Coward

      I'm prayin for it...

If you didn't have to work so hard, you'd have more time to be depressed.

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