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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?

36 of 196 comments (clear)

  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 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.

    3. 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
    4. 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
  2. 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.

  3. 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.
  4. 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.
  5. 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.

    -----

  6. 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 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. 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.

  8. 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.

  9. 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 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.

  10. 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.
  11. 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

  12. 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?

  13. 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.

  14. 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?
  15. 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 !
  16. 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
  17. 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

  18. 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.

  19. 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.

  20. 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

  21. 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

  22. 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.

  23. 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
  24. 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?
  25. 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.

  26. 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

  27. 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.

  28. 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