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Can Independent Game Developers Survive?

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?

196 comments

  1. Surely it depends if the game is playable by happyhippy · · Score: 4, Insightful

    and not by how big you are.

    1. Re:Surely it depends if the game is playable by Drakula · · Score: 3, Insightful

      It helps to be big. If you don't have the cash for marketing it can be very tough to get your game out there. That is the whole reason game developers connect with publishers in the first place, the money for ads.

      --
      "It's comin' back around again..." -RATM
    2. Re:Surely it depends if the game is playable by Mac+Degger · · Score: 1

      It's just that when you're a big company, you can afford to hire all those expensive artists to make the game look good, or hire that extra programmer to fix collision detection or add in some other gameplay feature. Or what about compatibility testing? That takes time and money the smaller players will have difficulty with.

      --
      -- Waht? Tehr's a preveiw buottn?
    3. Re:Surely it depends if the game is playable by iannn · · Score: 2, Interesting

      iD software only has 17 employees, and only 2 work on the engine. that's almost small enough to be "independent", and look at them.

    4. Re:Surely it depends if the game is playable by Anonymous Coward · · Score: 1, Interesting

      That's why Linux is beating Windows, right? What a silly, naive thought process. I could easily list off a dozen great games you have never heard of. Marketing sells, and small time game makers can't afford to market their product, or get it stocked in stores.

    5. Re:Surely it depends if the game is playable by canadian_right · · Score: 4, Insightful
      It is very expensive to make a modern game with great art, huge levels, original music, etc...

      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.

      --
      Anarchists never rule
    6. Re:Surely it depends if the game is playable by Archie+Steel · · Score: 3, Informative

      True, but they had early successes that made them a ton of money. Back in the days of Wolfenstein 3D and Commander Keen, competition wasn't as brutal as it is today.

      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.

      --

      Reminder: find a new sig
    7. Re:Surely it depends if the game is playable by Shaheen · · Score: 1

      You should remember that id's titles are published by Activision, which does have the dollars to market their top titles. So, id isn't really all that independent after all. Independent game developers are those that basically only have the resources required to make the game, not promote, distribute, market it in any way.

      --
      You should never take life too seriously - You'll never get out of it alive.
    8. Re:Surely it depends if the game is playable by Anonymous Coward · · Score: 0

      ..and how big your advertising budge is

  2. As Triple H says by Anonymous Coward · · Score: 0

    It's all about the game, and how you play it.
    It's all about control, and if you can take it.
    It's about your debts, and if you can pay it.
    It's all about pain, and who's gonna make it.

  3. Yes. by Anonymous Coward · · Score: 3, Interesting

    By outsourcing animation, sound and music, and concentrating on programming. That's what Bungie did (didn't save them from themselves though). There's just too much to do in a modern game for a small startup to cope with, unless they're really smart like Relic software and manage to make something which has high quality graphics/sound without much effort.

    1. Re:Yes. by Stonehand · · Score: 1

      Some factors that count against them --

      - 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...

      --
      Only the dead have seen the end of war.
  4. Gajers play what is good by SpikeSpegiel · · Score: 1

    I defenetly think that this game can make it and compete. Snood survived with little or no advertizing and beceame a phenomonon. I defenetly think that this game can beat the big guys if it is unique and different from all the other drek that is handed out by the big developers.

    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

  5. Virgin markets by niker · · Score: 5, Interesting

    > Can a small start up group compete with the big name publishers for the Multi-Player money?

    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.truedimensions .net

    TD is under construction :\

    --
    Moderators: Don't agree? pray tell why.
    1. Re:Virgin markets by Anonymous Coward · · Score: 0

      >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.

      Cut the crap. Publishers... like who ? Which publisher is specifically interested in portuguese or brazilian focused titles ? Can you point examples of projects made by amateurs which achieved any success in these countries ? Can you demonstrate any signal of movement ?

      The only thing I know in terms of production quality games developed recently in Brazil or Portugal is the RTS game Outlive (http://www.talonsoft.com/outlive/). I haven't played it, but read some reviews and there is nothing earthshaking in there. And as far as I know, they did not sell much / make mega bucks.

      Oh, yes, almost forgot. There is a game in Brazil called "Show do Milhão", which lets you play a well known TV-game very similar to what is known as "Jeopardy" in the US. It sold *a lot* of copies to less sophisticated computer users (I think it is a type of local "Deer Hunter" -- the WalMart phenomenon). E.g. It and other Brazilian TV shows inspired games at http://www.ciadosoftware.com.br/busca.asp?departam ento=1&categoria=10&subcategoria=17.
      But really, this type of thing is not real games, they are just license-milking schemes and marketing push exploration.

      But back to my point, except for advertising your URL (which points to "under construction page"), with a post that somehow managed to get a "4" rating, what the heck are you saying ???

  6. Remember Richard Garriot? by Sonny+Yatsen · · Score: 5, Insightful

    Remember Richard Garriot AKA Lord British? He used to sell his Akalabeth game with a plastic baggie and Xeroxed manuals. If the game is good enough, someone will buy it, no matter how bad the presentation.

    --
    My postings are informational and does not constitute legal advice. Act on it at your risk.
    1. Re:Remember Richard Garriot? by Anonymous Coward · · Score: 0

      Then explain TV.

    2. Re:Remember Richard Garriot? by Sonny+Yatsen · · Score: 1

      Remember Star Trek and its cheesy effects?

      --
      My postings are informational and does not constitute legal advice. Act on it at your risk.
    3. Re:Remember Richard Garriot? by SparafucileMan · · Score: 0

      That's because in 1980 there were barely any computer games, and the people playing them were used to ignoring some of the "gliches" that sometimes came with them. Now people want a game that works out of the box, and go ahead, just try to sell a game packaged in a zip lock bag at Best Buy. It won't happen because the standards bar has risen quite a bit. Now, if it was spread around the internet for free before someone tried to sell it with a crappy manual, then sure, maybe that might work. But that's different and involves alot of luck too.

    4. Re:Remember Richard Garriot? by Anonymous Coward · · Score: 0

      Why do people keep modding this shit up? It's not insightful, it's naive and ignorant of how the business (or any business, really) works.

      From now on I'm going to post "Tomorrow! Tomorrow! The sun will come out tomorrow!" in every thread, and watch as I get +5, insightful.

    5. Re:Remember Richard Garriot? by bobetov · · Score: 1

      Um. How much competition would, say, an "The Great Train Robbery" give, say, "Titanic"?

      That would be none.

      Once people begin to expect a certain level of realism and polish in their products, only games limited in scope enough to allow such polish can make it. Puzzle games. Board-game ports. Things of this nature.

      No indie will crank out something along the lines of Diablo or Baldur's Gate in anything less than 100 years of garage work.

      --
      Looking for a Rails developer in Chapel Hill?
    6. Re:Remember Richard Garriot? by Anonymous Coward · · Score: 0

      " Um. How much competition would, say, an "The Great Train Robbery" give, say, "Titanic"?

      That would be none."

      Blair Witch Project?

    7. Re:Remember Richard Garriot? by Anonymous Coward · · Score: 0

      "No Civil War picture ever made a nickel." ..then Gone with the Wind won eight Academy Awards.

      Oops.

    8. Re:Remember Richard Garriot? by AHumbleOpinion · · Score: 1

      Remember the times? My recollection from Apple II+ //e days is that a baggie, a sheet or two of paper, and a 5.25" floppy with paper sleeve was common. "Successful" game companies literally were run out of garages. Then around '83 or so there was so much cash from outside investors, similar to recent "internet" investing frenzy, it started to become necessary to have full color boxes and full page full color ads. If you didn't do so, distributors and stores wouldn't touch you regardless of the quality of the game. And of course with all the expensive boxes and ads computer games stopped making the profits they used to. Few companies survived the times and those that did were not necessarily the best game designers and developers.

    9. Re:Remember Richard Garriot? by AHumbleOpinion · · Score: 1

      Why do people keep modding this shit up? It's not insightful, it's naive and ignorant of how the business (or any business, really) works.

      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.

  7. Introversion is a good example... by Anonymous Coward · · Score: 5, Informative

    Introversion ended up quite successful with their simple hacking sim "Uplink".

    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.

    -----

    1. Re:Introversion is a good example... by Anonymous Coward · · Score: 0

      Obviously you mean "runs" in a hypothetical sense. This game is compatible with nothing and you are lucky to get past the title screen.

    2. Re:Introversion is a good example... by A+Big+Gnu+Thrush · · Score: 1

      you are lucky to get past the title screen.
      Stop spreading lies. I got all the way to the login screen before it locked my computer.
      Actually doesn't look like a bad game. Windows users might fare better, though.

    3. Re:Introversion is a good example... by ProfMoriarty · · Score: 1
      Obviously you mean "runs" in a hypothetical sense. This game is compatible with nothing and you are lucky to get past the title screen.

      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.

      --
      Karma? Karma? I don't need no stinkin' karma.
    4. Re:Introversion is a good example... by Anonymous Coward · · Score: 0

      This is the problem with indie games ... little/no marketing.

      Don't look now, but the marketing just worked, and it didn't cost a cent.

    5. Re:Introversion is a good example... by Anonymous Coward · · Score: 0
      This is the problem with indie games ... little/no marketing.

      Don't look now, but the marketing just worked, and it didn't cost a cent.

      Tell that to the guy who has to pay Slashdot's power bill every month.

  8. Some tools... by Anonymous Coward · · Score: 0
  9. Ever hear of Marketing? by Anonymous Coward · · Score: 5, Interesting

    As somebody who's been in the industry for 9+ years, I'm going to tell you that you'd better have something so out of the water good (like, Doom, for instance) or noone is going to bother without the massive flood of marketing that the idio-trons have come to count on. I've seen GREAT games made by large companies flounder, due to not enough marketing. And conversely, I've seen sub-par drivel sell millions because of a marketing blitz.
    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.

    1. Re:Ever hear of Marketing? by KDan · · Score: 2, Interesting

      So maybe someone should start a central resource for independent games, where small developers can advertise their cool stuff, and then everyone concentrate on marketting that resource?

      Daniel

      --
      Carpe Diem
    2. Re:Ever hear of Marketing? by Rayonic · · Score: 2, Funny

      > Truly sad, but very true.

      But would they, could they in a house?
      Would they, could they with a mouse?

      Okay... I've got nothing. Taking off karma bonus.

    3. Re:Ever hear of Marketing? by MrDolby · · Score: 1

      They already have??

      http://www.garagegames.com/

    4. Re:Ever hear of Marketing? by Drawkcab · · Score: 1

      Doesn't help. Real marketing costs money. The best a free independent organization could manage would be a website. Well, there are thousands of websites out there dedicated to games, some of them discuss good freeware or shareware or open source or independent games. However, nothing is going to make tens of millions of consumers visit any of these web sites to inform their purchases. They already exist, but they are a drop in the bucket compared to corporate advertising. Shelf space in major retail chains is also critical for commercial success for nearly all games, and that isn't easy for independent developers to negotiate.

    5. Re:Ever hear of Marketing? by Mac+Degger · · Score: 1

      So what about the gaming websites like bluesnews, ign, gamespot/spy? Or does the term "payola" extend from the music industry to the gaming industry?

      --
      -- Waht? Tehr's a preveiw buottn?
    6. Re:Ever hear of Marketing? by Viking+Coder · · Score: 2, Interesting

      I really wonder what the distribution curve is like for how many games someone buys in a year. In other words, what percentage of the game industry revenue comes from someone who buys 1 game a year versus someone who buys 10+ games a year.

      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...

      --
      Education is the silver bullet.
    7. Re:Ever hear of Marketing? by neotokyo · · Score: 1

      So maybe someone should start a central resource for independent games, where small developers can advertise their cool stuff, and then everyone concentrate on marketting that resource?


      http://www.gamasutra.org/

      http://www.indiegames.com/

      http://www.garagegames.com/

      http://www.igda.org/
    8. Re:Ever hear of Marketing? by Cannelbrae · · Score: 1

      Most of them are clean, but that doesn't mean that you automaticly can develope any sort of following through them. The readers there are looking for information on particular games, and generally aren't looking for new things.

      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.

    9. Re:Ever hear of Marketing? by Anonymous Coward · · Score: 0

      the average person just does not have the gumption to go out and LOOK for whatever it is that they really want.

      Bullshit. Google does 150 million searches a day.

    10. Re:Ever hear of Marketing? by bafu · · Score: 1

      Thanks for the links (though gamasutra didn't resolve for me)... I'll try to keep checking them over time. Looking them over, though, I don't think any of them meets the criteria of the resource the earlier poster was talking about.

    11. Re:Ever hear of Marketing? by Sj0 · · Score: 1

      You're a fool if you believe that marketing changes anything in the long run. What about reviews? What about word-of-mouth? I think you'll find far more people rely on these things than some ad they saw to enforce their decisions, and in a market like this, a game can be a hit before the marketing dept. has time to throw out some ads. Take Battlefield 1942. From what I've seen, it's gained huge popularity soley by word-of-mouth.

      --
      It's been a long time.
    12. Re:Ever hear of Marketing? by Anonymous Coward · · Score: 0

      to extraterrestrial beings reading this :

      please eliminate freely 90% of the earth's
      population now .

      please.

    13. Re:Ever hear of Marketing? by Drawkcab · · Score: 1

      It was published by EA. Enough said. There is more to marketing than full page ads. Why did the reviewers look at the game, and why did retailers sell it? The EA machine.

    14. Re:Ever hear of Marketing? by Drawkcab · · Score: 1

      More to the point, why do horrible games which generate no good word of mouth sell while good independent games that are anything less than incredible don't make any money? The difference is big publishers pushing them. I'm not saying that the entertainment industry, whether in video games, books, movies, or music, is a good thing for the consumer, but it is undeniably a major part of the market as it exists today.

  10. We don't want a RIAA for games by Anonymous Coward · · Score: 3, Interesting

    I hope the gaming community keeps independance from the bigger gaming companies.

    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.

  11. My Experiences by NeoMoose · · Score: 5, Interesting

    I was part of an independant game studio for awhile, but funds ran out and we were done before we ever released our first project. It really is EXTREMELY rough for those of us indie companies to get by. Especially with the fierce competition that has spouted up over the last years.

    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.

  12. I don't know about the web market by SHEENmaster · · Score: 4, Insightful

    but the OS X market is virgin enough for the picking.

    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.

    --
    You can't judge a book by the way it wears its hair.
    1. Re:I don't know about the web market by keymygrip · · Score: 1

      I know of what you speak. My friends and I made a game and we did it for the mac. Our thinking is that the mac was a starved market so we sould get some notice. There are a couple of things to watch out for when you are a small group like us.

      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.

      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 for an engine but the learning curve is getting me. I hope this project does not drag out too far because of that.

    2. Re:I don't know about the web market by MalleusEBHC · · Score: 2, Informative

      I would hardly call the OS X market virgin anymore. If you look at the games most played on GameRanger (by far the biggest online gaming service for Macs), all of them besides Rogue Spear have OS X native versions. While there aren't as many games from big publishers on OS X, there is still a very hefty number. The games on that list are all ports of games made by big companies. Very few small companies have been able to put out fun, exciting, original titles. One notable exception is Ambrosia who puts out, among other things, the classic Escape Velocity series. Other Mac games from small, independent developers that I can think of that gained moderate notoriety are Airburst and Netfungus.

      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.

  13. llamasoft has something up and coming. by gl4ss · · Score: 3, Informative

    www.llamasof.co.uk.

    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...

    --
    world was created 5 seconds before this post as it is.
  14. Lower Overhead Can Help by Bushipunk · · Score: 4, Insightful

    In some respects, indie developers can have a better chance as startups, since in theory their overhead is lower. The games industry is a lot like the movie industry, in that the big budget titles, even if they're very popular, can often end up not making a lot of money.

    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

    1. Re:Lower Overhead Can Help by ez76 · · Score: 1
      In some respects, indie developers can have a better chance as startups, since in theory their overhead is lower. The games industry is a lot like the movie industry, in that the big budget titles, even if they're very popular, can often end up not making a lot of money.
      Often times, big budget titles that don't make a lot of money domestically when they're first released, more than make up for this in overseas sales as well as the rental/sell-through market (VHS/DVD).

      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 for "second-run" games.
    2. Re:Lower Overhead Can Help by valley+dragon · · Score: 1

      True, but there is still overhead. If you have 2 developers and a content person and you want to pay them for a year you are looking at 150k minimum.

      While small in the grand scheme of things, that means that when you release your first title at the end of that year you need to make twice that in the first year just to break even.

      300k. If you sell something cool on your website and make $20 on each copy you simply need to sell 15,000 copies. That is 40 or more orders a day for a year. Exactly. It isn't simple. It is hard.

      It'd be far easier if the game were on the store shelves. And being on the shelves is harder and/or costs a very large amount of money. We had a game which got great reviews in 1997 and 1998 (Gridz) and it sold well. Even with 4 and 5 star reviews we could not get shelf space.

      We are happy with how well Gridz (www.gridz.com) has done over the years (and it is still selling), but if it had gotten shelf space we think we'd have sold 10 times as many copies.

      I suppose it would have sold more if there was a windows version, but then I'd have to write windows code...and that doesn't sound fun. And fun is why I do this.

      --
      Howard Shere Altair to OS X so far
  15. depends on finding a good niche by psyklopz · · Score: 2, Interesting

    Independant games are flourishing. (look at http://rpgtoolkit.com)

    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?

  16. Independent Game Developent is Tough by ImperfectTommy · · Score: 5, Insightful

    The problem for independent game developers comes down to this: game creation is a massively labor intensive process, requiring more cash than most can acquire. Worse, many game developers are young and inexperienced making schedules and budgets neigh-impossible to control. When small start-ups begin to hiccup on the development, the end usually isn't far off.

    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.

  17. Re:Jesus Saves! by il_diablo · · Score: 0, Offtopic

    He passes to Moses! Moses shoots! He scores!

    --
    Quidquid latine dictum sit, altum sonatur.
  18. Isn't ID independant? by Anonymous Coward · · Score: 1, Interesting

    I haven't been following it lately, but last time I looked they had 20 employees.

    They seem to be doing alright.

  19. Snood doesn't count by yerricde · · 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.

    --
    Will I retire or break 10K?
  20. Truly wonderful URL by Anonymous Coward · · Score: 0

    .....only has the text "THIS WEB SITE IS CURRENTLY UNDER CONSTRUCTION".

    Looks pretty cool to me - he's certainly got a blank sheet of paper to start with :P

    1. Re:Truly wonderful URL by gl4ss · · Score: 1

      uh? it surely has text, info, links and images, at least when viewed with phoenix, and the page is pretty basic so it should work with anything.

      --
      world was created 5 seconds before this post as it is.
    2. Re:Truly wonderful URL by fidget42 · · Score: 1

      The URL links to a page that shows this:


      THIS WEB SITE IS CURRENTLY UNDER CONSTRUCTION


      Truely wonderful.

      --
      The dogcow says "Moof!"
    3. Re:Truly wonderful URL by Anonymous Coward · · Score: 0

      That's odd, I visited that page a few days ago. It was fine. They must be experiencing technical difficulties.

    4. Re:Truly wonderful URL by gl4ss · · Score: 1

      uh, i guess he is restructuring the webpage..

      anyways here is the google cache of what was there .. here.

      --
      world was created 5 seconds before this post as it is.
  21. dupe! by Anonymous Coward · · Score: 0

    This story is a dupe

  22. Handheld? by yerricde · · 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?

    --
    Will I retire or break 10K?
  23. It's all about the SOFTWARE ! by Taco+Cowboy · · Score: 2, 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 ... methinks its time for some new ways to entice players to get involve in REAL gameplay.

    And perhaps this time, it'd be the indies who'd come up with it.

    --
    Muchas Gracias, Señor Edward Snowden !
    1. Re:It's all about the SOFTWARE ! by Anonymous Coward · · Score: 0

      First, cut your crazy caps shit. Second, "software" isn't the right terminology. Movies, books, and music are not software. Maybe you should've gone with "IP".

      Anyway, if you had ever been in an actual game store rather than stealing all your games off of Usenet, you'd realize there's plenty of diversity, and plenty of imaginative games. Also, just because you don't like games involving shooting (which can span many genres, btw) or racing games, doesn't mean they aren't "REAL OMG WTF LOL" gameplay.

  24. People forgot the biggies... by obsidianpreacher · · Score: 5, Insightful

    I'm surprised that no one here has mentioned some biggy indie developments. Granted, they are not necessarily full-fledged games within and of themselves, but the modding community does have the ability to crank out some great games, including the ability to make and/or break a game.

    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 ... that's just the way our current (crappy) system is set up.

    For a more corporate aspect, I would recommend taking a look at GoD Games, 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.

    --
    topreacher@signature.slashdot.org 1% rm -rf sig
    1. Re:People forgot the biggies... by Anonymous Coward · · Score: 1, Informative

      Minor nitpick- the primary developer of Counter-Strike was a member of the Action Quake team. Creative differences led to them parting ways with the Action Quake/Half-life team and creating CS.

    2. Re:People forgot the biggies... by Junks+Jerzey · · Score: 1

      I'm surprised that no one here has mentioned some biggy indie developments.

      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.

  25. sims by Anonymous Coward · · Score: 0

    look at how successful the Sims became. They had NO advertising at first. All you need is a great game, good reviews, and word of mouth.

    1. Re:sims by ImperfectTommy · · Score: 1

      This is true if you don't count full page advertisements in major game magazines and lots of media attention as "NO advertising."

  26. Easy to do. by Anonymous Coward · · Score: 0

    Make a game that doesn't suck.

    Compare all the computer games in history. Compare them to the original half-life.

    99.99 percent of all computer games have sucked, regardless of who made them. They suck!

  27. Planetarion has been through the wringer already by Andy_R · · Score: 1

    An on-line mmporg called Planetarion set up by a 5-person company called 5th Season in Norway has gone throught this cylcle already.

    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.

    --
    A pizza of radius z and thickness a has a volume of pi z z a
  28. Check your facts by Anonymous Coward · · Score: 1, Insightful

    Note the year. Yes, it's 2003. Games have become a lot more complex than they were in 1980. In 2003 game production is an extremely costly process, not unlike movie production. You need a whole team of programmers and artists, not to mention sales, marketing, distribution, and who knows what else. To say that an independent developer can compete on this level is simply insane.

    1. Re:Check your facts by Anonymous Coward · · Score: 0

      You sure bought the big publisher's pitch, didn't you?

  29. Can't afford marketing? Partner by xant · · Score: 1

    I mean, really, what's so damn hard about producing a nice box and manual? The cost of entry to writing documentation is zero, after all, and the cost of printing it is, while certainly greater than the cost of writing the CD, not high on a per-unit basis.

    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.

    --
    It's rare that you're presented with a knob whose only two positions are Make History and Flee Your Glorious Destiny.
    1. Re:Can't afford marketing? Partner by RasputinAXP · · Score: 1

      There's a game that tried this. It's called Jumpgate. They partnered with 3DO. 3DO screwed them by putting nearly 0 marketing into it and assuming all rights to the game.

      Then Netdevil bought the game back from 3DO and are running it themselves, quite profitablby I might add.

    2. Re:Can't afford marketing? Partner by Mac+Degger · · Score: 2, Interesting

      Ok...so how are you going to get thos boxes on store shelves? There's a whole logistical process behind that, as well as a sales pitch/network to figure out. That's a whole lot of time and effort, on top of the schedule you have to keep to just to make the game. It's just not that simple.

      --
      -- Waht? Tehr's a preveiw buottn?
  30. Of course - many of us are. by Midnight+Ryder · · 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 puzzle games *. 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 some sample screen shots), 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 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 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. 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 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 :-)

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

    1. Re:Of course - many of us are. by applejacks · · Score: 1

      Here's a question for you.

      A company comes to you to buy your game. How much do you charge them?

      Idea pop'd in my head the other day and I was wondering if you just haul off and say, "give me a years salary of 100,000$."

    2. Re:Of course - many of us are. by Anonymous Coward · · Score: 0

      Your screenshots for Boulder panic don't download correctly (appending a ".jpg" worked for me).

    3. Re:Of course - many of us are. by Midnight+Ryder · · Score: 1

      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.

      --

      Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  31. Attracting the best of the best by Anonymous Coward · · Score: 0, Troll

    It remains a key feature of IT that the skills involved allow entry to such a wide range of differing industries that there's practically no reason for someone to feel they're at a dead end. The video game industry, is in many ways, a case in point: although not wonderful - the salaries are generally so bad it makes analyst programming look positively well paid - it's a great entry point for any programmer with imagination who wants to use programming skills that are normally cut off at other levels. Database management is well known, dynamic web page building is understood and there are limits to what you can do: but video game development is different - algorithms are always being bettered, and the very good can end up pushing video game development into another sphere, creating types of application previously unenvisagable.
    It's ironic that this happens and yet it's considered a poor-man's profession. Programmers in this field are generally poorly treated, with poor contracts, little chance of advancement, and little cross-skillification that would allow a programmer to move into a more respected arena. This is, in part, because it's an entertainment area, and in part because for every superskilled programmer who is able to push the arena into a new paradigm, there must be a hundred who can barely put together a bunch of assembler instructions to copy memory from one place to another without it taking five times as long as it ought to, and containing bugs.

    This quagmire of the more innovative area of programming being hampered by a low perception of the people involved and the skills they bring to the table will not disappear by itself. Unless people are prepared to actually act, not just talk about it on Slashdot, nothing will ever get done. Apathy is not an option.

    You can help by getting off your rear and writing to your congressman or senator. Tell them you value programmers who have the imagination and skills to create entirely new technologies for the manipulation of complex graphics, and who have the cut needed to understand the essentials of good game play. Tell them that you appreciate the work being done to create wonderful new games but that if good programmers are put off by poor working conditions and salaries, you will be forced to use less and less secure and intelligently designed alternatives. Let them know that SMP may make or break whether you can efficiently deploy OpenBSD on your workstations and servers. Explain the concerns you have about freedom, openness, and choice, and how poor working conditions detering the best of the best harms all three. Let them know that this is an issue that effects YOU directly, that YOU vote, and that your vote will be influenced, indeed dependent, on their policies on elite computer game programmers.

    You CAN make a difference. Don't treat voting as a right, treat it as a duty. Keep informed, keep your political representatives informed on how you feel. And, most importantly of all, vote.

    1. Re:Attracting the best of the best by Anonymous Coward · · Score: 0

      Shut the f#$ck up.

  32. Clan Lord by rackniraz · · Score: 2, Interesting

    This game by Delta Tao got it's start in 1997 as an MMORPG and has been going strong ever since. It's catering to more of a niche and underrated market of course, the Macintosh platform, but they were able to create a highly addictive, playable game that was able to establish a real sense of community. It's something larger companies like Blizzard and Sony aren't capable of due to the fact that they can't possibly listen to all of their customers and customize the game to suit the individual's taste.

    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.

  33. Indies don't have to compete with the Big Boys by Dave_21-6 · · Score: 5, Interesting
    The fact is that most (and I mean 99.9999%) of indie game studios will never have the money or muscle to compete with the big published games. So why try? Why not take a different approach? Why not simply try to produce a few smaller titles and incrementally build up enough of a revenue stream that you can pay your bills? Sell them ESD, but always be on the lookout for partners that will (a) allow you to keep your IP and (b) can get you in front of an increasingly-larger audience (like OEM deals, bargain box retail opportunities, and magazine cover disks).

    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 and GameHouse are inspiring, and give one roadmap to being self-sufficient. Another good example is Small Rockets.

    In our case we are working very closely with GarageGames 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 and our title Orbz (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.

    1. Re:Indies don't have to compete with the Big Boys by startled · · Score: 1

      Go Orbz! Go Garage Games! :)

      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!)

  34. Yes. by windi · · Score: 1

    Yes. If the game the small company offers is good, why shouldn't they be able to compete.

    Most big companies aren't evil and *gasp* even allow competition.

  35. The bad thing about Imperial Wars by The+Creator · · Score: 1

    I did a:

    wget -rl5 http://www.imperialwars.com/
    grep -l "inux" `find` 2> /dev/null
    grep -l "INUX" `find` 2> /dev/null

    And not a word! :(

    --

    FRA: STFU GTFO
    1. Re:The bad thing about Imperial Wars by sakaruk · · Score: 1

      From reading the forums, it seems that the client is written in Visual Basic, of all things, so it looks like multiplatform support will be a long time coming.

    2. Re:The bad thing about Imperial Wars by Anonymous Coward · · Score: 0

      Fear not, we plan to work on multiplatform support after we launch the game. 90% of this game is database so writing a linux and mac client will not be as big of a project as you fear.

      -Scott

      Scott Miller
      Marketing and Community Manager
      Imperial Wars
      http://www.imperialwars.com

  36. Slashdot -- And I survived! by Zanthor · · Score: 4, Interesting

    I'm happy! I'm happy! I'm happy! I'm happy!

    My site's on /. and still functioning!

    Crazy!

    --

    Zanthor

    1. Re:Slashdot -- And I survived! by Jouni · · Score: 1

      Glutton for punishment, eh? Do not underestimate the power of Slash-DoS!

      Hit the links harder, boys! ;-)

      Jouni

      --
      Jouni Mannonen | Game Designer, Consultant
    2. Re:Slashdot -- And I survived! by Anonymous Coward · · Score: 0

      Looks like the Imperial Wars servers have survived as well. YAY!

      -Scott

      Scott Miller
      Marketing and Community Manager
      Imperial Wars
      http://www.imperialwars.com

    3. Re:Slashdot -- And I survived! by Calren · · Score: 1

      The only reason the server are still up is because my contract with Zanth states that I have to use all of my mana for server buffs.

      By the way, someone please cast a clarity on me :-p

      --
      I've finally got a fan! Now what do I feed him?
  37. Indie Games by ryno · · Score: 4, Informative

    I have been working for four years at an indie development shop (~5 employees). We make war games (www.ezgame.com). About half-way through the development of our first game, we found out that a big publisher was making a game with the same setting and general approach to gameplay as ours. We did finish our game (and eventually got published), but it was very difficult to compete. It is important that your game has features that are different than those found in mainstream games. If two companies are trying to implement a game with the same set of features the bigger budget is much more likely to win out.

    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

  38. Re:IN SOVIET RUSSIA by Anonymous Coward · · Score: 0

    Jesus saved Soviet Russia! It is no more. It's true!

  39. Cool in 1970 == cheesy in 2003 by yerricde · · 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.

    --
    Will I retire or break 10K?
    1. Re:Cool in 1970 == cheesy in 2003 by Monkelectric · · Score: 1

      and yet they dont demand the good writing, character development, drama, and sense-making plots which would make star trek watchable again. Thats the real market-space for independant games / music / movies, using the medium for storytelling like it was meant to.

      --

      Religion is a gateway psychosis. -- Dave Foley

    2. Re:Cool in 1970 == cheesy in 2003 by miu · · Score: 1
      Good writing, character development, drama, and plot are at least as difficult as the the technical and aesthetic problems.

      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.

      --

      [Set Cain on fire and steal his lute.]
  40. Re:Ever hear of Sonny Bono? by yerricde · · 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.

    --
    Will I retire or break 10K?
  41. Encourage the Anonymous Coward by droleary · · Score: 4, Interesting

    One problem with online games (a lot of online things these days) is that they usually demand and involved registration process before you can do anything worthwhile. I honestly don't have the inclination to register like that for every game that comes out just to find out it sucks (or, less likely, doesn't suck). Snowcrash had generic avatars, and Slashdot has ACs. Regardless of how much you favor or disfavor the idea, I know I wouldn't have spent much time on Slashdot at all if I didn't initially have a voice as an AC.

  42. Big companies = marketing/sales people by Anonymous Coward · · Score: 0

    The need for bloated companies hasn't necessarily been to make the games, with a small to medium team of programers/artists you can make a great game. But historically you've needed marketing and distribution people to get your product known and on shelves.
    Small companies may not have the money to get their product on shelves, but nowadays you dont have to. The internet provides an inexpensive means of marketing and means of product distribution. Even Sony Entertainment is going to an internet based distribution system with their new expansion for EQ.

  43. Activision by yerricde · · Score: 1

    What about Activision, who publishes id Software's games? Between EA and Microsoft, which company do you predict will swallow Activision?

    --
    Will I retire or break 10K?
    1. Re:Activision by ImperfectTommy · · Score: 1

      Both EA and Microsoft like to acquire independent developers like Westwood and Digital Anvil, not other publishers. This is because publishers need great content and shelf space to sell great content. If a competing publisher goes out of business, neither EA nor Micrsoft minds -- it's less competition for shelf space they want to own. Sometimes, after a publisher sinks, another publisher may swoop in to purchase rights to old games for a song. There's no compelling reason for one publisher to buy another. You'd buy a great game regardless what publisher's name is on the box. Video gamers are loyal to great games, not publishers.

      That said, Activision is doing okay. They aren't going away anytime soon.

  44. The problem is not developers or publishers... by rcs1000 · · Score: 4, Interesting

    ...but the way that the entire video game industry works right now.

    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

    --
    --- My dad's political betting
    1. Re:The problem is not developers or publishers... by canadian_right · · Score: 1

      And you can't actually flog an "idea". Unless you want to work on exactly what the big guys want you to work on it is very tough to get a publisher to pick you up.

      --
      Anarchists never rule
    2. Re:The problem is not developers or publishers... by Anonymous Coward · · Score: 1, Interesting


      I like everything you said here, but you made a wrong assumption in the last part. I am lucky enough to develop games for an indie. It plans to launch 4 games out by december next year, to please shareholders, and oh yeah nevermind the quality.

      I am not going to disclose who or what here.

      My point is that the games have to be out by december. That means september. Why you might ask? Well it's very simple. If a publisher sells in december, regardless of the quality of the release, he's rich, by contrast if he releases in April or any other month of the year, regardless of the quality, he'll be broke. The problem is that everybody wants to buy gamesin december, even parents and grandparents, and that game-(p)reviews are usually over-hyped or rushed into magazines around that time. So whatever you do as a small Independent, you will release in december.

    3. Re:The problem is not developers or publishers... by 17028 · · Score: 1

      I agree with your goals, but you have to realize that a publisher is going to want to give you the exact same bad deal even if you've managed to finance the development without them.

      You also have to realize that most published games don't sell very well. Publishers manage by turning out a large number of games a year, and counting on a few of them to be hits. A third party funding the development would also need to fund a large number of projects, and make sure they get enough of the revenues to cover the flops (or make sure sure they only pick winners?).

  45. compete with the big names? no. by fatgraham · · Score: 1

    The short answer is No. These days, money is everything.

    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...

  46. Only if... by Anonymous Coward · · Score: 0

    The games are decent. No other way possible, can you say Snood? Sure you can.

  47. yeah, but... by BurKaZoiD · · Score: 1

    ...id's got John-to-the-C...and he's a pretty smart mother f*cker. He's a programmer who actually knows what he's doing, where there's a lot of no-counts out there who THINK they know how to program. Newbies keep cranking out code that has already been written by someone else, and as Bjarne Stroustrup always says, don't re-invent the f*cking wheel.

    1. Re:yeah, but... by Anonymous Coward · · Score: 0

      In other words iD is to computer games as Troma is to movies.

      See, Troma saves money on the movie they make themselves buy re-using stuff. Such as the car crash scene. They have a really fucking good scene of a car hitting another car, launching into the air, spinning over, then landing and blowing up. This has been used in at least 3 movies since they filmed it originally. Even if the car that is supposed to be flipping over and crashing and blowing up looks significantly different from the car in the piece of film they re-use, they'll still use it. Why? Well, it looks good, it's cheaper than filming it again, and hell, no one cares what the car looks like, as long as it blows up.

      Plus they have a severed leg, which has brown sweatpants and a lumberjack boot, that has appeared in "over 50 movies, tv shows, movie posters, and teanage masturbatory fantasies". No one's gonna notice if the person getting the leg ripped of is wearing jeans, kahki's, tap shoes, a skirt, high heels or whatnot, just thtat the leg is getting ripped off.

      The lesson: If re-using something is going to save you money, and you have no real need to re-do it, then bah god, just re-use it, and save your damn money and time.

  48. Starsphere by Idimmu+Xul · · Score: 1

    Starsphere 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!

    --
    The problem with slashdot is that most of its users were bullied and stuffed into lockers as kids!
  49. Yes, they can survive. And Flourish. by Cognitive+Dissident · · Score: 2, Interesting

    A good place to see dozens of independent game publishers succeeding is www.shrapnelgames.com where you can find good stuff like Runesword (a sharware RPG now gone commercial) and Space Empires (a shareware 4X game also gone commercial). Both are products of small 1 or 2 person developers and both are making a profit. The author of Space Empires has quit his 'day job' and gone to full time work on his game. There are thriving communites for both games on the message boards, as well. These are only the two most successful of Shrapnel Games titles.

  50. Why is it that... by Shamashmuddamiq · · Score: 1
    the older, side scrolling or text-based games were so much more fun and playable than almost all of the "progressive" newer 3-D rendered games? I like a lot of the 3-D games, but in a way, I miss the old side-scroller games. For instance, I have yet to find a 3-D first-person game where the difficulty of the game wasn't tied directly to the fact that I'm plopped into a 3-D world without stereoscopic or peripheral vision, thus making the "hard parts" simply the inability to perceive and then control the situation. (In real life, it doesn't take 5 seconds to look to the side or turn around.)

    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.

    --
    ...just my 2 gil.
  51. Rollercoaster Tycoon by BlindSpot · · Score: 1

    I'm surprised nobody's mentioned Chris Sawyer, developer of Rollercoaster Tycoon, only one of the best-selling games of the last few years. (He also wrote Transport Tycoon, of course.)

    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.

  52. payola ^H^H^H bandwidth by wantedman · · Score: 1

    No, there really isn't a payola in gaming, BUT there is a flood of useless information, which is just as bad. Whenever a game is released by one of the BIG GUYS, the reveiw copies of the game come with pre-made reviews, descriptions, and a bazillion screenshots. Of course, websites like ign.com doesn't descriminate between good screenshots or bad, they POST'EM ALL. Jet Grind Radio screen shots, for the Defunct DreamCast.(2000)

    This is a simple way of pushing an independant game programmer out of the market. How can someone like IGN afford to have space for a game with one or two screen shots, when they HAVE to store every screenshot for the latest gaming blockbusters?

    Seemingly forever :)

  53. its not a question of survival by dextr0us · · Score: 1

    Survival is irrelivant. Independant games will always survive as long as there is some kid toying in his basement (looking to put gary winston out of buisness..... its a joke.... laugh) there will be independant games. Competing is another question. Games have become the equivilant of music. 85%-90% of game revenues are from so called 'hits.' Game companies are always looking for another hit, so they can't really experiment the way indy game developers can. Indy developers can nab themselves a hit, and then "sell out" to a bigger company to make more money. I see this happening. Instead of forming a garage band, many people will begin forming (or have formed) garage development houses.

    --
    "Martha Stewart can lick my Scrotum......do i have a scrotum?" -- Sharon Osbourne
  54. Re:Nerds hate vegetarians by Anonymous Coward · · Score: 0

    Drink their blood? Right, you need to get some facts straight and think before you post. Or at least have some common sense to realize that not everyone drinks pigs blood.

  55. It depends on your goals by Twister002 · · Score: 1

    If you just want to write small games for the bargain bin (e.g. "Desert Rats", "Rock Manager", "Bejewelled") I think you can survive. If you mean "Can indie game developers survive going head to head with Id and Epic?", probably not. It'd take a REALLY great game.

    But remember, at one point Id, Epic, and all of those companies started out as Indie game developers.

    --
    "For a successful technology, honesty must take precedence over public relations for nature cannot be fooled." -Feynman
  56. YES they can. The secret is FREE! by xintegerx · · Score: 2, Informative

    A lot of success for independents has come from focusing on a single product and releasing it for FREE. If it lasted, it would go PAY later.

    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.s html

  57. Re:Ever hear of Sonny Bono? by civilizedINTENSITY · · Score: 1
    Sorry if offtopic, but an interesting sig:
    "What do Eldred and Dred Scott have in common? More than you may think at first."
    Am not expecting a Libertarian to be elected president any time soon, though. Not even sure if such popular cultural (r)-evolutions can occur in today's political system.
  58. Re:More than meets the eye by Bullseye_blam · · Score: 2, Interesting

    Yes, it is 2003, and I agree that selling games in a plastic baggy would probably not work anymore, you're right. But the thing that you are incorrect about is that all games must be extremely costly to produce and sell; this is incorrect. Perhaps all of the games that you are thinking of, such as Halo, GTA 3, or Final Fantasy could only be done with massive teams and large amounts of people, but that does not exclude anyone from making smaller, less ambitious games that will still sell a few copies. Someone mentioned Bungie Software, who before joining Microsoft both developed and published its own games. One of their more successful titles, Myth: The Fallen Lords was produced by a total of seven or eight people on its team. It sold well in respect to Bungie's standards, which was only a few hundred thousand copies, and made them enough money to continue developing games. Many people at Bungie predicted (and accurately, I believe) that Halo would never have become the game that it was, nor would it have sold nearly as many copies, had Bungie continued outside Microsoft and released the game for PC's. It certainly would have been successful in _their_ eyes, but because it lacked the backing of a large publisher, could never have reached the magnitude of the best-selling games on the PC. So while I think it is possible to develop games independently, it takes lots of talent, knowledge of the markets and your product's niche, and a little luck to have a chance at being successful.

  59. Re:More than meets the eye by Bullseye_blam · · Score: 1

    Argh, there went my carriage returns. Let me repost that so it's readable...

    Yes, it is 2003, and I agree that selling games in a plastic baggy would probably not work anymore, you're right. But the thing that you are incorrect about is that all games must be extremely costly to produce and sell; this is incorrect. Perhaps all of the games that you are thinking of, such as Halo, GTA 3, or Final Fantasy could only be done with massive teams and large amounts of people, but that does not exclude anyone from making smaller, less ambitious games that will still sell a few copies.

    Someone mentioned Bungie Software, who before joining Microsoft both developed and published its own games. One of their more successful titles, Myth: The Fallen Lords was produced by a total of seven or eight people on its team. It sold well in respect to Bungie's standards, which was only a few hundred thousand copies, and made them enough money to continue developing games. Many people at Bungie predicted (and accurately, I believe) that Halo would never have become the game that it was, nor would it have sold nearly as many copies, had Bungie continued outside Microsoft and released the game for PC's. It certainly would have been successful in _their_ eyes, but because it lacked the backing of a large publisher, could never have reached the magnitude of the best-selling games on the PC.

    So while I think it is possible to develop games independently, it takes lots of talent, knowledge of the markets and your product's niche, and a little luck to have a chance at being successful.

  60. C is for pussies by Anonymous Coward · · Score: 0

    Even more interesting is that he writes his games in assembly language!!! This is probably the reason why Transport Tycoon is not compatible with a modern Windows system, but it is still amazing that a bestselling game can be written in assembly.

  61. Ahem. by Anonymous Coward · · Score: 0
    Counter-Strike was more or less done by one guy, with a few other people doing maps. (see staff list.) That one guy is still in college, as far as I know, he's not 'merged into valve.' The Condition Zero game was going to be done by Gearbox, who did HL add-ons Opposing Force and Blue Shift, but recently it got shifted to Ritual.

    GODGames ran out of money three times, then got borged by Take 2 Interactive. (Gamespot did that story, which at the time I excerpted here.

    I think you've got the right idea, but your facts are lacking.

  62. Re:YES they can. The secret is FREE! by jcsitte · · Score: 0

    Free can be good. Remember though it is a secret! Shhhhh.

  63. Titles. . ? by Fantastic+Lad · · Score: 1
    Those failed GREAT games you mentioned. . .

    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

    1. Re:Titles. . ? by 17028 · · Score: 1

      "Home of the Underdogs (HOTU) is a museum of PC game underdogs-- games that were underrated and/or undersold when they were released. We believe that only by paying tribute to them (and distributing them if they were discontinued by their publishers) can the memories of these overlooked titles be preserved in the gaming community."

      http://www.the-underdogs.org/

      Warning for pop-ups.

  64. dupe by aggieben · · Score: 1

    wasn't this posted about 2-3 months ago?

    --
    Don't become a regular here, you will become retarded. -- Yoda the Retard
  65. Developers, yes. by drinkypoo · · Score: 1

    You do realize that many of the most popular games today were written by small software houses. Some of them became big, and some of them just got snapped up by other companies, but some of them retain their individuality. They make games, they take some creative and a great deal of directive input from whatever company distributes their game, and they form a working relationship with a distributor. Many many game houses work this way.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  66. Well I'm giving my game a year by CrazyJim0 · · Score: 1

    At the end of this year, I'll release a Tekken clone, a pokemon/kingdom web browser game, or a 2d bitmapped wasteland game... At first I assumed you couldn't compete, but corporate people hardly ever put money into good game ideas.

  67. The simple answer is no.... by CodeBuster · · Score: 1

    The game industry has been taken over by the corporations and the media conglomerates so completely now that any small time developer is basically locked out of the big revenue streams. I did not say that it is impossible for an independent game to be successful from the standpoint of popularity (example: Counter-Strike). What I mean is that it is very difficult for an independent game developer to compete for the big money. There are quite a few barriers to entry for potential independent developers in the games industry:

    1. The major game companies: Blizzard, EA, Interplay, Nintendo, ID, and others have an extremely high percentage of the market share in their target age groups and game genres. That is to say, the battle for hearts and minds has already been won and it would take an independent game or series of games that are nothing short of revolutionary to have a chance of recapturing even some of that market share (which leads into my second point).

    2. It has become VERY expensive to produce a game which has any chance of competing against the established franchises. So not only are you fighting an uphill technical battle against opponents with more money and more experienced developers, but you are also competing in a marketing battle against the established brand and players loyalty to it which is why franchises like Madden Football, Warcraft, Half-Life, and Baldur's Gate are so valuable to their respective companies.

    3. Even if you have a great independent team behind you, and you have a game idea which could potentially revolutionize the industry you will find very few publishers who are willing to take the risk of investing perhaps $1 million dollars (and probably more) in your unproven game company so that you can actually bring your game to market. In short if you want to do something revolutionary but unproven you had better bring your own suitcase full of money along for the ride.

    4. Finally, if you want to earn the big bucks then you will have to deal with Wal-Mart because they are the largest game retailer in the US. Now, if you are some no-name game development company then Wal-Mart will probably want an agreement which guarantees that you will pay them back for any unsold stock and that you will give them a big chunk of the profits from each sale. If your publisher (see above) takes care of the Wal-Mart payola (shelf space fee, aisle end caps fee, advertisement fee etc) for you then you can bet that they will pass that cost onto your small independent game company. As if that wasn't enough, the big guys (Blizzard, EA, and the others named above) who can really bring in the sales, over 300,000+ copies sold with each release, probably get much better terms than you which means more profit for them and even less for you.

    If all of this does not discourage you then by all means try and compete with the big guys, but just remember that your chances of winning the state lottery are probably about the same as the odds that your small startup game company will become the next Blizzard or EA. In conclusion the game industry today is a lot like the other entertainment businesses (publishing, movies, music, etc.). There are a few big name developers and companies which make bank and the rest just eke out a living and are happy if their first game isn't also their last.

    SIDENOTE:

    As a side note I do not work in the game industry, but I have friends who do and this information is thus secondhand. However, I think that the essential facts are obvious and that most people realize that the days of producing a hit in your garage and making it big (ala MYST) were over a long time ago.

  68. That 2 years is quality by applejacks · · Score: 1

    I like seeing company's take time to develope an idea. I caught part of Extended Play the other day where they showcased some independant developers. I supppose that is what prompted the original post?

    I hear you on the fact that the majority of game companies out there are riding on the sale. How many games do the leading companies release that flops; yet, turns out a meager profit. That is out of the 200 games they released spaning all areas of the genre (console,PC,arcade?).

    peace dogs! and good kibble....

  69. Content Management? by msdie · · Score: 1

    It depends also on web-site design and content presentation. Content presentation depends on CMS. Another question was raised: Can independent Content Management Solution developers survive? Meaning CMS like Typo3, Managee, ezPublish that is not like phpNuke, postNuke and brothers. You may think everything you want, but Content Management tools are very important!

  70. HAH! by Sj0 · · Score: 1

    I guess you don't know this, but a little game called DOOM was made by an independant. Today is no different. This legend that it ABSOLUTELY takes MILLIONS of dollars to create a game worth playing is disproven by all the counterstrike players around the globe, and further disproven by every shocking success coming out of some guys basement. Perhaps in the thick of the industry it's hard to fathom a few extremely dedicated people making something worth playing, but trust me -- every derivitive, hackeyed game you've played this year came from an innovative independant company.

    --
    It's been a long time.
    1. Re:HAH! by pixel_bc · · Score: 1

      > I guess you don't know this, but a little
      > 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.

    2. Re:HAH! by TheLink · · Score: 1

      The counterstrike point is they're still playing the same old game. Heck they're still playing the same old maps the last I checked :).

      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.

      --
  71. Mods by tbarrett · · Score: 1

    Take one look at online first person shooter games and you'll notice that the most popular games out there at the moment are free modifications for commercial games. Would half-life have sold as many copies as it had without counter-strike and other modifications?

    Mods can mean a lot of money to developers, and I think in coming years we'll see this with financial support from the primary studios for established mod development teams. This would mean developers could concentrate on the single player story and hire an outside mod team to work on multiplayer additions. For example say if id software hired crt to work on rocket arena for doom3 to be included in the finished product.

    Just think? Would of UT2003 sold more copies if something like counter-strike, Natural Selection or team fortress been included in the release?

    It's certainly not the only route indys can take but given the overhead for most fps now days it seems to be one of the most viable.

  72. These guys are doing.... by Anonymous Coward · · Score: 0

    Open Beta, great game, releasing in 25% parts
    pay as you go.

    http://www.liveforspeed.com

    great game...

    From the website..

    Release plans:

    Hello Racers!

    The LFS development team has come up with a plan for Release 1.

    Firstly, note that Release 1 is intended to be a complete product and will contain a range from road cars, through modified rallycross cars and up to GT cars. Karting, single seaters and buggies are to be left out of Release 1 and will come out in later releases. That was decided a while ago but please read on to find out about the new Release 1 plan.

    Note : all dates given in this announcement are only estimates - not promises.

    The next proper update is Demo Test 0.2 - this will be very like the current Demo Test and of course free of charge but will contain mainly improvements to the tyre physics and multiplayer system including qualifying, better reliability and reduced lag. In addition there will be minor improvements to the track and the car models including working dials and so on, non-uk keyboard support, clutch and shifter support with associated engine damage and some other things that have been mentioned on the Suggestions for Improvement forum. We may include a skid pad as well. This is expected in early February 2003.

    Our new plan for Release 1 is to release it in 4 downloadable stages, we will charge a price for these - each one at 25% of the total price of Release 1.

    The first 25% release will come out a few weeks after Demo Test 0.2 after sorting out any bugs or problems that come up. So - we estimate early February 2003. It will contain the 3 cars from the Demo Test and 3 more road-style cars including one or two four wheel drives. Two extra tracks will be included - a city track and a country track with a few configs in each. More music will be included as well. At that stage neither the full damage system nor all the planned improvements to graphics and sound will have been done - the idea is that while Eric is continuing to add or finish more tracks and cars for subsequent releases, I will be continuing to develop the program all the time as well on the way to Release 1.

    The next three 25% releases will contain in the region of 4 cars and 3 tracks each and will come out at intervals of 2 or 3 months. The 4 stages are downloadable and a CD will become available when the full Release 1 is completed (i.e. the 4th stage is finished).

    We like this plan a lot because we avoid any need for the services of a publisher, the community will no longer be bored with the same cars and tracks, we start to earn a living, we continue learning and improving our methods with each 25% release, and the whole thing builds up in a way that we can handle.

  73. Re:More than 1.1 billion pigs are killed each year by PedoPeteTownshend · · Score: 0

    Hitler was a vegetarian.

    --
    I hope I cum before they get old
  74. Indie RPG -Moria by Anonymous Coward · · Score: 0

    My RPG is coming out in 2003 and it's a
    remake of Moria with improved gfx and sound.

    Morgoth! Mines! 50 levels !
    Random level generator!

    2 years in the making!

    It'll be way better than all that lazy corporate
    eye-candy!!!

  75. Example: A Tale In The Desert by StormcallerESC · · Score: 2, Interesting
    One great example is A Tale In The Desert, a MMOG by a small independent company, eGenesis. With only two full-time programmers and only a few part-time artists and other interns, over the course of four years they've created what looks like it will be one of the best multiplayer games around. It's immersive, highly developed and complex and looks fantastic - but most of all, someone has taken a good idea and turned it into a game that's genuinely a lot of fun to play and a world home to inhabitants who are proud to be its citizens.

    ATITD had thousands of players over three beta periods, with several communities and fansites 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.

    --
    - Stormcaller
    http://www.stormcaller.net
  76. Lots of good indie sites by Anonymous Coward · · Score: 0

    I absolutely agree - indie sites need to get the word out. I'm pretty tired of the standard RTS/FPS games, and have found some of my favourite games on indie sites this year.

    http://www.pompom.org.uk - great shoot'em'ups

    http://www.midnightsynergy.com - cool retro games, and their 'Wonderland' is my absolute favourite game from last year

    http://www.dexterity.com - lots of cool little puzzle games. Keeps you entertained for days.

    http://www.mking.com - shmups, shmups, shumps

    http://www.jjsoft.com - neat little pacman clone ...and tons of others. These folks need to get the word out - they already have great games!

  77. The problem is publishers+distributors by teambpsi · · Score: 1

    You're absolutely right about how the traditional indie gets things going

    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....

    --

    Old age and treachery almost always overcome youth and skill.
  78. Re:More than 1.1 billion pigs are killed each year by ChaoticLimbs · · Score: 1

    Man, I wish I hadn't wasted all my mod points before reading your post. I would have used them all on you. BTW- I grew up on a farm. Pigs aren't intelligent, they're crafty, mean, and disgusting. Piglets are cute until they turn into 400 lb monsters with sharp teeth and nasty tempers. Why do you think you pen pigs and pasture cows? Because nobody is afraid to walk in a field with 50 cows. Try that with pigs. They'll kill and eat a small child, given the chance. If they'll eat me if given a chance, why should I not eat them, given the chance to?
    Why do we kill and eat them? Because they're made of MEAT. Meat is FOOD. We don't have a four-chamber stomach and our eyes are in the front of our heads. Not on the side, like a goat, but on the front, like a lion. Fucking militant vegan. Is there any other kind? Pigs are delicious. They taste kinda like manatee. Pigs make better bacon than manatee does, though, IMHO.

  79. Re:Nerds hate vegetarians by ChaoticLimbs · · Score: 1

    Pigs blood is an inferior product. Baby blood is sweeter and has a less greasy tongue-coating sensation. Sometimes, if they're fresh, babies' stomachs contain a kind of curdled cheese from breastmilk that's kind of like feta.

  80. Re:Nerds hate vegetarians by ChaoticLimbs · · Score: 1

    Try making Dolphin Bacon. It's just not as good, and it spatters too much when you fry it. Dogs barely have any bacon on them at all. Saint Bernards that are grown on CGH and manatee blubber are very tasty on kebabs, though. Very tender, with a slight liver flavor. And I never killed a pig without thinking. It's just not something that happens accidentally, you know? You have to go all the way to the shed, get the knife, and make sure it's REAL sharp. Then you tie up the porker and haul him vertical, ass up. Slit his throat all the way to the vertebra. Let him drain for an hour. I don't advise licking the knife clean. Trichinosis, you know.

  81. Re:Nerds hate vegetarians by Anonymous Coward · · Score: 0

    from your mod points, it is evident that someone disagrees with your premise that nerds and other hominids need to eat protein. Mod me down, too, you mod cowards!

  82. Deer Hunter by TheLink · · Score: 1

    "Deer Hunter" did very well.

    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 ;) ), than those playing CS. There are TONS of people in the Yahoo games channels (and other online games channels).

    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 :) ) - e.g. like handheld tetris gamesets or like backgammon/chess sets.

    --
  83. Re:More than 1.1 billion pigs are killed each year by LittleBigLui · · Score: 1
    Pigs are some of the most intelligent beings on our planet. Why do we kill them by the billions? Just to enjoy the transient pleasure of tasting their flesh?


    we kill and eat them to gain their intelligence. their strong and tasty intelligence.
    --
    Free as in mason.
  84. Re:Nerds hate vegetarians by Cybrex · · Score: 1

    Thank Gods that today is a holiday (in the US) and we have just a skeleton crew at work, `cause if my coworkers heard me laughing this hard they'd think I'm stranger than they already do. If they knew I was laughing this hard over a post about slaughtering animals have me committed!

    I've gotta go get lunch now. Your posts have left me absolutely ravenous...

    -Cybrex

    --
    Boundless Expansion, Self-Transformation, Dynamic Optimism, Intelligent Technology, Spontaneous Order- BEST DO IT SO!
  85. Oh, I dunno...there are more than that... by scotsalmon · · Score: 1

    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.

    Seems like you're overlooking some pretty big players with that statement. Sony (SCEA, SOE) still seems to be holding up okay (EverQuest, anyone?). Infogrames also publishes a wide variety of games, some quite popular (Civ3, for example). Obviously EA and MS are huge, but there are others.

    Of course, I wouldn't want to bet against MS dominating anything they felt like dominating...but it doesn't seem like they've really targeted the games publishing market as something they want to own. I could be very wrong about that though.

    --
    101010, 222, 52, ...
  86. "Strange Adventures in Infinite Space" by Slur · · Score: 1

    Strange Adventures in Infinite Space was produced by a two-man team, and they're able to use what they make on SAIS to fund their next game.... which you're really going to dig.

    --
    -- thinkyhead software and media
  87. Re:Nerds hate vegetarians by Eunuchswear · · Score: 0
    ... Let him drain for an hour....
    I do hope you're not letting that blood run out onto the floor, we need it for the black pudding/boudin noir/blood sausages.
    --
    Watch this Heartland Institute video
  88. Re:Nerds hate vegetarians by ChaoticLimbs · · Score: 1

    I wasn't kidding. God, you geeks think everyone's a fucking comedian. I only use the dolphin bacon because it's perfect wrapped around emperor penguin breasts. You see, they're rather dry without the added moisture. With the added moisture they taste alot more like spotted owl. And all you GNU/Linux people can kiss my ass about eating penguins.