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Can Game Developer Unrest Lead to Revolution?

Bakajin writes "Greg Costikyan's blog article A Specter is Haunting Gaming speaks in coarse language about "despair" in the independent game developing community. He says that despite the fact that no Independent Game Festival title "has ever gone on to major publication and success... 10,000 geeks... would just love to do what the IGF guys are doing... work on something you believe in, not churn out the next big-budget piece of crap." I can't help but read that and think that it represents a huge opportunity for a new game machine that lowers the bar for entry and has a unique revenue model. However, is the story of Indrema a prophesy? Is Infinium just vapor? Is there any other solution?"

281 comments

  1. Indepedent... by Mattsson · · Score: 3, Interesting

    Hey! What's wrong with slashdot today? How come there aren't a couple of hundreds of "First posts" here? =/

    On to my real post...
    Somebody will have to start a underground/independent game label, just like some people do in the record industry when they get fed up with the big labels crappy attitude towards alternative music.

    --
    /.Mattsson - My native language is not English, so please don't whine over linguistic errors. (That's lame anyway...)
    1. Re:Indepedent... by Anonymous Coward · · Score: 4, Funny

      First reply

    2. Re:Indepedent... by pmodern · · Score: 2, Interesting

      I think mattsson has a point. When record companies pumped out crap deals to artists they got up and started there own labels on shoe string budgets. Granted I am not a game developer but it would seem to me that you could launch a small development house in the same manner. The real issue to be over come would be marketing and people who do not want to pay. (I know that my friends an I pay for the software that we use and enjoy, and not for the stuff we try and loath. However That isn't the norm I'm told.. you could advertise in blogs and try to work deals with some of the game specific sites. while not a complete solution It could be worth a shot to a developer who wants to work at it.

    3. Re:Indepedent... by Anonymous Coward · · Score: 0

      Many are distraught about the fact that there is no Goatse merchandise available on ebay.

    4. Re:Indepedent... by SirLantos · · Score: 0

      Actually, starting an underground label is easier than most people think.

      The key is to have a good network of people to advertise to already set up. (*cough*Slashdot*hack*)

      The only other problem with something like that is that the underground seen wouldn't get them much money. But, it would make them better known, thus attracting bigger companies to them.

      Like I said, it's do-able for somebody with an awesome (in the old sense of the word) amount of drive to get it done.

      Just my humble opinion,
      SirLantos

      --
      The flying hamster of DOOM rains coconuts on your pitiful city.
    5. Re:Indepedent... by Anonymous Coward · · Score: 2, Insightful

      The problem is not finding a publisher, the problem is *money*. Publishers provide that money. If you want to get rid of publishers, you need some other way of covering financial needs:

      - Open Games: everyone works for free and contributes as he wants. Nice, but I do not know how to build this into a business model (despite the success of Open Source).

      - Limit costs severely: use stock engines, find some way to produce the artwork more cheaply, etc. To help here, developers primarily need good tools: the aforementioned stock engines, but also drawing tools, music tools, organizational tools, etc. Open Source might be a (partial) solution here.

      - Find another source of money. A bank, maybe, or a sponsor. Obviously a sponsor will want control over content, and a bank will want your soul (or at least a decent business plan).

      If you can solve the money puzzle, you will have a workable business model for selling games without a publisher.

      The other services rendered by a publisher (marketing, technical support of various kinds, distribution) can be solved even by an independent developer, as long as he has access to sufficient money.

    6. Re:Indepedent... by Anonymous Coward · · Score: 0

      Find another source of money. A bank,

      lol

      Sure thing.

    7. Re:Indepedent... by Anonymous Coward · · Score: 0

      Slashdot is an awful place to advertise to. If you made a game and told people here about it, you'd get 70 people telling you how unreasonable it was that you wanted to charge some money in exchange for all your time and effort, 80 people telling you that your game sucked and that they could do it much better (not that they ever would, mind you; work like that would involve far too much effort) and 90 people pirating your game and posting links to their stolen versions.

    8. Re:Indepedent... by kin_korn_karn · · Score: 2, Interesting

      You just described Ion Storm, except they had to sell out to Eidos to get their stuff distributed.

    9. Re:Indepedent... by SirLantos · · Score: 0

      The object of the plan is not to make money. The object is to get noticed by people that can make the money.

      If the big labels found a small group they thought was good, the big guys could bring the little ones under their wing. Everbody (if done correctly) profits.

      So, pirating wouldn't always be a bad thing.

      Just my humble opinion,
      SirLantos

      --
      The flying hamster of DOOM rains coconuts on your pitiful city.
    10. Re:Indepedent... by secolactico · · Score: 1

      When record companies pumped out crap deals to artists they got up and started there own labels on shoe string budgets.

      Yes, but is this a fair analogy? The only thing the record companies add to the product is the marketing and other fluff. Can a group of people produce a game keeping with today's expectations in somebody's garage?

      I think the movie industry is a better analogy, and even some "indy" studios are actually owned by the big guys (Miramax, anyone?).

      --
      No sig
    11. Re:Indepedent... by Anonymous Coward · · Score: 0

      why have a console if the pc does the trick. indie appeals to targets with not a lot of money in their pockets. so who'll fund it - if not one of the monsters again.....

    12. Re:Indepedent... by Junks+Jerzey · · Score: 2, Insightful

      Somebody will have to start a underground/independent game label, just like some people do in the record industry when they get fed up with the big labels crappy attitude towards alternative music.

      The problem is that it takes a week to record a CD, plus the time it takes one or two people to write songs (let's say a year). But it takes 30-50 people 2 to 3 years to create a high-end game. There's no indie group capable of this, just as there's no indie group capable of creating a movie like Saving Private Ryan.

      At the opposite end of the spectrum, Greg likes to bring up Snood and Bejeweled and other me-too remakes of many other me-too remakes. Simple games. Ones that could be written for a class project in college. But those games are only one segment of the market. If high-end games collapse, then there's nothing to fill the void. Trifles like Bejeweled may each have their niche, but that's generally not what the people who buy Metroid Prime, Diablo 2, Halo, or even The Sims, are looking for.

    13. Re:Indepedent... by jandersen · · Score: 0

      You've got a point there, but I think the problem is on a deeper level (and the same as what plagues the rest of the intertainment industry): originality. I mean, after the first version of the shoot'em up games, just to take one example, it's all just been minor variations of the same theme and better graphics/sound. It's like watching episode 2134 of 'Coronation Street' - you've either more or less guessed the plot by now, or something is seriously wrong.

    14. Re:Indepedent... by Cruciform · · Score: 1

      Musicians can usually start making a living (albeit a meager one) without going to university for their careers. Potential developers have those pesky student loans hanging over them, so they don't necessarily have the cash to even shoesting a dev studio on their own.

    15. Re:Indepedent... by Dawn+Falcon · · Score: 1

      >The problem is not finding a publisher, the >problem is *money*. Publishers provide that >money. If you want to get rid of publishers, you >need some other way of covering financial needs:

      >Find another source of money. A bank, maybe, or >a sponsor. Obviously a sponsor will want control >over content, and a bank will want your soul (or >at least a decent business plan).

      >If you can solve the money puzzle, you will have >a workable business model for selling games >without a publisher.

      Okay. I'm a game student over at Salford Uni, UK.

      From talking with our (recently ex-industry) tutors:

      Increasingly, some venture capital firms ARE putting up the cash to fund SOME of games.

      However, the tactic being used is NOT to take it all the way to the end without a publisher. The publishers services for localisation, PR and distorbution are amazingly difficult for a developer to replicate.

      What you do is is with the game say 2/3 or 3/4 done, go to the publisher THEN. You have a solid bargaining position because of the state of the game, and because they have to invest a lot less in the game, you'll get MUCH better royalty rates.

      Several companies have used - or are using - this model with at least some success.

  2. Obvious - develop for PDAs by Asmodeus · · Score: 4, Interesting

    PDAs are cheap, increasingly ubiquitous, and well capable to running games of the complexity which kept me playing over the last 10 years. X-Com Enemy Unknown anyone?

    1. Re:Obvious - develop for PDAs by Enfors · · Score: 5, Interesting

      X-Com Enemy Unknown anyone?

      There's a guy who's planning on making an unofficial clone of X-Com (called X-Force) for PalmOS based PDAs:

      http://www.gotactics.com (click the X-Force link on the left).

      I'm definitely looking forward to that one.

      --
      -Enfors-
    2. Re:Obvious - develop for PDAs by Surak · · Score: 1

      True, but there is a already a burgeoning market for cell phone and PDA-based games.

      I have a couple of games on my PDA, no first-person shooters mind you, but still very playable.

      I'd like to see someone develop some of the old classics for PalmOS-based devices...there's plenty of market for it...look at mame.

    3. Re:Obvious - develop for PDAs by Jaysyn · · Score: 1

      Marvel Comics, will have his ass....

      Jaysyn

      --
      There is a war going on for your mind.
    4. Re:Obvious - develop for PDAs by coldcity · · Score: 1

      The poster suggests to me more of a new paradigm than a new platform...

      --
      coldcity
      code, life, art
    5. Re:Obvious - develop for PDAs by twalk · · Score: 1

      This is me. (X-Force is just a working title, it would be changed.)

      Right now this is on the backburner. My main focus right now is Fantasy Realms 3 (something close to, and hopefully better than, Master of Magic).

      Why?

      Doing a X-Com clone on smartphones is out of the question, the screen is too small. Ditto for low-res Palm PDAs (160x160). I made a mock-up screen for Palm low-res a while back with only 3-level buildings, aliens, soldiers, etc, and everything was so scrunched that you couldn't tell things apart. The Palm 320x320 hi-res screens are better, but physically they are still pretty small. This may be possible on PPCs or Sony's 320x480 units because of the physically bigger screen and landscape mode, but the Sony units are a small niche, and I haven't done any PPC programming yet. Still, things like the amount of scrolling needed for a long shot are a problem. (A stylus is definitely not a mouse, and a control pad isn't nearly as good either.)

      I'm likely to do something with the same "feel" as X-Force/X-Com in the near future, but overall these devices have too small of screens to do X-Com justice. (ie, it's possible, I just don't think a clone would end up working well.)

    6. Re:Obvious - develop for PDAs by tommten · · Score: 1

      Wouldn't mind seeing a linux clone :)
      i found a remake, ufo2000 but that requires original game data...
      http://ufo2000.sourceforge.net/

      --
      - I choked on the red pill and now I'm stuck in limbo
    7. Re:Obvious - develop for PDAs by stonecypher · · Score: 1

      > PDAs are cheap, increasingly ubiquitous, and
      > well capable to running games of the complexity
      > which kept me playing over the last 10 years.
      > X-Com Enemy Unknown anyone?

      And how many stores can you name that carry PDA games? Here's a cluestick: there're dozens of them, many big budget big developer titles, already on the market. Circuit city sells (counts) 0. CompUSA? Zero. Best Buy? Let's see, that rack plus that rack, and maybe those over there? ... zero.

      Radio Shack sells one. Rayman. That's it.

      Think that's a market, hm?

      --
      StoneCypher is Full of BS
  3. Marketing/Awareness by kruetz · · Score: 4, Interesting

    I think one of the biggest issues may be that no-one (or very few people) hears of the games these independent producers make. It may well be an issue with marketing budgets, and the fact that the big game companies/publishers can saturate the game market with relative ease.

    Perhaps good ol' /. could review/announce some independent games and see if that boosts their sales? Then again, /. crowd = linux lovers = open source = no pay for software!

    *ducks* flurry of AOL CDs

    Also, the independent games I've seen (I haven't seen many - maybe three) didn't feel nearly as polished. I know they have bugger-all budget and the small touches are really hard to do well, but perhaps that's what it takes to get a lot of people to seperate themselves from their cash. Either that, or invent really addictive games like Civilization or something.

    --

    This sig intentionally left bla... dammit!
    Who's got the whiteout?
    1. Re:Marketing/Awareness by olman · · Score: 2, Informative

      There's plenty of 1st class stuff from independent companies. Steel Beasts and Combat mission come to mind. Also Space Empires IV. Latter is under Shrapnel games which imo is not a very good distributor at all. They want all of the pie, period. That means if a local chain wants to buy a few dozen copies.. No way, José!

      What these things have in common is a good core game that lacks some polish. Eye candy plus retail availability tends to kick in with the sequel when the guys have some . Unfortunately most of the game magazines are very crappy.. About as good journalism as Ziff-Davis is known for. They'll give half a page max for superb game such as Arx Fatalis but run 8-page hype/preview about unreal II. Which turned out to be rather ho-hum experience.

      Fortunately for us Finns, the local "Pelit" magazine is rather classy. Almost no hype articles, no exclusive reviews with pre-written script, not afraid to call a spade a spade. I understand the US edition of PC Gamer was their original role model way back when. Anyone heard of a semi-decent games mag in UK?

    2. Re:Marketing/Awareness by Anonymous Coward · · Score: 0

      I'm sorry to say that I have downloaded one too many crappy independent game already... I'm sure there must be a shitload of innovation somewhere, ready to be discovered, but I cannot find it. Instead I can find tired clones of Tetris, Space Invaders, Pacman, and of course a gazillion silly puzzle games that involve matching colored blocks in some way.

      So how do I separate the crap from the gold? I cannot possibly download them all, and a decent (independent, fair) review system doesn't seem to exist.

    3. Re:Marketing/Awareness by TeraCo · · Score: 1

      I though AF was a bit ordinary.. a fancier version of ultima underworld with some exciting magical mouse stuff. PC Powergames Australia gave it a fairly hefty review, and a great score, so it can't have been that bad. But it's a good reminder that you should always try out games before you buy!

      --
      Not Meta-modding due to apathy.
  4. Not entirely by dreamchaser · · Score: 3, Interesting

    Games like Serious Sam and others show that small, independant teams can still produce a good game that sells well.

    This trend has happened in other industries over the years, however. Once any given industry starts to 'mature' and gain critical mass, it becomes harder and harder for smaller outfits or independant entepeneurs to make it. It is a problem of scale. It used to be much cheaper to produce a game, but now the costs are rising to the point where VC's don't want to risk their money on small, unknown outfits.

    I don't think the industry is 'fucked', but there are fundamental changes that have been going on over the past few years. This is nothing new, it's just starting to reach a point of critical mass.

    1. Re:Not entirely by hikousen · · Score: 5, Interesting

      It used to be much cheaper to produce a game,

      It still is. A good programmer and artist team can build a game for a few hundred dollars.

      but now the costs are rising to the point where VC's don't want to risk their money on small, unknown outfits.

      VC's don't invest in computer games, despite the romantic myth of the perfect game start-up.

      Of course, the idea of a VC who doesn't want to risk their money is amusing enough on its own. If they want a sure thing, they should buy T-bills.

      --
      LadyStar - Your Magical and Mysterious Adventure Awaits
    2. Re:Not entirely by Anonymous Coward · · Score: 1, Insightful

      It still is. A good programmer and artist team can build a game for a few hundred dollars.

      Depends on what your talking about. If your talking about the next tetris clone or similar puzzle game sure.

      Otherwise it would only cost a couple hundred dollars if they programers and artist already had all the necessary hardware and software. More importantly only if those artists and programmers are willing to not get paid for 2 years while they develop the game. Actually make that 4 years since you would have no budget for testing so the artists and programmers would have to do their own testing. Which by the way is an activity that a majority of programmers (myself included) suck at.

    3. Re:Not entirely by chrisos · · Score: 3, Informative
      "Games like Serious Sam and others show that small, independant teams can still produce a good game that sells well."

      Look at what has happened to Serious Sam, what was an independant's development, has now moved into the realm of the big budget, proven product, follow-up.

      My brother has been working on the sequel for months now, there are still many months to go, and he is just a part of the whole machine, there are several people who have been working all those months on just the artwork for the next edition, who knows how many people have been working on the project in total? (OK, the producers probably do). That certainly was not the case for the first game in the series.

      Which all goes to prove your point about the maturation of the industry. lets face it, if you had to bankroll 20 artists/developers/directors/producers/whatever for 18 months - 2 years, then pay for the product advertising, you would want to be pretty certain that the money wuold be comming back in the end.

      The industry certainly isn't fscked, it has just moved from the bedroom to the boardroom.

      If people still bought games like 'Elite', it would still be possible to have two guys in a bedroom making the games. But consumers these days have sophisticated tastes, that require a team of artists to produce a look and feel, people to do level design, people to write graphics engines, and physics models, designers to do the design, testers to test, etc., etc. And the consumers expect more the next time, so the next job requires more effort, or the reviews are bad and the game does not sell and the MD has to sell his Ferrari :(

      I'm not knocking the idea, I'm sure it is possible to do something like this out in the world of open source, I know there are people already out there developing platforms and engines for this kind of stuff, I guess we need more members of the Free Art Federation and the Free Level Designers Federation and so on.
      --
      If nature abhors a vacuum, why isn't there more dust in the world?
    4. Re:Not entirely by mrlpz · · Score: 2, Insightful
      "It still is. A good programmer and artist team can build a game for a few hundred dollars."

      When was the last time you priced out ( or actually paid for ) development tools ? Hmm ?

      Have you SEEN what it costs to just buy some of the development SOFTWARE (nevermind hardware/ target equipment ) ? Try pricing out some of that. Unless you're in Academia ( in which case, note that your "license" to that development software probably doesn't grant you to produce software for commercial use anyway. Not that anyone's noticing. ), it's INCREDIBLY expensive.

      I remember when I paid $99 for Turbo C, and a friend and I produced a couple of "GO"-based games. Or when we paid $199 for Manx C for the Amiga ( and MAN did that purchase stretch my pocket at the time, after just dishing $1500 for the Amiga 1000 and monitor ), and wrote a Sargon knock-off we shared with our friends.

      These days, we're talking upwards of a $1000 for a "Professional" grade IDE under Windows. The fact is, most of the development systems for these "mobile" platforms, exist hosted under Windows ( No argument from you Linux or Mac folks. I'm actually one of you, but I have kids to feed and clothe, ok ? )

      No offense to Borland, but even the cost of C++ Builder has gotten ridiculous.

      New sig: Innovate, don't succubate.

    5. Re:Not entirely by dmorelli · · Score: 1

      >If people still bought games like 'Elite', it would
      >still be possible to have two guys in a bedroom
      >making the games. But consumers these days have
      >sophisticated tastes, that require a team of artists
      >to produce a look and feel, people to do level design,

      I think a lot of people would buy games like 'Elite'. I would. A lot of people reading these threads would.

      I wouldn't say consumers have more 'sophisticated tastes'. I'd say that the majority of consumers are feature-crazed and think they want more special effects above nearly all else. It's the same thing that's happened to Hollywood films. IMO the vast majority of films that come out of the industry are special-effects-laden money pits that have little or no story.

      I would say that game publishers are trying to cater to the same mindless herds that the movie industry is catering to. In some ways I think it's a reflection on the societies we live in.

      >people to write graphics engines, and physics models,
      >designers to do the design, testers to test, etc., etc.

      I'm not saying that game development doesn't require a lot of effort, but it would be more cost effective and realistic, especially for small teams, if they focused on gameplay, story, etc.. and didn't worry so much about maxing out the user's system with as much junk food content as the system will take.

    6. Re:Not entirely by robson · · Score: 1

      It still is. A good programmer and artist team can build a game for a few hundred dollars.

      I'm assuming you're not factoring the salaries of the programmer and artist team into that few hundred dollars... :)

    7. Re:Not entirely by poot_rootbeer · · Score: 1

      A good programmer and artist team can build a game for a few hundred dollars.

      Only if they don't pay themselves, and do all the design, coding, and testing with pencil and paper. Computers cost money!

    8. Re:Not entirely by rpillala · · Score: 1

      I remember an article some time ago about violence and "mature themes" in computer games, and someone asserted that "mature" has become a code word for "juvenile." I think that's exactly on target, since putting violence and (semi)nudity in your games doesn't make your more mature. Instead sex and violence in a game appeal to a portion of the population who is still surprised and thrilled by them.

      Similarly, I think that gamers with sophisticated tastes are exactly the ones who would buy Elite, and it's the people who want lots of zowie in their games who keep upping expectations for things like graphics and dismemberment.

      Ravi

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    9. Re:Not entirely by Anonymous Coward · · Score: 1, Insightful
      A good programmer and artist team can build a game for a few hundred dollars.

      What planet are you on? My mortgage is $1900 a month. Are you saying that I can build a commercially viable game in less than a week?

    10. Re:Not entirely by Grishnakh · · Score: 1

      Development tools are free: gcc, gdb, ddd, KDevelop, etc. are all free. If you're still paying $1000 for a C++ compiler, you're an idiot. If you really need a high performance compiler, Intel's icc isn't all that expensive, but if you're a small team making a reasonable game (i.e., not Doom 3), gcc's performance should be sufficient.

    11. Re:Not entirely by mrlpz · · Score: 1

      Dude...I'm talking about targeting the Mobile phone platforms....getting the compiler/debugger/libraries, etc. etc. in open source...is not exactly straightforward for these platforms. So while I agree with you on a couple of fronts, it looks like you're talking Linux games ( or winders )...I'm talking a whole different microcosm altogether.

    12. Re:Not entirely by Grishnakh · · Score: 1

      Sorry, I assumed you were talking about regular Linux/Windows development, where open-source tools are freely available.

      On mobile phones, I really don't know; I'm guessing that on Symbian you'd need proprietary tools. But some of the new phones coming out have Linux and Java, so there it should be pretty simple (in theory) to write games in Java on any platform and run it on the phone.

    13. Re:Not entirely by stonecypher · · Score: 1

      > It still is. A good programmer and artist team
      > can build a game for a few hundred dollars.

      (wipes tears from face, tries to stop laughing) I take it you've tried?

      A few hundred dollars. That's beautiful. That's why so many independant groups, having failed after rounds of investment, years of experience, and knowledge you're pretending to have have succeeded, right?

      That's why in the last few articles on this general topic (I've caught three: this, molyneaux, and the investment paper) have only been able to generate half a dozen examples of people who have pulled it off, and a full 50% of those weren't in fact correct (serious sam, red shift, counter strike) ?

      That's why you can now name so many groups which have pulled it off in retrospect to shut me up?

      This is why the winners of the various independant game development contests keep making it big, year after year?

      > VC's don't invest in computer games, despite
      > the romantic myth of the perfect game start-up.

      In my admittedly limited - but at least extant - experience, venture capital and angel investors are generally the *only* way in.

      I'd love for you to pretend to have another alternative. Pre-emptive strike: "nuh-uh" and "your plan sucks" aren't worthwhile responses. The only thing that gets you brownie points is a clearly explained plan on how to actually pull it off. Extra points if you can show a way to do it on hundreds of dollars like you claimed.

      --
      StoneCypher is Full of BS
    14. Re:Not entirely by Anonymous Coward · · Score: 0

      Nice troll. Bet you work for... EA? No, Infogrames! No, wait, uhhh.. ACTIVISION!!

      Not hard to succeed when you can shit money on demand.

  5. amen by Joe+the+Lesser · · Score: 3, Insightful

    The industry is fucked. It's less imaginative, more risk averse, than the fucking music business. It makes Hollywood look happy to take a flyer on talent.

    Crappy CDs only cost 20 bucks. Crappy games cost around $50 bucks.

    And personally, I'm sick of strategy games with the same format but just different units over and over again.

    --
    "I only speak the truth"
    Karma: null(Mostly affected by an unassigned variable)
    1. Re:amen by Iridar · · Score: 1

      20 bucks is still too much for a crappy CD, and 50 is way too much for a crappy game. They can charge it because we keep paying it.
      If you stop buying their crappy product, they will get the message.

      --


      Information doesn't want to be anything

      .
    2. Re:amen by obsidian+head · · Score: 1

      Unfortunately that's my strategy, and it doesn't seem to be working. I wonder what kind of cartel props up those prices. I would be very surprised if $50 is a sweet spot for every game.

      I wonder if it has to do with the graphics arms race. But don't graphics people have some level of reusable libraries they can sell each other?

    3. Re:amen by ianscot · · Score: 4, Insightful
      If you stop buying their crappy product, they will get the message.

      Right! They'll take a look at their bottom lines, glance suspiciously at the internet, and unleash a fusillade of PR, legal, and lobbying action against game "piracy."

      (You did mean the message from the RIAA and the MPAA, right?)

      --
      "Fundamentalism" isn't about divine morality. It's about human authority.
    4. Re:amen by Anonvmous+Coward · · Score: 1

      "Crappy games cost around $50 bucks."

      Crappy games don't cost anything if you download the demo first.

    5. Re:amen by Mitreya · · Score: 1
      Crappy CDs only cost 20 bucks. Crappy games cost around $50 buck

      Indeed! And crappy game that's over two years old costs anywhere from $5-$10 in a bargain bin. I dare you to find a CD that costs less than $10... even in 5 years and even if it is *very* crappy.

    6. Re:amen by stonecypher · · Score: 1

      > Crappy CDs only cost 20 bucks. Crappy games
      > cost around $50 bucks.

      Hear here. This is exactly what I believe the problem to be. Unfortunately, no publisher would ever pick you up for a budget title, except in the PC world, where the market is more saturated than Keith Richards' liver.

      Nintendo is my personal bugbear right now. I've already written a number of games which, with some attention from artists (I couldn't draw a stickman with AutoCAD and a team of twelve) could be perfectly reasonable budget titles (in my opinion, many of the big-label titles out there don't qualify as budget titles, though.)

      The biggest problem with the AGB is manufacturing cost - they take too much ust to make the goddamn cart. If we could get some $20 staples out there for the AGB crowd, the platform would take off; nobody wants to pay $45 for a super nintendo game. But Nintendo is being so stingy with funding and manufacturing costs that they aren't getting innovative games, and so all they have to offer are their SNES titles, which means they can't downprice them.

      It's a catch 22 that essentially guarantees that newbies can't enter the market. This is especially unfortunate because the AGB is nearly an ideal starter platform, and *should* by all rights be Big N's incubator for their next Rares.

      The industry is stagnating because there isn't an easy way out. People with that much money don't have the money becuase they're stupid (usually.) If there were an easy way out, it would have been exploited by now.

      What the Slashdot crowd doesn't understand is the sheer volume of crap that's out there waiting to be published. The real gems are so difficult to develop on shoestring budget that oftentimes it's virtually impossible to tell them apart from the Bart Simpson NES games.

      Don't undervalue the difficulty of the situation. Solvable industrial crises make very rich individuals. The lack of Carnegies and Mellons suggests that the problem is nontrivial.

      --
      StoneCypher is Full of BS
  6. Cell phone by News+for+nerds · · Score: 1

    I bet games for cell phone are already growing as modest business.

    1. Re:Cell phone by larien · · Score: 1

      Well, I think a lot of them are rehashes of old games; ISTR hearing about Amstrad buying up the rights to old Spectrum games for use on phones and other mini-hardware.

    2. Re:Cell phone by mrlpz · · Score: 2, Interesting
      Cell Phones are indeed growing as a business for games. In Europe there are quite a few companies developing software for cell phones ( there are EVEN several 3-D Game Engines ).

      The problem lies ( for most "indy" developers )in availability of good development tools. I'll explain....( as I happen to be working on a game for cellphones at the moment ).

      A) The use of "industry standard" software development tools, is in disarray. There's at least three different "Operating systems"( and/or "gaming engines" running ) on most phones today. None of which are compatible with one another. SO immediately, you're talking multi-platformed development to get any good market coverage. I will exclude J2ME from this, because J2ME, while "standard" across most advanced phones today, differ on the level of what's actually implemented within the VM on a given phone.

      B) GNU-based tools for ARM are available, but targeted at areas very different from mobile computing( gaming ). Sure, there's eCOS and such, but what you have to go through to fit those pieces together makes you want to take up a paper route so you can afford Metroworks ( Aaaccck ! )

      C) The compilers that the companies like Nokia and SonyEricsson ( Metroworks CodeWarrior ), are incredibly prohibitive expense-wise, for what I'd say most independent developers would be able to ( or care to ) spend. Example: $1150 for the Nokia 3650 software kit, alone.

      Borland just released a "plug-in" to C++ Builder 6 that supports the Nokia 0.9 SDK for (Symbian 6.1 ) Series 60 ( i.e. Nokia 7650, 3650, etc. phones ), but yet again, the sdk is short yet again...no bluetooth support. Great, so I can write a game for the 3650, just not a multi-user one.

      On the bright front, for those of us who still have our (LICENSED) Visual Studio 6.0, Nokia seems to have an SDK ( 126Mb ) that will work with it ( for the 7650/3650 ).

      On the down side of that, SonyEricsson ( I have it from a good source ) has an SDK for their UIQ ( Symbian 7.0 ) platform that will also work with Visual Studio 6.0, but has not put it out for download. They're only releasing the one that ( yet again ) will work with CodeWarrior.

      [Major Rant On] ( As if what I've said so far doesn't sound like a rant )

      If the Phone Manufacturers REALLY want to increase their market share and spur growth in that market of "mobile entertainment", they'll come to their senses, and release SDK's that more than a handful of developers can work with, because of cost ( primarily ).

      [Major Rant Off]

      Sure...go ahead, call me a whiner. Send me your donations ($$) and I'll go and write a kick-ass game for your phones.

    3. Re:Cell phone by bcombee · · Score: 1

      The $1150 kit for the 3650 includes an actual 3650 phone. There will be a download with the 3650 dev kit available around March 20th that can be applied to CodeWarrior Development Studio for Symbian OS, Personal Edition, a toolset that cost $399. Yes, its more than most free software developers usually spend on tools, but it is well in line with other wireless toolsets, and less expensive than embedded ARM development systems.

    4. Re:Cell phone by gid-goo · · Score: 1

      The biggest pain in the ass about cell phone development is that number of different SDKs and crap you have to put up with. Different resolutions and different capabilies. It's a nightmare of cross platform development.

    5. Re:Cell phone by mrlpz · · Score: 1

      I understand that it comes with a phone, but just the same. It has nothing to do with that. The fact that you're paying $399, when what you're getting is the same SDK that's available from Nokia's Website. The ONLY different perhaps being the version of the compiler that's shipped, because after all, the libraries are coming from Symbian ( via Nokia ). SO what are you paying for ? An IDE ? C'mon....why do you think so many people have migrated from CodeWarrior to Falch ? The fact is....the SDKs and tools, work ( in most cases ) fine with VS 6.0. And, there have been a few souls who've used VS.NET's C++ IDE with it as well. I understand as an employee, or affiliate of Metrowerks, perhaps some of my comments are a little offensive, but my points remain valid nonetheless.

    6. Re:Cell phone by mrlpz · · Score: 1
      Exactly......and Symbian doesn't have an easy way to switch back and forth between library/target sets. Having looked at the UIQ as well as the Series 60 SDK's ( the 0.9 and 1.0, I've heard there's a 1.2, but I've yet to come across it ), it's not exactly developer-friendly.

      Let's say you want to develop for both the 3650/7650 as well as the SonyEricsson P800. Mind you, both Nokia and SE have published their SDK's on their developer websites ( and KUDOS to them for doing even that much ! ). However, from what I can tell, the difference in CodeWarrior kits for both of these platforms, are the underpinnings to the SDK's/Emulators themselves. The ARM cross-compilers are based on gcc ( from what I've seen ). So why exactly would you want to pay twice for the same IDE ?

      Why not sell ONE IDE that you can attach that SDK which you wish to develop for, and switch between SDK's ? The answer is probably more based on $$$, than it is on technical possibilities.

      Your mileage may vary.

  7. Solution? by Ryvar · · Score: 4, Insightful

    Work together or die seperately. It's that simple. A solid common platform needs to be developed, BSD licensed (YES BSD in this case - actual real money needs to be made selling it).

    The biggest problem, though, is artwork. The best solutions I've seen are a) a creative commons-like approach and b) an entirely parametric object mesh/texture-definition approach with an open library. I don't hold out much hope for the former and the latter is another generation or two off in technology.

    1. Re:Solution? by Sh0t · · Score: 1

      "BSD licensed (YES BSD in this case - actual real money needs to be made selling it)."

      Hi, I've been seeing this quite a few times here on Slashdot.

      The BSD license is LESS restrctive than the GPL, not more so. You can use the BSD licensed code in commercial products to sell them, unlike GPL.

      Now I'm not sure if you meant use bsd licensed CODE or did you mean license the game with the BSd license ?

      I think you meant the latter. So as far as price, that would still make it an open source project, it'd just be even MORE so.

      Maybe I didn't catch your meaning.

      but I'd like to make sure peolpe understand the BSd license is a lot less restrictive than the gpl, so if you DONT want people copying your code, don't use that one or you'll be in for a little surprise.

    2. Re:Solution? by James_Duncan8181 · · Score: 1
      I think he meant that the library should be BSD to help its adoption with commercial game developers.

      Though personally the LGPL seems more sense, this is the kind of situation it was designed for.

      --
      "To any truly impartial person, it would be obvious that I am right."
    3. Re:Solution? by Anonymous Coward · · Score: 0

      He was refering to a code base that anyone could use to develop a profitable game on. He knows the "less restrictive" BSD license is what would facillitate that, although the LGPL (if I understand it correctly) would keep competition focused on gameplay/design rather than "silent" engine bugfixes. For the record, last year there was a story here on Slashdot about a game engine with a Q3 feature set that could be licensed for $100 so long as the game itself was published through the developer's company. That won't satisfy the purists, but then again the quake II engine is GPL right now, and has had rendering enhancements (tennabrae?) a la quake 3. Who among thee will heed the call...

  8. Independent Game Festival Winners by sundance · · Score: 2, Interesting

    Some Independent Game festival winners can go on to publication, but if they are not with the majors then distibution can be a problem. King of Dragon Pass (http://www.a-sharp.com/kodp/) is a great strategy and story creating game. It is innovative, different and delivered with passion. Yet its very differences made it hard for magazines to understand when reviewing and for distributors to comprehend when being asked to take it.

    It is a shame, because games like King of Dragon Pass deserve far more recognition than they get. I expect that most people here have never heard of it let alone played it (even some slashdotters who may by ex-RPG players and remember Runequest and Glorantha fondly).

    1. Re:Independent Game Festival Winners by Anonymous Coward · · Score: 1, Informative

      Seen it, played it, enjoyed it even. Yes, Iremember RuneQuest and Glorantha fondly. The game was kinda cool, BUT it had about as much chance of breaking into the big time as a comic book based on Glorantha.

  9. Games == Music by MaestroSartori · · Score: 5, Insightful

    IAAPGD (professional game developer)...

    In this regard, the game biz is much like the music biz.

    Both have a huge thriving independent scene, which contains bucketloads of talent. This is where you tend to go to get technical innovation, new ideas, or just off-the-wall insanity. There's a fairly low initial requirement to do it, since all you really need is a computer, although other equipment (instruments/devkits) can make certain things much easier.

    The alternative to this indie scene is to 'sell out' - join a player in the organised business-oriented world of AAA hit-driven titles, which make money often at the expense of creativity. There are exceptions to this (be they Radiohead or Rez/Ico), but most things fit that rule (Fifa 2000/1/2/3/etc).

    I'm a sell-out. I didn't want to make indie games, particularly. I wanted to make a living doing stuff I liked... :)

    1. Re:Games == Music by krasni_bor · · Score: 2, Insightful
      In this regard, the game biz is much like the music biz.

      I think the game industry is becoming much more like the movie industry. It takes a genuinely big budget and a big team to make a polished "blockbuster" game, just like a blockbuster movie. A professional recording can be made of any band or performer, from hacks to virtuosos for a few tens of thousands of dollars.

    2. Re:Games == Music by kin_korn_karn · · Score: 4, Insightful

      Record companies do pay for talent. They're paying for the ears of the best engineers and the most predictable producers in the world. They know that producer X will deliver them an album that sounds a certain way, every time, and that engineer Y will make the guitars sound a certain way and the drums loud and have perfect separation on the vocals. The artists in pop music are largely interchangeable as long as the producer makes them sound a certain way.

    3. Re:Games == Music by cmburns69 · · Score: 1

      IAAIGD (Indie game developer)...

      The analogy to the current entertainment industry is very accurate. This is a capitalist society, and as such the successful businesses are shaped a certain way. If they don't make money, they don't succeed. The innovation comes from the indies, but as we all know, the first person with any given technology usually fails.

      Developing a good game is hard work. It takes time, talent in programming (physics, graphics, etc) and talent in the graphical arts. It is difficult to code fulltime every day for whatever company you work for, and go home and put in another 4-8 hours on your game. Code burnout happens quickly, and can last a long time.

      That said, I think that if the musicians can manage some sort of revolution, computer games will not be too far behind. (How many developers do you know that don't read slashdot!).

      Support the gamer revolution!
      An online Starcraft RPG? Only at

      --
      Online Starcraft RPG? At
      Dietary fiber is like asynchronous IO-- Non-blocking!
    4. Re:Games == Music by Dawn+Falcon · · Score: 1

      Except there is are middleware engines in the movie industry.

      Things...are getting interesting.

    5. Re:Games == Music by gid-goo · · Score: 2, Interesting

      IAAPGD.
      I don't see the indie innovation. I wish it was there but I have yet to see it. Can you point me to the indie games that are making these innovations?

    6. Re:Games == Music by Malor · · Score: 1

      Uplink is a great game that's wildly innovative, and it even runs under Linux. www.introversion.co.uk -- there's a free demo.

  10. No...Don't hold back by Scrab · · Score: 2, Insightful

    Tell us what you really think.....

    More to the point tho, does the write actually suggest anything that might be DONE about this problem, this "palpable sense of frustration"?

    Just my £0.02

    Scrab

    --
    RoseColor red={0, 0xffff, 0x0000, 0x0000};VioletColour blue={0, 0x0000, 0x0000, 0xffff};find / -name *mybase*|chown you
  11. Games have gone mainstream... by James_Duncan8181 · · Score: 2, Interesting
    Games have gone mainstream so just like you get easy funding for middle of the road MPAA crap, EA seems to have a good living putting out endless sequels to FIFA, formulaic platformers etc.

    Unfortunately there is no real 'Arthouse' scene in gaming as it is still quite hard to market a game online without money, and you denfitely won't get any shelf space as an independent.

    This is one area where open source could fill somewhat of a gap, but the OSS spirit in gaming is mostly present in the mod community (pre commerical CS, Urban Terror etc) because of the extremely difficult nature of making a game engine.

    This is why I don't think you will ever see a blockbuster OSS title, and I feel increasingly few will come from independents as we drift to a few major studios.

    Sad, but who else is betting we have a GIAA* in a few years?

    Games Industry Assoc of America

    --
    "To any truly impartial person, it would be obvious that I am right."
    1. Re:Games have gone mainstream... by bludstone · · Score: 1

      Oh please. There are plenty of "arthouse" games out there. You just have to be aware of them. Hell, most are free to download.

      "Games have gone mainstream" You say this like its a new concept. Am I the only one that remembers Captain Lou as Mario?

      Games have been mainstream for well over a decade.

      --

      no .sig
    2. Re:Games have gone mainstream... by hyphz · · Score: 1

      > and you denfitely won't get any shelf space as
      > an independent.

      Introversion Software got shelf space in the UK for Uplink, without a publisher.

    3. Re:Games have gone mainstream... by Anonymous Coward · · Score: 0

      Largely unnoticed The Nebula Device
      http://www.radonlabs.de/whatis.html
      fills the needs of professional Game Builders that
      want to go beyond modding but stil remain open-source.

      The engineis open, the artistic fill-out (the game) isn't.
      It's a professional industry-strength engine
      with all features one expects (scripting,modular etc). It already produced it's first professional
      game "Nomads", which indeed /has/ hit the shelves, and looks indeed promising.
      I'm not associated with Radon Labs in any way, but
      since it's about independent game development,
      PR and opensource, I thought I'd plug this one to
      show that professional open Game Development /does/ exist. And
      also give some attention to the unique concept of releasing the game-engine,
      which has gone quite unnoticed within a
      community that should be interested in openness
      and fairness in the software-bussiness.

    4. Re:Games have gone mainstream... by stonecypher · · Score: 1

      > Games have gone mainstream so just like you get
      > easy funding for middle of the road MPAA crap,
      > EA seems to have a good living putting out
      > endless sequels to FIFA, formulaic platformers
      > etc.

      I often get the impression that people think that because there are hundreds of video games every year, that the sell-outs have it easy.

      It's almost impossible even to sell out. Do you have any idea how many programmers want to be game developers? Half the people I knew in college went into CS because they heard the money was good; now that there's the glut, they're looking for any easy way out they can find. Video games are a common target; the people who wanted in for the love of writing games are simply being drowned out by numbers.

      Maybe try entering the market before talking about how easy it is to do so. I suspect that you're in for a dry shock.

      --
      StoneCypher is Full of BS
  12. Nope, they're f**cked by k98sven · · Score: 2, Insightful

    In the words of the article.

    Game development is not what it used to be. Nor will it be again. Get over it.

    As computer games have become mainstream entertainment,
    the industry has also gone the same way:
    A few large companies serving 99% of the audience.

    Anyone who is litterate can write a book.
    Anyone with a camera can make a movie.
    Very few writers get published, and few amateur moviemakers go big-time.
    Why would it be any different for game developers?

    Writers can always publish themselves and there's always UHF freqencies
    and public-access for the amateur TV-producer.
    Shareware and such are the computer game equivalents of these.
    Nothing wrong with that. Many Hollywood directors started out with a Super-8 as well.

    But please, don't pretend that you can turn back time to when competitive computer games
    could be produced by a lone independent developer.

    1. Re:Nope, they're f**cked by hikousen · · Score: 3, Insightful

      But please, don't pretend that you can turn back time to when competitive computer games
      could be produced by a lone independent developer.


      Wow. You really bought it all didn't you? Horses, trees, even the dog.

      There are thousands of units of independently produced games being sold right this minute. Thousands.

      --
      LadyStar - Your Magical and Mysterious Adventure Awaits
    2. Re:Nope, they're f**cked by TopShelf · · Score: 1

      Well said - this story sounds similar to the one yesterday about a request for government assistance for independent gaming companies. Computer gaming has gone big-time, so the stakes have gotten higher for all parties involved. What that also means, however, is that the rewards have also grown for those who can achieve success. Compelling games can still make it big from humble beginnings, but they can't expect to compete side-by-side on the shelf at Best Buy with the major titles.

      --
      Stop by my site where I write about ERP systems & more
    3. Re:Nope, they're f**cked by Anonymous Coward · · Score: 0

      Yeah - there are thousands of independently published books being sold at the moment, too, but that's still a tiny non-mainstream amount.

    4. Re:Nope, they're f**cked by hikousen · · Score: 2, Interesting

      So what?

      There is no such thing as a mass market except for three products: detergent, automotive, orange juice. Everything else is a niche.

      --
      LadyStar - Your Magical and Mysterious Adventure Awaits
    5. Re:Nope, they're f**cked by Anonymous Coward · · Score: 0

      Anyone who is litterate can write a book.

      I like the subtle sarcasm present in the way you spell "literate" ;-)

    6. Re:Nope, they're f**cked by k98sven · · Score: 1

      There are thousands of units of independently produced games being sold right this minute. Thousands.

      Sure. And there are also thousands of people watching UHF television as well.

      Would you say that they're competing with the major TV-networks? I wouldn't.

    7. Re:Nope, they're f**cked by EvilBudMan · · Score: 1

      --But please, don't pretend that you can turn back time to when competitive computer games
      could be produced by a lone independent developer.--

      I dunno maybe a platform change is in order. PDA's, Cell Phones, etc.

    8. Re:Nope, they're f**cked by Anonymous Coward · · Score: 0

      I beg to differ....toilet paper is not a niche market.

    9. Re:Nope, they're f**cked by Jewbird · · Score: 1

      Difference is: everyone is literate and everyone has a camera. Not everyone can program, not everyone who can program can program a game and not everyone who can program a game can program a good game.

      --
      For God doth know that in the day ye eat thereof, then your eyes shall be opened, and ye shall be as gods
  13. Game industry is matured by MS_is_the_best · · Score: 3, Insightful

    To come up with something innovative is more difficult in a mature market then a new one. In the beginning a lot of titles were innovative (started a new game genre). Now almost everything is done. Look at the already matured music or movie industry: almost all products are a variant on something else.

    Sometimes a new genre becomes mainstream, but mostly that just means that the genre already existed, but comes to the attention of the masses (for example old tunes used in a commercial influence newer pop music).

    However we do not have to despair, sometimes a real new movie concept comes up (and has of course a lot of follow-ups...) or someone writes a real new composition.

    The frequency of innovation is just lower. This will also be the case in the game industry.

  14. bad milk by Anonymous Coward · · Score: 0

    i think this award is more about cheap quicktime slideshows with interactive buttons in an arty-farty sense of content than real interactive environments games have become.

  15. Press release by Anonymous Coward · · Score: 4, Funny

    Software Testing is not politically Correct.

    NEW YORK -- People for Ethical Treatment of Software (PETS) announced today that seven more software companies have been added to the group's watch list of companies that regularly practice software testing.
    "There is no need for software to be mistreated in this way so that companies like these can market new products." said Ken Grandola, spokesperson for PETS. "Alternative methods of testing these products are available"

    According to PETS, these companies force software to undergo lengthy and arduous tests, often without rest, for hours or days at a time. Employees are assigned to "break" the software by any means necessary, and inside sources report that they often joke about "torturing" the software.

    "It's no joke," said Grandola. "Innocent programs, from the day the are compiled, are cooped up in tiny rooms and "crashed" for hours on end. They spend the whole lives on dirty, ill-maintained computers, and are unceremoniously deleted when they're not needed anymore".

    Grandola said the software is kept in unsanitary conditions and is infested with bugs.

    "We know that alternatives to this horror exist." he said, citing industry giant Microsoft Corporation as a company that has become successful without resorting to software testing.

    1. Re:Press release by flippet · · Score: 1

      According to PETS, these companies force software to undergo lengthy and arduous tests, often without rest, for hours or days at a time.

      It gets worse! Have you heard of Mutation Testing, where the poor programs are subjected to damaging fault injections over and over again? Oh the humanity!

      Phil

      --
      "Cattle Prods solve most of life's little problems."
    2. Re:Press release by OpCode42 · · Score: 1

      PETS

      People Evalutaing Terrible Software?

    3. Re:Press release by Anonymous Coward · · Score: 0

      Luckily, modern computer science education has lead us to an age were fewer and fewer software engineers subject software to arduous testing. Techniques such as the once-commonplace Mutation Testing are now practiced only by a few "hackers" who are viewed as somewhat deranged by their progressive colleagues. Even large multinational software production companies have realized that reducing software testing has benefits to the bottom line -- and the improved corporate image earns them the gratitude of the software-loving consumer.

    4. Re:Press release by realdpk · · Score: 1

      "If only more companies would look to Electronic Arts - the one shining example of a company against software testing."

      "We've spared SimCity 4 the inhumanity and cruelty of testing, " said Maxis founder Will Wright. "Just as humans adapted to wearing synthetic and cotton fibers instead of furs, so will they adapt to untested software."

  16. I support this but... by Anonymous Coward · · Score: 0

    I have a Xbox!

    PLEASE, what should I do with my LIFE ??!

  17. Several new Garage Games by Anonymous Coward · · Score: 3, Informative

    Despite the hype, there are an increasing number of "Garage Games" out there.

    A good example is the recently beta-turned-gold "A Tale in the Desert". Its a non-combat online 'builder and skill' team-based egypt sim. No charge for the program itself. Free download, Free trial pay-to-play game.

    Without even bothering with a retail presence, new games exist out there. I tend to keep an eye on http://www.betawatcher.com/

  18. Re:Indepedent.. by pathloss · · Score: 1

    .....although many will interpret the demise of Indrema as a sign the Linux gaming is also dead, others disagree. When asked how if Indrema's death will affect the struggling Linux gaming community, Mark 'Nurgle' Collins, author of Linux Game Programming said, "Very little. The people who would buy the console because it runs Linux would already be running games on the operating system, and the average consumer doesn't really care what is pushing the games. " ...one gone and hopefully one of the said independent label will come up with sth unique. it's happened to music industry before....

  19. ARt by mr+breakfast · · Score: 2, Insightful

    I was kind of hoping that games would become an art form and be taken as seriously as films, records or books by the creative establishment. Instead we have bypassed the artistic stage altogether and fallen straight into the hollywood cash-cow wasteland. I cant even see how games could get out of that, although Peter Molyneux seems to have some ideas judging by yesterday's article.

  20. Warren? by MaestroSartori · · Score: 1

    I can only think of one Spector haunting the game industry.

    Is he causing despair by making games that are too good?

    1. Re:Warren? by metamatic · · Score: 1

      Yes, well done, you spotted the pun in the title. If you'd read the article you'd have found out that Greg Costikyan and Warren Spector are old high school friends. (They developed TOON and Paranoia together.)

      Spector gave the "everything is fine!" speech that annoyed Greg.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  21. working on something you believe in by j1mmy · · Score: 2, Interesting

    This isn't exclusive to the gaming industry. Reality is that you can't always enjoy what you do to earn a living. People simply aren't willing to pay for that.

  22. I have to disagree. by will_die · · Score: 4, Informative

    Thier are numerious games being developed by small or independent developers, that self sell. Look in the area of stategy turn-based war games and text adventures for alot of them.
    As alot of big name game are actually produced by small independant companies, they just use a big name company for production and distribution. For example look at Galactic Civilizations,Black and White, or Rise of Nations all developed by small companies.
    The one thing I would agree with is the lack of new/original things, but that happens in everything. People are going to write stuff that they think will sell, good luck trying to find a murder/mystery written totally in poetry form.
    In addition once you get big name enough to do what you want, you are generally going to write software in the same. The origins of The Sims, mentioned as original, can be seen if you look back at previous Will Wright games. What would be original is if Will Wright came out with a FPS shooter based in his genre of games.

    1. Re:I have to disagree. by ianscot · · Score: 1
      good luck trying to find a murder/mystery written totally in poetry form

      Man, I think I actually did one of those. Not on a computer, as a jigsaw puzzle. One of those clues-from-the-puzzle things. (Further proof that single fathers rapidly become their own grandmothers, but I digress.)

      In addition once you get big name enough to do what you want, you are generally going to write software in the same... What would be original is if Will Wright came out with a FPS shooter based in his genre of games.

      Well, not original exactly, but at least it would be a hybrid between genres. Aren't these companies averse to even that level of risk, though? Take a look at that puzzle/mystery thing I did: mysteries and puzzles are two big deals for older folks, so they tried a crossover idea. There are game titles like that; WWII Online has both a strategic side and a shooter side. Black and White is a sort of God game crossed with a hey-you-Pikachu creature-interaction thing, maybe?

      But most titles are dead center tries at one genre or another. You can glance at a box and know basically everything there is to know about how a game will play. Feels like I already played most of 'em. C'mon, cross-pollinate, at least.

      --
      "Fundamentalism" isn't about divine morality. It's about human authority.
    2. Re:I have to disagree. by Shelrem · · Score: 1

      You're indeed right about strategy turn-based war games, but i think it's only because it's a niche audience that's more accepting of alternative distribution channels. I can't comment on the text adventures, though i'm guessing the combined revenues from all text adventure sales aren't enough to support too many developers. And in both these areas, i'm guessing that the development is pretty much incremental increases. The war-game crowd basicly knows what they want, they're just looking for new tweaks and scenarios. Not to say it's entirely stagnant or all the games are the same, but rather i'm guessing they all conform rather rigidly to the genre specifics.

      Galactic Civilizations and Rise of Nations are hardly big-name games. Not to say they don't have the production values, but they don't have the marketing force that real big-name games have. Black and White, on the other hand, was developed by a small company, and was a big-name game because of one person: Peter Molyneux. Not only is he something of a celebrity in game development, but he also brought millions of dollars in to fully fund development. That's how he had creative control-- he was spending his life savings.

      b.c

    3. Re:I have to disagree. by filmcritic · · Score: 0

      Peter Molyneux is going to get a bad rep if he doesn't soon get games out the door. Years of talk about Fable for the Xbox, B.C. and now The Movies without seeing any type of release date on the horizon (even for Fable) makes for bad press. Two magazines (EGM and Game Informer) in their March issues slammed Peter for never shipping any games before announcing 2 and 3 more. I believe he's overly ambitious...probably spends more time finding out "it won't work" than actual productive work. Case in point: Black and White. Yes, the AI was fantastic on the creature...ultimately the game was an extreme exercise in macro-management. And buggy too. Something was definately wrong there.

    4. Re:I have to disagree. by david+duncan+scott · · Score: 1
      good luck trying to find a murder/mystery written totally in poetry form.

      Actually, I have one for you, although I doubt it sold many copies: Send Bygraves, by Martha Grimes.
      --

      This next song is very sad. Please clap along. -- Robin Zander

  23. Sigh by arvindn · · Score: 4, Insightful
    This paragraph says it all
    The industry is fucked. It's less imaginative, more risk averse, than the fucking music business. It makes Hollywood look happy to take a flyer on talent.
    It often happens that the entry barrier in an industry becomes so high that the trend is towards bigger and bigger developing houses, less imagination, and swallowing up of the smaller players. When this happens the only thing that can change the situation is a radically new idea or development model. It happened with UNIX in the 80's. Two things overthrew that stagnating giant: Microsoft and RMS/Linus. It is happening with processors (though its not so bad). Maybe things like the Dragon from China and the Simputer from India can shake things up a bit. It's happening with the music industry. I have no idea what's going to happen. And yes, its happening with games. Can it lead to a revolution? Maybe, if gamers get sufficiently fed up with the current setup.
    1. Re:Sigh by Anonymous Coward · · Score: 1, Funny

      Two things overthrew that stagnating giant: Microsoft and RMS/Linus.

      My God! Not satisfied with prefixing every piece of software under the sun with GNU/ - he now wants people to start their names with RMS/ ! When will the madness end?

    2. Re:Sigh by Lemmy+Caution · · Score: 3, Insightful
      It's not just that. It's also the fact that the industry is still largely driven by its target market: adolescent boys. Not that there's anything wrong with developing content for adolescent boys, but that market's taste for experimentation is somewhat limited. The games that innovate are often found boring or weird by the usual target market - games like The Sims or Mister Mosquito. (There are a couple games that I consider masterpieces that are liked by the mainstream gaming market - GTA3 and Final Fantasy X - but the former has already become a center for a genre of its own).

      Part of the problem from the side of the game industry is its knee-jerk hostility towards being anything other than a business - they don't want to see themselves as part of a cultural discourse, they don't understand how a "high art" and "experimental/avant-garde" wing to the media can come back and recharge the mainstream one.

      I think that what might happen is that more art and film schools will start teaching more game design - that's what will recharge the media.

    3. Re:Sigh by Anonymous Coward · · Score: 0

      Your entire argument is undermined from the outset by the fact that the target market is 25-35 year old males, not "adolescent boys" 13 to - 18 year old males

    4. Re:Sigh by Anonymous Coward · · Score: 0

      To quote:

      "It's not just that. It's also the fact that the industry is still largely driven by its target market: adolescent boys. Not that there's anything wrong with developing content for adolescent boys, but that market's taste for experimentation is somewhat limited."

      That's why it's been so much boobs and guns, but the fact is that the average age of gamers is rising, as the internet generation ages. I heard on NPR the other day a quote of the age of 28 and rising. Games like BMXXX and GTA3 show marketing to gamers who are older (if not any more mature)... I think the idea of marketing games to more mature tastes may still show up, and isn't that really what we're all complaining about anyway? That "Super Sugar Bombs" cereal (FPS, RTS etc.) doesn't taste as good as it used to?

      Face it, man. You're getting old.

      Consider also, that game innovation back in the day may have been a result of trying to extract more out of the boundries of your computer's performance. "Bard's Tale" would have had you walking around in FPS style if it could, but since it couldn't it was bard's tale instead. Now that getting more game into less system is becoming less of an issue (I can play all modern games on my Duron 950 & g-force 2 mx, that's like 1/3 of max cpu avail. and 2+ generations behind in video?) the drive for innovation has slaked as well... constraints spur choice (choosing a resturaunt is hard, choosing from a menu is easy), and now one of them is gone.

      Just some thoughts.

      Adam

  24. New game machine? by MaestroSartori · · Score: 4, Insightful
    a new game machine that lowers the bar for entry and has a unique revenue model


    Isn't this somewhere that open source is in theory already paving the way?

    Stuff like SDL, even Java, have surely lowered the bar far enough that cross-platform home computer games can be made easily enough. Making for a console is a whole different ballgame of course, since they're essentially completely proprietary embedded systems (yes, I'm counting the PC-like Xbox here).

    I suspect that revenue models are a bigger problem, combined with distribution. To earn enough from a game paid for in very small chunks (say a free demo, then paying for new levels), you'd need to be damn sure people would keep buying them. Also, you'd need to be sure that people were honest enough not to just slap then into their P2P apps...
    1. Re:New game machine? by Anonymous Coward · · Score: 0

      Problem with consoles is often the DRM that prevent independent developers from releasing their software as they required the manufacturers to sign the software. This is worse than RIAA controlled distribution. Think of radios that can only tuned to RIAA members stations.

    2. Re:New game machine? by Joseph+Wharton · · Score: 2, Informative

      Making for a console is a whole different ballgame of course, since they're essentially completely proprietary embedded systems (yes, I'm counting the PC-like Xbox here).

      This isn't entirely true. The Sega Dreamcast has a great homebrew community around it, mainly because the DC doesn't require a modchip to run non-Sega code. All it take is a binary burned to CD-R. Of course, the homebrew games aren't quite up to the standards of professional efforts, but the open-source KOS toolkit is getting better everyday.

      As for the Xbox, all you really need is a $75 modchip, since it's just x86. And the Linux kit for the PS2 has opened doors for homebrew development on that platform.

      The only system you're really SOL on is the GameCube. But I'm sure someone will find a way around its protection, too.

      --
      Quality or Quantity, don't tell me they're the same.
    3. Re:New game machine? by evbergen · · Score: 3, Interesting

      I suspect that revenue models are a bigger problem, combined with distribution. To earn enough from a game paid for in very small chunks (say a free demo, then paying for new levels), you'd need to be damn sure people would keep buying them. Also, you'd need to be sure that people were honest enough not to just slap then into their P2P apps...

      Well, instead of trying hard and investing lots of energy to collect pay /after/ you released your product, why not have an auction site for game development projects to allow gamers to fund these /before/ the result is released to the world?

      A team with a good reputation could outline its plans and say, we need two million euros to cover development costs, our expenses and to make a good living while we're developing this game. Please send your money here. If we don't receive our budget within three months, we cancel the project and pay everyone back 95% of what they contributed (5 % to cover auction costs and living expenses).

      This would work for any creative product: literature, software, games, books, movies; it allows you to make money from supplying information without having to supply distribution- or other services, but prevents nasty things like copyrights and licenses.

      The only thing is that people who have paid $100 and have received a great game, must learn not to whine anymore when others are playing that game for free.

      If they think about it, they have little reason to either, because people who are enthusiastic about this game are likely to help make their favourite authoring team's next, bigger, better production possible.

      Another nice property is that gamers are the ones actually investing here, instead of the banks funding initial costs. The latter tend to favour minimal risk over maximal fun and innovation; gamers may choose to strike a slightly different balance.

      You just need some searching infrastructure to allow people to find the authors in whose products they want to invest, and a financial institution such as a bank that could be the trusted party to guarantee that people get paid back if not enough money was collected before the deadline.

      Why not? Any reasons why this wouldn't work?

      --
      All generalizations are false, including this one. (Mark Twain)
    4. Re:New game machine? by Bakajin · · Score: 1

      Hi. I submitted the article. Wanted to point out that of course I know PC's could provide such a platform, but I specifically meant a game box that people are going to hook up to there TV simply and easilly and invite there buddies to join them in a game, or that they can flip on in between TV shows.

    5. Re:New game machine? by Bakajin · · Score: 1

      P.S. I live in a Japan. To absolve myself of critisism for my terrible spelling above, below, and anywhere, I want to point out that I have learned very well that correct English, much less correct spelling, is not a requirement for communication.

    6. Re:New game machine? by mrlpz · · Score: 1
      Oh that we could get SDL ported to Symbian-based Cellphones. Still, we'd need reasonably priced development systems to actually work with them.

      Innovate, don't succubate.

    7. Re:New game machine? by Anonymous Coward · · Score: 0
      You're excused for your terrible spelling...

      Though not for the parts of your posts that were high and above the usual /. level of spelling.

      Your only mistake in spelling were using there instead of their, a mistake that seems to be quite ubiquitious among native english speakers.

  25. Oh well by hikousen · · Score: 1

    Mozilla ate my comment, so I'll just reply with "I agree."

    and I'm glad I skipped the GDC. :)

    --
    LadyStar - Your Magical and Mysterious Adventure Awaits
  26. Whats the big focus on game developers anyway by CrazyJim0 · · Score: 0

    I'm poor as a mother fuck, but I'm making a game because I got heart. Leave me alone, if your game sucks, you're not gonna make money. My game's gonna be far from sucking, just takes alot of fight to get one done.

    A revolution? My ass. I may start a revolution with this fight after I make big cash... Maybe house the homeless, feed the hungry with spare change. Get some work groups set up for people without jobs. But thats only if I make it big.

  27. All very well by Anonymous Coward · · Score: 2, Interesting

    It's all very well for Greg Costikyan to wax lyrical on how the industry is fucked because no-one will invest $3m in his "novel gameplay concepts".

    I'm pitching a PS2 game to a publisher RIGHT NOW for £50K. Get competitive, Greg, this is business.

    1. Re:All very well by Anonymous Coward · · Score: 0

      Shut up asshole. For 50K you can't even buy the vaccuum seal for the PS2 cartridge boxes.

    2. Re:All very well by Anonymous Coward · · Score: 0

      So the publisher should say yes then. Asshole.

    3. Re:All very well by Anonymous Coward · · Score: 0

      And you'll go bust then. Asshole. You'll probably also contribute to other, better, developers going bust because they can't lower their prices to "compete" with you.

      Jerks like you ruin the industry.. Wannabe "Too good to be true" prices destroy the bottom line. You call that competition? I call that incompetence bordering on the criminal.

  28. UK Games mags ... by vrai · · Score: 1

    ACE was brilliant during the 1980s, and Edge was great during the 1990s. But since Edge's decline in to a run-of-the-mill games mag there isn't really anything worth buying. Luckily GAME, a UK games retailer, allows you to return a games within 14 days for a full refund (and for any reason, including: "it sucked"). Thus I just buy games I think I'll like and play them for a week - if it's crap I can return it and try another one.

  29. You got that one right by k-hell · · Score: 1

    Seeing various petitions and protests, I get the impression that gamers (who are the ones paying for the fest) are more often getting treated badly by the current game publishers today than before. Perhaps gamers have become more demanding as well.

  30. work for J2ME games programmers in UK. by nut · · Score: 2, Interesting
    I am currently contracting in the UK, which means I am constantly looking for work in the current climate.
    I've noticed, from subscriptions to services like jobserve and gojobsite that there is a recent and fast-growing demand for J2ME games developers for Java-enabled phones and PDAs.

    They all seem to ask for about a year's experience in J2ME, evidence that you have written games before and that you are, 'passionate about games development.'

    I don't know if this one or a small group of companies or if it's lots of small start-ups. Anyone know anything more about this?

    --
    Never trust a man in a blue trench coat, Never drive a car when you're dead
    1. Re:work for J2ME games programmers in UK. by Anonymous Coward · · Score: 0

      'passionate about games development.'

      You realize that translates to 'long hours with little pay'

    2. Re:work for J2ME games programmers in UK. by 91degrees · · Score: 1

      That's something I keep meaning to ask. This seems as good a place as any.

      How easy is it to develop for a mobile phone, say for an indie (or even shareware) developer? Do you need an official devkit? Does the fact that it's java based mean that you get the write once, run anywhere advantage? If so, do you actually get write once run anywhere?

    3. Re:work for J2ME games programmers in UK. by freestyle+arbitratio · · Score: 1

      It's easy to get started. You need the official devkits, which are mostly free. Nokia's developer support is great. Others include Motorola, Sony and of course, Microsoft.

      You can use things like Handango to distribute, too.

  31. problem and possible solution by jarnies · · Score: 5, Interesting

    you can make good movies very cheaply, same with music, but it is tough to do the same with videogames. notice how good independent movies dont go crazy with special effects but instead have quality acting and story (or at least some bizarre premise). games need to do the same. big problem is that there are a reasonable amount of people willing to watch a movie even if it is filmed on with a handheld and takes place in someones apartment, as long as the story is worthwhile (clerks, etc.) while most folks buy the next gen console/computer for more power better graphics etc. cheap games dont take advantage of that so it is hard for them to work there way into the market.

    now here is an idea that may work. take a selection of independently developed games, have those guys get together, or some interested third party, and release the games as a package. make it like the online music services where you can choose which games you want included in the package. they could then monitor which particular games are chosen the most and do further development with those.

    --
    philanthropists need to realize there is a need for philanthropy in the first place
    1. Re:problem and possible solution by Mitreya · · Score: 1
      big problem is that there are a reasonable amount of people willing to watch a movie even if it is filmed on with a handheld and takes place in someones apartment, as long as the story is worthwhile (clerks, etc.) while most folks buy the next gen console/computer for more power better graphics etc.

      Well, that is exactly what screws up the game market. People more interested in flashy things, though they do get tired of them quickly. Dunno about you, but I, personally, am willing to play a game with below-average graphics for a good story line (I am a big fan of Might and Magic 6-9, though they have not changed their engine in a decade, and their story line is decent to good). Problem is, so few games care about the story... Blizzard seems to be one of the few, and hence its success..

  32. A Guy who doesn't enjoy his job ? by Fingerbob · · Score: 1

    For someone who says that the conference was full of despairing developers, he describes an awful lot of people who sound like they're desparately interested in creating new and innovative product. and these guys *are* the professionals, the ones who work in the industry. that doesn't sound like the industry is fucked to me, it sounds as though the only thing that needs to change is the publishers.

    1. Re:A Guy who doesn't enjoy his job ? by Anonymous Coward · · Score: 0

      it sounds as though the only thing that needs to change is the publishers.

      The industry is fucked.

    2. Re:A Guy who doesn't enjoy his job ? by Anonymous Coward · · Score: 0

      A very good observation, maybe the glass is half full instead of half empty...

  33. Only Remaining Bastion for Independent Developers by Anonymous Coward · · Score: 0

    I'm not sure if this has been mentioned before, but if you're an independent game developer looking to make a game, the only place where you'll probably be able to compete is in the handheld market. Nintendo is probably somewhat stingy with their GBA/SP development kits, but a small korean company has a handheld that comes with a SDK and hardware to connect it to your computer. The company is GamePark and the hardware is the GamePark32. Strictly on a computing basis, it has more powerful hardware. However, it lacks the dedicated hardware the GBA possess. It also uses flash memory cards rather than a proprietary cartridge design. Your game will never reach a million people this way, but maybe if you show Nintendo what you can do with the GamePark32 hardware, they'd be willing to part with one of their coveted development kits. That or you could always get some of the unofficial development software for it.

  34. Now is our time! by Anonymous Coward · · Score: 0

    Come, my brothers and sisters, the moment is at hand. We will seize the reigns of power and at long last crush the game development forces holding our people down!

    The streets will run red! With the blood of our game development enemies!!!

    VIVA LA REVOLUTION!

    ~/o (( game development anthem )) o/~

  35. Entertaining. by Bazzargh · · Score: 4, Insightful

    Interesting article. The comment about independent labels seems a bit screwy though - "I said that gaming needs an independent label" part of what music indies are about is that there are a plethora of them. Unusual games, like unusual music, will rarely be mainstream, so indies are by nature small. If you want to get independent games, you need to look at how the indie music circuit works.

    Bands form, play to local audiences, get some radio time (eg John Peel session over here), get broader sales off the back of that, get signed by an indie, which in turn gets bought out to run as a subsidiary of a major player (think Creation records, for example, bought out by Sony)

    The margins at each level are small enough that you need to get bigger backing to support the up-front costs of making sales into the next larger market. Bands don't need a label to do a 1000 pressing release; Independents don't need major backing to do a release in the UK; they do to go global.

    If this is really where gaming wants to go, then they need to think about how to make money on a '1000 sales' game; how to make money on a '50,000 sales' game; and how to get backing from a major for a global game (250,000+ sales; figures plucked out of the air, probably unrealistic).

    The distribution models for the consoles - with a license fee paid to the mfr, special disk pressing costs, etc, seem to me to put it beyond what can be economically done for '1000 sales'. The games market, unlike the music market, is pretty much a national game at the lowest level anyway, which means there's a huge barrier to entry for indies.

    The economics of this are fairly compelling. You can't economically do a few thousand sales to a national market. So, you have to increase your margins. Sell downloads not media, sell direct to the public, produce games in less time (ie less complex games). The media limitation means that it is /extremely unlikely/ there will ever be an indie scene for consoles.

    -Baz

    1. Re:Entertaining. by EvilTwinSkippy · · Score: 2, Insightful
      The games market, unlike the music market, is pretty much a national game at the lowest level anyway, which means there's a huge barrier to entry for indies.

      I don't know. Have you ever considered calling up the local Game Spot or EB and ask them to stock your game? There are also local book stores, museums, etc that all have one person you can contact to get stocked.

      The gaming market is not national. Last I checked it is purchased one copy at a time. A CDR costs $1 to make, and a case can be printed up for another $1. The rest is hard work and hustle, which seems to be out of fashion.

      I think the real barrier for innovation is the fact that nobody wants to do the REAL work required to make a product sell.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    2. Re:Entertaining. by ChaosDiscord · · Score: 2, Interesting
      Have you ever considered calling up the local Game Spot or EB and ask them to stock your game?

      Big chains like EB are actually paid by publishers to put the game on their shelves. They also don't pay the publisher for the game until it actually sells. If it doesn't sell, the publisher has to pay shipping to take it back (or they can retroactively lower the price, which is why bargin bins exist). In some cases a store makes more money from publishers than from actually selling the game. Furthermore, purchases are done in huge quantities by central warehouses, not on a store-by-store basis. They don't want to talk to you unless you can supply 1,000 copies (two copies per store). So, you get to pay them to take 1,000 copies of your game which they can return to you if they decide it won't sell.

      The game is hostile to small companies and individuals. Not out of malice, but simple economics. This system works well for them, talking to you just isn't reasonable.

      To have any hope, you're going to need to find management for your local store willing to make an exception. The big chains often have rules that simply won't allow your little deal to go through. If no such rule exists, the local management may simply quickly check the numbers and realize that even if your game is moderately successful (and the odds are against it), it will cost them more to stock it than they will make in profit. You need to find someone with the freedom to put your product on their shelves and a willingness to make a high-risk, low-benefit move. Really, you're looking for someone willing to take on your product out of a desire to do good, not simple greed. They're out there, but it's a small number. Since you're working on a store-to-store basis, you'll be hard-pressed to get widespread availability.

      Your best bet will be truly independent game stores. They certainly exist. Of course, your potential market shrinks even further.

      Like all too many things, economies of scale have lead to a situation where the lone creator has serious problems entering the market. Fortunately the internet makes it easy and financially possible to start selling a product, get a few people to try it out, and use work of mouth to spread the word. Thanks to the Internet I've found bands and games I would never otherwise have discovered.

    3. Re:Entertaining. by InferiorFloater · · Score: 1

      You're absolutely right. A ps2 T10k costs thousands, plus thousands more for a seat license for the tools. Not to mention that sony (along with nintendo, and MS) are quite interested in controlling the content available for their system and won't let someone without real financial backing actually release a game for their system.

      Consoles are stagnant - it's an unavoidable side-effect of the business model. But if you look at the PC, you get games like the Total War series, Syberia, or what have you. PC is the only platform where a low-volume strategy is really viable.

      --

      ---------
      Get back to me when my brain starts working.
  36. Mac users know all about indies! by Lord_Pain · · Score: 4, Insightful

    For the longest time that was the only choices we had! We couldn't get even crappy mainstream games. In an odd way I think of it as a blessing. We were exposed to great little garage design houses like Ambrosia, the maker of the Escape Velocity, Aperion and Pop-pop! They sell only through the web. They can't afford shelf space. But that hasn't caused them any big problems.

    I believe that Linux folks know all about garage crews as well so that part is covered. Now you just have to teach them to pay for their games. ;p

    You Windows users. Look around and explore! There are tresures out there waiting to be found. Package glitz isn't everything! For every game (good ones) that you buy creativity survives for that much longer!

    --
    -- What's this '-r *' file doing here? -- Oh well, a simple 'rm' should do the trick.
  37. Reinventing the Wheel VS. Innovation by EvilTwinSkippy · · Score: 4, Insightful
    Here's the rub. We complain about a lack of innovation in gaming with the same breath we decry how buggy it is, and how crappy the UI design may be.

    Face it, games are going to have to be "repetitive" because people expect virtual perfection for them. Also, most companies no longer have the will or desire to build a brand new (fill in the blank) engine. They just license the parts and build their story. To do otherwise would be like inventing a new language before you wrote a novel.

    I do not buy this crap for a minute that big industry is in the process of "Hollywoodizing" the game industry. Granted Sony, Nintendo, M$, et.all seem to have a lock on the console market. That would be because the DESIGNED a lock into the console. The computer game market is still WIDE open though, as is the Cell Phone/PDA market.

    PC and PDAs are general purpose computers. Open Source has, in the past, created immense libraries to handle everything from databases to boot prompts. There is nothing blocking someone from taking up the cause for game engines. Well, except for the fact that everyone expects to make a zillion dollars from the endeavor.

    Linus did not start coding Linux in the hopes of raking in mad cash. RMS has never had any illusions of monetary gain. We need someone to start a similar project for games, but in the tradition of the great open-source projects, not quit his/her day job and do it on the side.

    It takes years, yes, but look at the results.

    --
    "Learning is not compulsory... neither is survival."
    --Dr.W.Edwards Deming
    1. Re:Reinventing the Wheel VS. Innovation by Tyreth · · Score: 1

      On the topic of engines, we could end up with some very good things in the future, if the community grabs them with two hands. I refer to projects like Crystal Space and Tenebrae.

  38. Depressing by Tyreth · · Score: 4, Insightful

    This is really depressing. It's been ages since I've been excited about a game, or been able to play it for hours. Now it seems like we spend our time waiting for the "next big thing", Neverwinter Nights, Warcraft III, Master of Orion 3, Team Fortress 2 (ha!), Doom 3, etc.

    We don't buy other unknown titles because they cost so much and no-one else will own them to play with. We wait, and get these games which, sometimes, just aren't that good.

    I miss the times when I'd have a game I'd play for hours on end - Transport Tycoon, Master of Orion 2, Ultima 7/8, etc. Innovation really is missing. Case point - the newest game we've started playing at our lan's is Natural Selection, a half life mod. This game is so different from any other first person shooters. It is refreshing and amazing fun, we played for many hours. It's the most fun I've had at a lan for a long time. Why can't we have good new games? Fuck Unreal Tournament 2003, Quake 4 (yes it's being made, not by ID), or these sequals. I want something new, something refreshing. I wish games were a third of the cost they are now, so that I could buy 4-5 games instead of just buying one to be safe. I could try out new games by a company I've never heard of. Right now it breaks the bank of most younger gamers (I'm not one - anymore).

  39. Games = Shelf space... by Kindaian · · Score: 1

    And shelf space is controled by the big guys...

  40. OT Re:Entertaining. by rasjani · · Score: 1

    (eg John Peel session over here) Urm. John Peel sessions are/where played in finnish mainstream radio also called RadioMafia, which changed its name to YleX start of this year. And Well, yle is finnish equivalent for BBC. But i get your point ;))

    --
    yush
  41. Indie Gaming is Great by ShwAsasin · · Score: 2, Interesting

    The indie game movement is a great opportunity for publishers to actually sign cheap talent and make good money. Unfortunately I've found that many of the "companies" which start making games never finish them. Is it time to start cleaning house with some of these old game companies which haven't produced anything decent in years? Maybe, but thats not for me to decide. Just like the minor leagues in any sports league, many of the players play for fun and thats where the true nature of their talent is shown. When game companies start getting games published, from what I've seen, they seem to move into two catagories. The first being the passive "lets not change our design system so we don't lose any money". And the other "lets do this crazy idea of x, because it sounds nifty" and ultimately ends up failing, i.e. World War 2 Online.

    I myself had planned to enter my FPS into last years IGF competition however I wasn't able to finish the levels to perfection in time. I have the personal philosophy that if I don't like it, or wouldn't play it, I keep working to make it good. I hate almost all games on the market, so I can be a good judge of whats a decent game for myself.

    After many evaluations of my engine, I rewrote things using SDL so I have my engine working under both Windows and Linux, and if I can get my hands a nifty G4, an Apple port. I plan to include all three versions on the CD with installs for each, daring no?

    For the IGF this year, I'm planning to have possibly 2 entries, my FPS, and a racing game. Both projects are looking good, it's just a matter of whatever product meets my final cut, will be introduced.

  42. Hopefully Garage Games will make an impact. by TellarHK · · Score: 3, Interesting

    Ever since the engine behind Tribes 2 was released for licensing at $99 per programmer, I've thought the entire concept of Garage Games was a rather good one to work with. An incredibly cheap engine license with built-in options for publication once a game is completed, the Torque Game Engine (TGE) is a great option for new game developers.

    Not being a coder myself, I did refer a close friend to the engine when he started to burn out on Half-Life and Quake 3 modding, and he's dove right in with attempts to help TGE development move along. There are quite a few people out there around the Garage Games forums looking to put together one game or another, and some of them actually have proposals for things that aren't just Counter-Strike or Quake clones. Take a look at the games Garage Games sells in the store. All were made with TGE, none are shooters.

    I can't say strongly enough just how much I think TGE will help revolutionize game production if people actually take notice. The entry cost of development is pretty low, particularly considering that you can develop on Linux and OS X based equipment in addition to Windows. There's a particularly large amount of room in TGE-based game development for Mac-oriented games, as well as Linux.

    I'm on Garage Games' site as a designer, but haven't really been able to manage anything that went further than basic documentation. Even if I never accomplish anything, I at least feel glad I had a chance to try. Hopefully a few folks reading this post might give Garage Games and TGE a shot.

    1. Re:Hopefully Garage Games will make an impact. by Anonymous Coward · · Score: 0

      The GarageGames booth at GDC was one of the busiest of its size. Hopefully it will start to get the word out about the affordability of the TGE.

      The pricepoint at GarageGames seems great ($15-20 per game) and the sorts of games being released are pretty original (at least compared to the stagnance of the FPS and RTS genres by big companies.)

      One of the indies biggest advantages to indies is their ability to experiment - big corporations won't take the risk on a title that isn't using a "proven successful" formula - indies can do their own thing and still make some money, since a small team doesn't have to sell millions of copies to be successful.

    2. Re:Hopefully Garage Games will make an impact. by Centinel · · Score: 1
      Ever since the engine behind Tribes 2 was released for licensing at $99 per programmer, I've thought the entire concept of Garage Games [garagegames.com] was a rather good one to work with. An incredibly cheap engine license with built-in options for publication once a game is completed, the Torque Game Engine (TGE) is a great option for new game developers.

      That is a sweet deal on a good engine. Hopefully, some indie developers will take the ball and run with it. TGE is awesome for large outdoor play with many players.

  43. $$$MONEY$$$ by flsniper · · Score: 1

    Once Computer game manufacturers start selling their games at a more realistic price they will sell more product! I mean, there isn't a single game on this entire planet that I would pay $50 for! Another thing is packaging, I would sooner pay $5-$10 less for game that came in a clear plastic "Zip-Loc" than pay the extra money to get it in a box! Why the heck should I have to pay for the superflous packaging when the box will just get thrown in the closet ?

    --
    "This is your life and it's ending one minute at a time."
    1. Re:$$$MONEY$$$ by mrlpz · · Score: 1

      Dude....most games back in the late 70's and Early 80's came out in little plastic pouches. I remember as late as 1986 buying games for the Amiga and Atari ST in pouches. Hell Flight Simulator I for the Apple ][ came in ziploc bag for crissakes !!!

    2. Re:$$$MONEY$$$ by Dr.+Manhattan · · Score: 1
      I don't pay $50 for games. Most game prices have approximately a 6-month half-life. After a year or so, they're about a quarter of the original price. The sole exception I've run into is Half-Life itself, but you can find the Blue Shift one for ~$10 various places and then download the rest.

      Perhaps I'm unusual in that I don't have enough time to waste playing games 24/7, so they last longer for me, and also I don't have the reflexes to play twitch games online so I don't usually bother.

      --
      PHEM - party like it's 1997-2003!
  44. A multi-faceted problem by Patoski · · Score: 2, Interesting

    Indie game developers face several problems with getting their game to market. The biggest problem is that the gaming industry and its distribution has matured but the indie gaming distribuion channels haven't yet. The music industry has a relatively good indie distribution network compared to the gaming industry. Music lovers can purchase all kinds of eclectic and not-so-mass-popular music if they know which shops carry that type of music.

    So indie game developers aren't in any of the shops that most people frequent (EB Games etc.) and AFAIK there aren't any sites that publish a wide variety of indie games. What would really help is a site like garage games but on a grander scale and is open to all indie game producers. Sort of an EB Games for indie game developers to hawk their wares.

    The other big problem is the cost involved in creating a title which even approaches AAA quality. With the relatively recent proliferation of capable open source 3D engines and libraries like OGRE, NeL (Nevrax) CrystalSpace, SDL and OpenAL the barrier for coding a high quality cross platform games has been dramatically lowered.

    Of course there's also the issue of artwork being required. Hiring top quality artists can be restrictively expensive for indie gave devs. Someone had mentioned having a creative commons for game developers which I have always thought would be a wonderful idea. The problem is getting all of these far flung developers to work together in creating such a commons. WorldForge is slowing building a library of GPLed+FDLed media (which is now pretty substantial) but these things take time of course.

    --
    G. Washington on Government "it is force. Like fire, it is a dangerous servant and a fearful master."
    1. Re:A multi-faceted problem by Anonymous Coward · · Score: 0

      GarageGames _is_ open to all indie game producers. They don't just publish torque engine games. Two of the games on sale there now (Robot Battle and Chain Reaction) don't use the Torque.

  45. Possible Solution? by Qzukk · · Score: 1

    What if all of these independent game developers got together and released their software on a subscription model? $N lets you download N games per month. When a game gets old, download a new game. Or perhaps even better would be something like ORA's Bookshelf model, where you have N games at a time, and if you decide the one you just tried sucks, swap it for a different one.

    This solves the problem one poster had, where indie games don't get press coverage... with everyone going to one site for their indie game supply, they can just hit the "Whats New" link and see whats up.

    The only problem with this model, is that unlike the bookshelf, they'll need a continuous supply of software titles for people to use (This doesn't necessarially have to restrict itself to games, now). They'll also need a revenue model that is fair to independent developers and which can still draw people to pay. ORA's honor system may not work too well against game piracy, as well, without some kind of controls (although I've been thinking... didn't someone do a web-based game delivery system for Half Life? Maybe this could be adapted to these needs, although it would require a whole lot of bandwidth on the hosting side.)

    --
    If I have been able to see further than others, it is because I bought a pair of binoculars.
    1. Re:Possible Solution? by bcombee · · Score: 1

      In other words, something very similar to RealArcade (http://www.realonearcade.com/). It consists of a game manager application to keep track of both games you've installed through RealArcade and other ones on your PC and a subscription service where you get one free game every month and discounts on others available through their site.

      Currently, they're doing distribution for a number of small publishers, including PopCap and Small Rockets, and they also have older games from larger names, including Sierra and Monolith.

  46. It's going to get worse before it gets better by al_fruitbat · · Score: 2, Interesting
    I love games. I work on games. However, I don't think the current course of the gaming industry is going to change for some years, and (amazingly) I don't actually blame the current crop of games publishers for the state of play. Yes, they're run by unimaginative money men, yes, they're only funding bankable titles etc. etc. But what would you do with someone else's $4 million if it was your job to ensure a reasonable return? Exactly. You push the cash to where you're most likely to get a reasonable payoff, which at the moment is the 15 year old 'kewl yoof' demographic. The general public buys Tony Hawks IIXIX and boasts about its 'realistic polycount' in the playground. No manner of bitching on /. will change that.

    However, I think there is a ray of light... All my mates who used to play games are still playing them. No-one seems to be 'growing out' of them. My girlfriend's dad is addicted to Starcraft. I bought my dad a joystick and a WWII simulator for christmas (heh - irony ;-). At the moment, the market is immature and the demand is for the latest, flashiest fad. But the ranks of discerning gamers are out there, and they're growing. The games industry is slowly maturing beyond hardware-driven drivel (who cares if Doom3 has 2 billion polys if it plays worse than Half-Life?). Soon we're not going to be able to tell the games machines apart, aside from their logos and controllers (and hey - they're looking pretty damned similar today).

    I believe I'm going to be able to make intelligent, interesting games that aren't solely targeted at the lowest common denomenator. The catch is, we have to wait until the money guys realise they can make a profit on stuff that isn't utterly mainstream. I reckon this is only going to happen when the audience for games of all kinds is much, much larger. Fortunately, it looks like it's getting there.

    1. Re:It's going to get worse before it gets better by Anonymous Coward · · Score: 0
      The problem with "mature gamers" is that they spend less time gaming, and hence buy fewer games, than callow youths. Worse, people who aren't interested in chasing trends and polygon count can happily keep playing Starcraft, Civ2, Wizball, and Zork, even after Warcraft V, Civ6, QualityGame and Diabolo Siege: the Annunciation have been released, so they buy still fewer games. If they do buy a new game, they're more likely to wait until it's discounted, because they don't care about being cutting edge. Finally, if QualityGame is truly innovative, it probably takes time to understand it and appreciate how good it is -- often more time than an "after work" gamer has.

      The upshot is that mature gamers aren't going to buy enough copies of QualityGame to make it profitable, unless it had very low development costs but still sold at full price, which isn't an acceptable combination.

  47. I call BS :) by bpm140 · · Score: 5, Insightful

    IAAAPGD

    I've been to the last couple of GDCs and seen independent gaming's "best of the best". I've also downloaded hundreds of demos from independent developers. They're not very good.

    This statement can be split into two different areas -- gameplay and presentation. Anyone in the industry can tell you about the legions of fanboys who want to "reinvent" the FPS genre by adding an autocannon, or "save fighting games" with this really cool interactive environment ideas. Just because you love games does not make you a game design, any more than a love for music makes you a musician. I'm not saying you have to be a professional to have good ideas, but if you took a random sample of 100 professional game developers and 100 indies, the pros would have the most exciting ideas hands down.

    The other side of the coin is presentation. Game costs are ballooning and people expect their games to look like Gran Turismo and Tekken and you WILL be knocked by the consumer, the press and the almighty retailer if you fall short. A group of independent developers with a staff of six will find it tough to compete. Even if they have kick-ass gameplay, without polished presentation it will never hit the over-crowded store shelves.

    A lot of professional games are crap. It's romantic to think that the answer lies with independent developers. I think we're better off trying to balance the power between developer and publisher AND publisher and retailer (the former will never happen without the latter), so that developers have a better ability to stick to their guns.

    1. Re:I call BS :) by danieljames · · Score: 2, Interesting

      I believe that you're equating 'indie' with 'unprofessional'. This is clearly false; there are now a number of developers and small shops who are creating games without retail publisher funding or interference in a professional manner; PopCap, Pyrogon (Brian Hook's company), Gamelab, us and so forth. Of course these projects aren't fiascos of 3D content and over-production, like independent movies aren't special fx blockblusters, but neither are they amateur wannabee-gamedev material.

      Fundamentally I believe that the answer does come with independent game development, because it's only through proving new markets and styles of gameplay that 'publishers' will wake up and start funding such projects. I am all for balanced relationships between publishers and developers, but the current dismal state of big-budget game development is clearly not trending in that direction.

      'Pirates + Puzzles + MMP = Kick Ass' - User Comment
      Puzzle Pirates

    2. Re:I call BS :) by startled · · Score: 2, Insightful

      "I've been to the last couple of GDCs and seen independent gaming's "best of the best". I've also downloaded hundreds of demos from independent developers. They're not very good."

      Orbz was sweet. Uplink was small-time, and very good. Insaniquarium was a fun dealie for a while. What do all three of these have in common? They're good for a short amount of playtime. Why don't I mind that they lack longevity? They're cheap; and most big budget games lose my interest after a couple hours anyway.

      "The other side of the coin is presentation. Game costs are ballooning and people expect their games to look like Gran Turismo and Tekken and you WILL be knocked by the consumer, the press and the almighty retailer if you fall short."

      If you're charging 10-15 bucks for your game, they're quite forgiving, actually.

      "A group of independent developers with a staff of six will find it tough to compete. Even if they have kick-ass gameplay, without polished presentation it will never hit the over-crowded store shelves."

      No one with a clue is suggesting that indies try to get on store shelves. You can't get into Walmart, don't even try.

      "I think we're better off trying to balance the power between developer and publisher AND publisher and retailer (the former will never happen without the latter), so that developers have a better ability to stick to their guns."

      There are two inherent conflicts which this doesn't solve, and which make the niche for indie games quite clear:

      a) Innovation is risky; polish is expensive. Testing a new mechanic for the first time shouldn't be done in a $5 million title-- it's a waste of money. You WILL need to change things. Look at Sims Online-- did they really need to spend that much money on polish to discover that the mechanics didn't work?

      b) Big titles need big sales. You can't target a 200,000 person niche with a $5 million title. Say you're really successful, and hit 25% of that niche-- you sell 50,000 titles. An indie would LOVE those sales. EA would take a serious loss. Besides, if you're into, say, naval simulations, you'll do without the pretty cutscenes and be happy for the deep gameplay without all the frills.

    3. Re:I call BS :) by stonecypher · · Score: 1

      > No one with a clue is suggesting that indies
      > try to get on store shelves. You can't get into
      > Walmart, don't even try.

      Actually, that's exactly where KO Interactive, now GamesParlor, got in. And it's the only successful thing they've ever done. But they've sunk seven figures into multiple failed business investments simply because they had one successful title. (A $10 CD of shareware games they bought, and sold at walmart.)

      Frankly, I've often considered writing just such a thing to get my start. I know if I had anywhere near the funding they did, I could make it. (I watched someone dump $50K into an untested advertising program which fell flat there. Then, they couldn't pay my paycheck. Most galling thing I've ever seen.)

      --
      StoneCypher is Full of BS
    4. Re:I call BS :) by stonecypher · · Score: 1

      > I've been to the last couple of GDCs and seen
      > independent gaming's "best of the best". I've
      > also downloaded hundreds of demos from
      > independent developers. They're not very good.

      True as all of this may be, it's also a shallow view of the problem. I've been writing demo carts for years; I've only been able to afford to go to E3 once, and the people who set my interviews up for me fucked up something awful (only one of my eleven interviews was with a publisher who even touched my intended target platform.) I'm not complaining - they also got me in and did a lot of very important explaining-of-things to me - but still, the bulk of the reason that GDC games suck is that the GDC does an abominable job of getting the talent to itself.

      They expect people who are spending every red cent they have on developing a game while holding a minimum-wage job to also transport themselves to a con, put themselves up in a hotel, and provide promotional material.

      The GDC's mistake is that it should be making money charging publishers to enter the building, and then turning half of that money into locating and sponsoring the tiny developers which would in turn make the GDC a worthwhile place for these publishers to go. I bet (and I could be very wrong about this) that a publisher would pay $10,000 to enter a con where they could fight to take up the next three iDs.

      It's too hard to find the wheat amongst the chaff, because the wheat isn't getting the resources to grow, and there's so much f*cking chaff.

      --
      StoneCypher is Full of BS
  48. PDA? No, GP32! by Cpt_Kirks · · Score: 2, Interesting

    If you want an open handheld console to develop for, try the GP32. With specs like these:
    # CPU 32 Bit RISC CPU (ARM9, 133MHZ)
    # Display: TFT 3.5" Reflective TFT LCD(65,536 colors)
    # ROM 512 Kbytes
    # Storage SMC(Smart Media Card)
    # RAM 8MB SDRAM
    # PC Connection Cable USB Port connection cable
    # Sound 16Bit PCM Stereo Sound, MIDI support (over 32 poly), 4 Channel WAV Mixing
    # 32Bit RISC CPU
    # Definition 320 X 240 Pixels
    # Power 2 AA Batteries (12 Hours use time between charges)
    # MP3 MPEG(I,II) Audio Support
    # Controls 8-Way directional pad (joystick) + Durable 6 key buttons
    # Wireless multi-player gaming
    # Internet Connectivity
    # Online multiplayer game can be played by high-speed Internet connection

    How can you go wrong?

    1. Re:PDA? No, GP32! by mrlpz · · Score: 1

      >>>How can you go wrong? A) It costs about $150.00 B) The development kits are ridiculously priced C) It's not generally available anywhere other than the Korean and Asia-Pacific markets.... Let's start with that. Don't jump into the ring against "GameBoys" unless you're prepared for a fight. Make sure you've got your act together with regards to developers.

    2. Re:PDA? No, GP32! by Cpt_Kirks · · Score: 1

      It's available in the UK now.

      Yeah, it cost ~$150, how much does a PDA cost?

      These dev kits seem free enough.

      Who mentioned gameboys? Oh, it runs GB/GBC games just fine, and a GBA emulator (several, actually) are in the works.

    3. Re:PDA? No, GP32! by Asmodeus · · Score: 1

      Thanks !

      Just bought one. Looks luuuvely ;-)

      Asmo

    4. Re:PDA? No, GP32! by mrlpz · · Score: 1
      Beautiful....now if could get stuff like this, for Symbian-based phones.

      Innovate, don't succubate.

    5. Re:PDA? No, GP32! by Anonvmous+Coward · · Score: 1

      "How can you go wrong?"

      Got a graphics chip in there? If not, a good chunk of that 133mhz is going to be dedicated to pushing pixels around the screen.

    6. Re:PDA? No, GP32! by Cpt_Kirks · · Score: 1

      No graphics chip, just the ARM graphics routines.

      However, the GP32 has an afterburner type light coming out later this month. You will be able to buy a GP32 with the light, have it installed or get a kit to install it yourself.

      The screen is already soooo much better than the GBA. The divx movies and MP3s rock too.

  49. It's still all about software. by Anonymous Coward · · Score: 0

    Producing a video game is *not* like shooting a movie or writing a book. It's still about writing software.
    Writing software is difficult, time consuming, expensive. So-called game designers, with all their whining about innovation seem to forget that.
    The current revolution in computer graphics hardware doesn't help either: players want eye candy, want huge worlds. It's hard to keep up for small studios.
    (Imagine having to build your own type writer each time you want to write a new book, or having to build your own camera and projection machine from scratch each time you want to shoot an indy movie)
    But in the coming years, APIs are going to stabilize, engines are gonna settle and integrate better with content ubiquitous content creation tools.

    1. Re:It's still all about software. by Anonymous Coward · · Score: 0

      Yes it IS like shooting a movie or writing a book. Noone is going to watch a movie that has non-existant editing and muffled-to-no-sound because the whole thing was done on a Handicam. Noone is going to read a book that's hand-written, full of spelling mistakes and doesn't have any clear division between chapters. There are "rules" you follow when you make movies, when you write books, when you write music, when you program games. There is a level of quality that EVERYONE expects, period. Saying "but games are too hard to write" is a cop-out. It just means people are too lazy to learn how to do it well enough that it's just an afterthought.

    2. Re:It's still all about software. by Dawn+Falcon · · Score: 1

      What about the Blair Witch Project. oops. Guess you're dead wrong...

  50. Preconceptions of a board wargame developer... by marko123 · · Score: 1

    The guy that develops Air War and other heady board war games, I'm thinking is a nice middle aged man with a moustache and a hobby. Sort of like a Paul Davies, rather than a Denis Leary. But I like having my illusions shattered.

    --
    http://pcblues.com - Digits and Wood
  51. Why do they need to "Make it Big" by shreak · · Score: 2, Insightful

    Why does a game have to go to "Major Publication" to be a success?

    Why can't a game (or any content) serve a focused, interested community? Sure, most people will just go to the major vendors, but some will find the game that fits their particular interest.

    This works the same for corner grocers /vs Supermarket, corner cofee shop /vs Starbucks or corner bookstore /vs Barnes & Nobels.

    In town and cities that are spread out the superstores win out because of convenience. In dense cities the corner stores can do very well. It's just as easy to get to the individual stores and they can taylor what they carry to meet the local needs.

    I guess it depends on what best models the net. Is it spread out where it becomes convinent to have one size fits all content or is it a dense city where its easy to find thing that fit my specific needs?

    =Shreak

    1. Re:Why do they need to "Make it Big" by robson · · Score: 2, Informative

      Why does a game have to go to "Major Publication" to be a success?

      It's because of the way game development works -- when you get a contract with a publisher, you're basically guaranteeing that you'll have funding for the duration of your project. The publisher generally takes a significant risk when signing such contracts, because the vast majority of games never even sell enough copies to cover their cost of development.

      So if you don't have that contract, you presumably have to be getting funding from elsewhere. If you're planning on trying to run a business off of game royalties, you've got a death wish.

      What's the solution? I think it's something we haven't seen yet. I'd love someone to start an organization that's like NPR/PBS, where a central group accepts public donations/membership and then distributes that money to select developers. These developers then have a responsibility to make games that are, above all, good, rather than games that sell. What's the difference? The amount of risk a developer takes. If you're not constantly worried about the pressures of the marketplace, about competing with this or that game that just came out, you're free to take more risks and... dare I say... innovate?

      Mmm... probably a pipe dream, though.

    2. Re:Why do they need to "Make it Big" by Anonymous Coward · · Score: 0

      I'd love someone to start an organization that's like NPR/PBS, where a central group accepts public donations/membership and then distributes that money to select developers.

      Sounds a lot like socialism to me, which is doomed to mediocrity at best. Who decides what games are "good"? The bong-smoking d00d who comes up with the killa idea?

    3. Re:Why do they need to "Make it Big" by robson · · Score: 1

      Sounds a lot like socialism to me, which is doomed to mediocrity at best. Who decides what games are "good"?

      Well... do you consider the output of NPR and PBS to be mediocre? I don't; I think the system works well for them.

  52. game as art by jarnies · · Score: 1

    if we could get people to think of games as an avenue for artistic expression, then we could have some forward thinking peoples/companies/governments/etc. give out awards (cash or equipment) to independent, non-commercial developers for the creation of these small time games.

    this is not a business model, but a way of making games for gamings sake. this way, the independent developers can concentrate on making the game instead of paying the bills.

    --
    philanthropists need to realize there is a need for philanthropy in the first place
  53. Hmm... by ronfar · · Score: 1
    It seems to me that you can create whatever kind of game you want for the GP32 console platform. This one looks very independant:

    Snow White for GP32

    Sure, you won't get a chance to work on the latest 3D hardware, but you could create a viable commercial product. And the GP 32 isn't a dream, it's here and anyone can fool around with it and do innovative things.

    (This also goes for PalmOS devices, PCs and the like.)

    Sure, it isn't Indrema, but I like the fact that soon after I heard this new, innovative console hyped up, I could actually buy one.

    --
    All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
  54. Then go righ ahead.... by Anonymous Coward · · Score: 0

    There's nothing stopping anyone from working on something that "they believe" in. Do it as a hobby, do it in your spare time, make sure you protect any potential intellectual property and functions along the way....

    And if you truly have something in the end that was worth your time, have no doubt that you'll either get a big payoff after selling it to a corporation, or you'll make millions suing large companies that try to quietly steal your ideas.

  55. Anyone considered.... by Anonymous Coward · · Score: 0

    This is not a troll, although I guess it might seem like it.

    Has anyone considered that the most popular new games are not "the same old crap", as seems to be the implication, but instead are actually providing a level of immersion that _requires_ a large team of dedicated (yes, that means paid, with money) individuals focussed on the goal.

    GTA3 is the obvious example here. People can love what they do, but it honestly takes a large team of people working a _long_ time to generate the sheer amount of models, textures, audio etc for this kind of game.

    Independant game developers can compete on the originality stakes, but lets not pretend theres no reason for the success of certain titles.

  56. 10,000 geeks... would just love by Anonymous Coward · · Score: 0
    That's part of the problem.

    With such a huge supply of folks willing to work on games development, companies get to pick and choose what they want - and they're risk-averse.

    And you'd be risk averse too trying to protect your seven-figure income if your game company hit it big.

  57. ahem by Anonymous Coward · · Score: 0

    what about Verge/Ika? Give those a shot if you wanna make a lowbudg game..

  58. Motivation by gr8_phk · · Score: 1
    I pulled together a team of 3 for the IGF a couple years ago to do rtChess for 2 reasons. 1) I needed a real application to test my ray tracing engine - actually using it revealed how much the API sucked. 2) Entering the IGF provided a solid deadline and goal to work towards. I never expected to win - though making the top 10 would have been nice.

    Anyway, the IGF was important. Independants who are working part time (for free) have a terrible time keeping motivated and focused. I did the game in order to focus on the design of the API. I entered IGF to stay focused on the game.

    No IGF game got published, but how many entrants have been hired by game companies? It not about the games as much as it is about following through. It's a case where everyone who actually enters is a winner. The other 10,000 people are just wanna-bes.

    Status update: 1) The API has improved a lot since then. 2) The ray tracer has gotten significantly faster than it was. 3) There is documentation coming together. 4) I just don't have time to do something really cool with it - need a new project with real goals again...

  59. What do consoles have to do with it? by Jartan · · Score: 2, Interesting

    Reading the blurb for this article you'd think consoles are somehow raising the bar of entry into the gaming market. Maybe that's true for console games but the bar of entry for computer games is nearly non existant when it comes to hardware and coding materials.

    The real barrier of entry is paying all the people that are required to make a game. Sure maybe coders who love to play games are willing to take a cut for a long while and try and start a stuido. But what about artists , 3d modelers, and musicians. Making a game requires a lot of different specilizations and that means a lot of people and a lot of cash to pay them.

    Im often annoyed by how low creativity is in the industry myself but lets face it there are only so many base ideas you can work with in a game. I'd hate to see gamers fall into the same trap of thinking that different and innovative and new always = good. Look at the art of painting. A lot of snobby people go around saying what a "good " painting is based off of what kind of new concepts it introduces but to most of us these paintings just look like so many pieces of junk.

    Believe it or not but a lot of problems with the game industry are problems with the developers and not the suits. A big enough portion of them act like whiney prima donna's and throw productivity out the window by trying to introduce new idea's that are just boring in the first place. All to many of them forget that the real purpose is to just make a game thats fun.

  60. Try looking/downloading this game... by josh+crawley · · Score: 1

    I like this game, POSTAL. http://www.gopostal.com/ On the demo for Postal 1, the sounds are horrendously EVIL ;-) You see people you just shot crawl on the ground asking "Finish the job" and other depressing things.

    The game's brutally wonderful ;-)

  61. Underground Networking by JojoLinkyBob · · Score: 2, Interesting
    I've always dreamed that something grass-roots like this would emerge, and hopefully I'd be able to participate. I guess I've grown cynical a bit, because when it comes to game design, it's hard to find people that share your vision for a game.

    And I'm not just talking about the technical crowd either.. My closest friends are non-technical (as far as using a PC) strategy game buffs, so I proposed that we develop a PC game together, where I would take on all the burden of coding. I set up a Yahoo discussion board, but then later realized...it never got updated.

    The biggest obstacle to this of course is procrastination. Has anyone had success in this area..? How did you meet your goal?

    Thx

    --
    -jc
    1. Re:Underground Networking by actor_au · · Score: 1

      The biggest obstacle to this of course is procrastination. Has anyone had success in this area..? How did you meet your goal?

      I'll tell you tommorrow, I'm busy helping CowboyNeil iron my socks(long story).

      --
      Read Errant Story.
  62. Consoles are not the answer by BigJimSlade · · Score: 2, Interesting
    is the story of Indrema a prophesy? Is Infinium just vapor? Is there any other solution?

    First of all, don't look to consoles as the solution. Any consoles. ESPECIALLY not vaporware consoles.

    Consoles are closed platforms with a high entry cost. Even if you can meet that entry cost, there's still the matter of getting picked up by a publisher (you as an independent developer have 0% chance of getting your game on the shelves at EB or Best Buy).

    I think your best bet as an indie developer is to develop for a computer platform (PC, Mac or Linux... preferably develop in a manner that it's easy to port to any of the 3). On the PC a developer, if so inclined, could:
    • develop the game using free or lower cost tools
    • publish the game themselves (either via online distribution or burning CDs themselves and mailing them out

    The Underdogs has a manifesto that discusses developing "scratchware" games; games developed by a small team of enthusiastic developers dedicated to getting a quality product on the market with a small budget that can sell for under $25. The Underdogs even has a store where they sell games developed in this manner.

    Developers: don't go into this with dollar signs in your eyes. Go into it with a solid idea for a game and a like-minded group of developers. I think you will be successful.
  63. What will YOU buy? by mb12036 · · Score: 1, Insightful

    Part of the "risk aversion" on the part of these major publishers has to go back to the fact that customers are asked to pay upwards of $50 US for new releases. I know that it is expensive to develop games and that cost needs to be covered. I'm not offering a solution here, just identifying a problem.

    But at $50 a game, publishers aren't the only ones making an investment in games. Those of us that want to buy new games but can't afford $50 a pop have to make our choices carefully. A lot of people look at a shelf full of games and can only afford to buy one this month and make a conservative decision b/c they want a game they know they will enjoy, they don't want to take a risk on a game that they aren't sure about. I don't know how to get out of that cycle, but it just seems like at the current pricing for games, you better be darn sure you like it or else you just threw away 50 bucks. And as long as people think like that, certain kinds of games are going to be more profitable than others.

    1. Re:What will YOU buy? by Anonymous Coward · · Score: 0
      True dat. If you don't buy a "sure-thing" game (part of a trusted series, for example), you'll buy one with good reviews (heavily slanted towards mass-market pap), or you'll pick based on what you can see on the box: screen shots and description. The former tell you nothing about game play, of course, and the latter usually sounds better if it's familiar, so it favours clones.

      The only solution I see is rampant piracy, combined with people buying the games they actually end up playing (a sort of guerilla shareware approach).

      This will still fail, though, because there are just too many games out there to try them all. This is bad enough in the indie music scene, where is only takes a few minutes to listen to a song; a truly innovative game probably requires a few hours of play to be appreciated!

  64. OT: Your sig by Anonymous Coward · · Score: 0

    You know, the sad thing is that you write English much better than a lot of native English speakers do!

  65. Re:Indepedent.. by kin_korn_karn · · Score: 1

    Mark 'Nurgle' Collins, author of Linux Game Programming

    "Nurgle" - ? No wonder nobody takes Linux seriously. How many people in the real world software community go by stupid childish nicknames? I know of none..

  66. Good game development tools by Conspiracy_Of_Doves · · Score: 2, Informative

    BlitzBasic has some great game dev tools specifically made for manipulating 2D/3D graphics on the screen. It is essentially a full-blown language with elements borrowed from both basic and C. Very easy to learn/use. You can do in a few lines what would take hundreds or thousands of lines in other languages. Plus, there is already a wide user base that you can get help and tips from.

    1. Re:Good game development tools by bugs_me_too! · · Score: 1

      You can even use Macromedia Flash for 2D which is a lot easier for developing good looking arcade games that you see on a lot of internet game sites. Macromedia Director using the Shockwave Player can be used for 3D games. Take a look at the website www.shockwave.com. They are interested in getting game ideas/designs. I think it's interesting that their number one game played daily is a jigsaw puzzle. Seems to me that people still like those oldy, but goody games.

  67. got this email today... by eglamkowski · · Score: 1

    How apropos - after reading a bit of this thread, I check my email and lo, I received this email:

    from http://www.costik.com/weblog/

    The mood at the Game Developers Conference this year was, fundamentally, one of despair. To even the blindest apologist for the silly, if monstrous, construct the game industry has become, the handwriting on the wall was clear. Ten years ago, you could find a dozen publishers to pitch to; today, perhaps five. And of the remaining, half are on their last legs: the Vivendi Universal game group will almost certainly be in someone else's hands by the end of the year, Infogrames is fucked, Activision is screwed, 3DO is tottering, Acclaim is in dire straits. The only companies with evident strength are the manufacturers--Sony and Nintendo and Microsoft (included on this list not because they make any money in games, but because they have deep pockets)--and EA, despite the fact that it has utterly failed to make a go of online gaming which, two scant years ago, they claimed was the future. (And it is, but EA is too fucking stupid to listen to those of its employees who understand how online gaming works, and instead try to make it work like its sports game franchise. Which it doesn't and never will.)

    Year by year, budgets increase. Year by year, sales increase less. And year by year, the publishers become more conservative; at $3m a pop and a 3 year dev cycle, it's too risky to invest in any game that's--risky. Thus only sequels and licensed drivel get funded.

    Year by year, independent developers disappear. The lucky ones get acquired; the unlucky ones simply go under. Their only hope of funding is to bid on a sequel or a licensed product--and the reality is that doing that crap is cheaper in, say, Eastern Europe. It takes no creativity to do III in a series, or a game based on a movie that innovates only by appliqueing movie characters to a successful game style; that takes no creativity, and underpaid coders in Romania suffice.

    Never mind the self-evident fact that the industry's real hits have always been innovative, always been out of left field--SimCity, Balance of Power, Command & Conquer, Deer Hunter, Roller Coaster Tycoon, The Sims. Licenses and sequels are perceived as less risky. No one ever got fired for greenlighting a Major League Baseball game, or something licensed from a Hollywood hit, or game IV in a series that's always sold. Pick wrong on an innovative title, and you're history.

    And so the walls come closing in. You have to be fuckin' Will Wright to get an innovative title through; no one else can do it. (Okay, Miyamoto can do it. Maybe Sid Meier. But you get the drift.)

    Fewer and fewer titles are commissioned from independent developers; the publishers gobble up studios, until they themselves fail, because they don't have the publishing spread (or, in many cases, the brains god gave a biscuit) to compete with the largest houses.

    The industry is fucked. It's less imaginative, more risk averse, than the fucking music business. It makes Hollywood look happy to take a flyer on talent.

    Mene mene takel upharsin. The writing is on the wall. And here we have my high-school buddy Warren Spector to confirm it: There in his keynote speech, telling us not to worry, just be happy. Drink the cool aid. Go to work for an in-house studio. Develop a licensed product. By God, Warren would be glad to do a Harry Potter game. What a lovely universe to work in. It's the future. It's the way things are. And it's not so bad.

    Trust the Computer. The Computer is your Friend. Honest.

    Desperation breeds--sometimes despair, but at least as often, desperate innovation.

    Some years ago, in a piece in Game Developer, I said that gaming needs an independent label, something analogous to independent music labels or independent film, to provide an alternative distribution channel for games that challenge the conventional wisdom, allow experimentation on smaller budgets, and can serve to reinvigorate the mainstream. The basic idea is true--but we live in a different world, and conventional retail, even if through slightly different retailers, may not be the answer.

    Here's what I observed at GDC:

    I went to a session entitled Proven Strategies for Self-Publishing on the Internet. Two years ago, it would have been empty. This year, the room was so full that conference associates had to keep on harassing people to keep an aisle clear, presumably in case of fire and panic. Panelists from companies like Pop Cap and The Groove Alliance say they're making real money through places like Real Arcade and Shockwave.com. Panelists say they think that downloadable shareware games like theirs will generate somewhere between $70m and $100m in 2003.

    Now most of this stuff is drivel, although some of it is highly addictive puzzled games like Bejeweled that can't find a place at retail today, and bully for them that they've found a marketing venue that works. And in all likelihood, this marketing channel has its own strong forces that prevent any real creativity--instant-pickup games with no real depth. But still; this is starting to look like real money, without dealing with the twits in Redwood City, and developers are lapping it up.

    They just want so badly to find a way out.

    Or look it at the crowds around the Independent Game Festival finalists. That's a bunch of machines on the showroom floor, with representatives of the finalists demoing their titles. The IGF is basically open to any game that doesn't have a publishing contract, and hundreds of hopefuls submit titles every year (every year of the five it's been running) hoping for a little glory--and a shot at a publishing contract with one of the majors. Never mind that no IGF title has ever gone on to major publication and success. It's one of the few ways a garage operation can hope for a shot at glory.

    So sad--and yet--look at all the people crowded around those demo machines. It wasn't like this last year. Or the year before. Three years ago, the demo machines were a virtual wasteland--and the IGF finalists were so happy when I'd stop by to ask them about their games. This year, I can't even get close enough to play--sometimes not even close enough to get a glimpse over the shoulders of the throngs about the machines.

    They're this desperate--this desperate for the hope of a little innovation, a little chance to do something real, a little chance to reach an audience. These 10,000 geeks (that's what CMP Game Media claims was the attendance), most of them professionals, would just love to do what the IGF guys are doing--do a game for chrissakes, work on something you believe in, not churn out the next big-budget piece of crap.

    Then we have the Experimental Games Workshop. It's so crowded they open all the doors so people standing out in the hall can pogo high enough to catch a glimpse of the screen and see the games they're demoing. The highlight is, as I expect, the Indie Games Jam (about which more in another post)--although I also very much like the entry from some Japanese guy whose name I don't catch, who has something he claims is PSII email software that plays like some bizarre rap dancer with a synthesized voice rapping the text you enter, and a character bopping about swishing a Japanese calligraphic paintbrush and spattering virtual ink about the page--I have no idea what this thing is, but it makes every game I've played this year look tired.

    Why are all these guys here? This isn't even a channel. These games were never created with anything approaching commercial intent. We're supposed to be cynical industry fucks, not a bunch of starry-eyed artistic dweebs.

    But we're all so desperate for something real, something creative, not the same old same old same gold crap. Tony Hawk LXIX. Hollywood Blockbuster XII. Army Men XXIII. Coasters of Might and Magic.

    And even.... even... at Nokia's sponsored Developing for N-Gage sessions, the room is jammed--despite the doubts about Nokia, the doubts about N-Gage, the feeling that even if it works, it's just another console shell-game, another route to the same dull uniformity. It is something new, a little different; maybe there's still opportunity to do something real here, maybe there's a route in, maybe it won't be Tony Hawk Mobile Edition and James Bond 007 for Bluetooth--maybe Nokia means what it says when it
    talks about "enabling new game styles" through connected mobility.

    Though that sure does sound like the same old corporate drivel, doesn't it? Connected mobility, forsooth.

    It's not just N-Gage, in fact. Mobile is on the tip of everyone's tongue. Is it real? If so, when? And how much? And what's the business opportunity? Where does it lie? And (in Glenn Broadway's language), will retro gaming kill it? Does it really all have to be Asteroids recloned?

    There's something going on here. Exactly what, I cannot say. Where it leads, I have no idea. But there was a palpable sense of frustration at this year's GDC, a feeling that the walls are closing in--and that something has to change. Somehow. Somewhere.

    The game is a virtually infinitely plastic medium; it's adaptable to every technology from the neolithic on. Digital games have explored a tiny fraction of the possible--particularly tiny because of their (up until recently) inherently single-player nature. Inexorable business forces--fuelled at least as much by the lack of imagination of publishers as their risk averseness--have nonetheless squeezed the range of the commercially possible down to a few hackneyed lines. Yet at the same time, developers have become far more aware of the potential, far more respectful of their own history and the promise it held, far more educated about the possibilities of design--and consequently far more frustrated at the narrowing paths into which their talents are channelled.

    A specter is haunting gaming--the specter of its own oblivion.

    But gaming is young, and restless, and not ready to die.

    Redwood City is tense; the king and queen go about their affairs, oblivious to the public mood. But angry men congregate in the public squares, and harangue the passers by.

    Something is about to blow.

    --
    Government IS the problem.
  68. yeah, there is an indie gaming underground by mandrake*rpgdx · · Score: 1

    but like all other "under ground scenes" it';s hidden, and the good stuff is hard to find. Any people listen to indie music out there? You guys know what I'm talking about, you have to shuffle through loads of crap to find one gem....but damn, that one gem is fantastic.

    indie gameing sites (warning 90% crap! But, RPGDX has a good reviews system, so look for the highest reviews....)

    RPGDX

    Dark Dreams

    Allegro Games Depot

    Madmonkey

  69. Re:Indepedent.. by Cruciform · · Score: 1

    You'd be surprised how many people only know you as "Old Fart" in your department :)

  70. Don't we already have a nice console? by pyite69 · · Score: 2, Insightful


    It's called a Linux PC. With Tux Racer as the minimum performance
    standard, plus a requirement of good TV Out support, there is a large
    market for games.

  71. That's what the indie scene needs. by mandrake*rpgdx · · Score: 1

    An indie mag, like how indie movies have Gurella Film, and indie music has Rock&Roll the mag, we need an indie zine which covers and cuts the crap.

  72. Shift yer paradigm. by American+AC+in+Paris · · Score: 5, Insightful
    I look at independent efforts and I see, generally, one of two things:

    1. A desire to compete with the big boys--to make the next Quake killer, to build a wicked-cool 3D game of epic proportions, etc.
    2. A desire to make a fun little game.

    Much of the beef with the current state of indy gamemaking seems to revolve around group one. Everybody wants to be David to the industry's Goliath; everybody wants to be that breakthrough, rags-to-riches, beat-the-odds underdog. To that end, there are -maybe- half a dozen indy groups/folks who have the vision, dedication, and know-how to actually pull this off; they crop up every now and then, release an acclaimed title, and often end up entering (gasp!) the industry.

    Sad fact is, you're not gonna be able to go toe to toe with a company that can throw three dozen full-time people and several million dollars at any given title. It's not gonna happen. No matter how cool, revolutionary, or fresh your idea is, odds are, you -don't- have -all- the skills necessary to pull it off on an indy budget. You're a crack coder, but can't design a UI to save your life. You can create beautiful game art but physics makes your head swim. You've got this really, really cool special effect that puts the big houses' work to shame; all you need now is a game to wrap around it...the list goes on.

    If, as an indy game developer, you make a few changes to your outlook, you can have a -really incredible time- making a game. Here are a few suggestions:

    1. Don't quit your day job. Treat gamemaking as a hobby, something you do for a few hours a night instead of watching TV or playing other games.
    2. Bite off less than you can chew. For your first few projects, just keep it insanely simple. No special modes, no added effects--pick one simple aspect of your game, build it, polish it. After you've done this, start tagging all the 'cool' stuff on.
    3. Focus on your strengths, but pick something to improve. Maybe take an art class once a week. Maybe buy a book on algorithm optimization. Maybe study user interface design. Maybe take a marketing class. Remember, you're indy, you're small, you need to be able to tackle as many facets of making a game as you can. The more you broaden your skills, the better your games will be.
    4. Get a little help from your friends. Once you absolutely -love- what you've created, have your friends try it out. -Listen- to their feedback, swallow your pride, and consider ways to make more people say "Wow!" and fewer people say "Umm..."
    5. Don't use the big titles as a meterstick. Do that, and you'll soon find yourself violating suggestion two. Your mantra should be something along the lines of, "I -cannot- compete with Rockstar Games. I -can- make a really fun game that lost of people will like."
    6. Do it to have fun. Do it because you -love- making games. Do it because you want to entertain people. If you make your game a labor of love, it -will- be a great game, even if you're the only person who ever sees it as such. Look at it this way: if you make a game that you enjoy so much that you play it more than any other game you own for years, haven't you made the best game you could ever wish for?

    There are success stories out there. Other posters to this article have articulated this point quite well. All I'm trying to say is, don't get into indy games for the wrong reason. Do it for yourself, do it to have fun, and you won't regret it. Measure success by self-satisfaction, not by shelf space and bottom lines.

    --

    Obliteracy: Words with explosions

    1. Re:Shift yer paradigm. by CodeWanker · · Score: 1

      Hear hear! If you really love making games, make games. I put one on winsite a couple of years ago (DeckWars, if anyone's interested) for free. Maybe 800 people have played it. It was fun to make and it's fun to play and it looks crappy... Because I'm a software developer, not an artist. If you have really good ideas and want to make a sexy game, score yourself a copy of DarkBasic or something similar. If you want to work in established gaming houses, go to one of the game colleges or SCAD or some place like that. If you want to make an awesome game that requires a lot of collaboration, then welcome to SourceForge and SlashDot. There are a lot of talented people out there who would love to donate their efforts to a world-beating game. The problem (as usual) is that people out there want to make a pile of money at what they think will be play time, and it's tougher to do than they like. Professional developers will tell you that 70 hour weeks getting the G*ddamned elf to kill the scorpion instead of killing the tile it's standing on are not play time.

      --


      "Wow. Now THAT'S a lot of angry Indians." - Lt. Col. George Armstrong Custer
  73. You need less technical ability than ever.... by fireboy1919 · · Score: 2, Interesting

    A lot of the latest games come with the ability to write subgames using their engines.

    There are even a few previously released games that are freeware now with such an engine. Dink Smallwood comes to mind.

    And for RPGs or interactive fiction a single individual can surely still do their thing. It's even possible to put them on the web.

    Not polished? That's crap. To me, polished means no bugs, and an excellent storyline that makes sense. My old games don't crash, and the whole game isn't "go kill the monster and level up." The new ones I've got seem to crash much more often, and I haven't found much BESIDES go kill the monster.

    Nearly all of my old games where made by six people or less, but the new ones...

    I would also like to note that the best game I've ever played was an independant one.

    --
    Mod me down and I will become more powerful than you can possibly imagine!
  74. I call your BS. by mandrake*rpgdx · · Score: 2, Interesting

    Yes, hard core pc gamers expect the latest 3d and etc....but not everyone is a hardcore gamer. Some people don't care about graphics as long as they look good. Not spectacular and jaw dropping, just no ass-ugly. if you look at the game industry like the movie industry, then the indie gamers *should* do what the indie movie industry does, and use the lower budget/less effects to their advantage...

    1. Re:I call your BS. by Supergrass · · Score: 1

      Well, then, the people who aren't hardcore gamers are casual console gamers...who still have high expectations as far as production values go.

      --
      Wherever there's a will, there's a motorway.
    2. Re:I call your BS. by stonecypher · · Score: 1

      > Yes, hard core pc gamers expect the latest 3d
      > and etc....but not everyone is a hardcore
      > gamer.

      This is disingenuous. People who aren't hard-core gamers still won't pay $45 for a game which looks like it came from a console from five years ago. Sure, they won't know to refer to it with terms like quincunx AA or phong-shaded bump mapping or whatever the currently funny video buzzword is, but let's be frank: if your little sister (the ubiquitous game player whose opinion isn't trusted by self-aggrandized "hardcore gamers") has a playstation 2 and sees two games - one, say, Dance Dance Revolution 6 and the other something that looks like Tobal No.2, which do you expect that she will think is a better game?

      Hints: if it looks like it has low production value, that's not a helpful thing.

      The problem isn't that gameplay is dying. The problem is that the bar to seeming like an "acceptable" game has been raised so high that most game developers end up having to sacrifice one or the other (mostly when they realize how unrealistic their production plans were; notably, without one of those unrealistic production plans, you won't get published, which is why all games ship late, buggy, and disappointingly), and in order to stay competitive in the marketplace, they have no choice but to make the seperation you're delauding.

      I don't chagrin you your standpoint. In fact, I'm sympathetic; I wish I could write a super-nintendo game so that I could focus on the game half, too. But it won't sell, so it won't be published, so you're never going to hear about it.

      --
      StoneCypher is Full of BS
  75. Being Creative by hrieke · · Score: 1

    Is hard. And once you do something that gathers attention of the masses, it's fairly easy to knock out copies as well.

    That and everything is just theme and variation on what's been done before (not to say that maybe it isn't worth redoing...)

    --
    III.IIVIVIXIIVIVIIIVVIIIIXVIIIXIIIIIIIIVIIIIVVIIIV IIVIIIIIIVIII...
  76. Don't forget.. by Scott+Francis[Mecham · · Score: 1

    OGRE. They've really been jumping in the past year, and it's excellently suited to all types of 3D games, not just BSP geometry or room shooters.

    --
    --
  77. Re:Indepedent.. by Xerithane · · Score: 1

    No wonder nobody takes Linux seriously. How many people in the real world software community go by stupid childish nicknames? I know of none..

    No kidding; get the fucking wookie off your shirt and understand a degree of professionalism.

    --
    Dacels Jewelers can't be trusted.
  78. Selling Games without a publisher... by NeilArrow · · Score: 1

    ...can be done.

    Take a look at Laser Squad Nemesis - Written by the same guys who did X-Com. A free download, players can join the league by paying a subscription (various lengths).

    You don't need the backing of a publisher to make a game work. LSN has done it by good marketing (especially being championed by popular UK games magazine PC-Zone).

    1. Re:Selling Games without a publisher... by Dawn+Falcon · · Score: 1

      LSN has less than 2k subs.

      There have been huge PR and credibility problems with it, their boxed version is struggling to find a publisher and progress overall has been extremely slow.

      I....would NOT pick CoDo as a good example.

    2. Re:Selling Games without a publisher... by NeilArrow · · Score: 1

      What are these credibility problems?

      I can't see how progress can be anything but slow when you have four members of staff. Considering that, and CoDo's interaction with the LSN community through the forums, I think they are a very good example of how games development can be done differently.

  79. Independent Gaming Trouble by atomicmutant · · Score: 1

    I work with Canopy Games, and we've recently run into this situation with our new game, I Was an Atomic Mutant. Yes, we have a publisher (ValuSoft), but some of the large retailers rejected our game early on, dismissing it as "not mainstream enough". If it's not tied to an already successful book, movie, or TV show, why would anyone want it? Game development is not like books, or even movies. Books, all you need is yourself and some paper and pen. Movies, are very expensive but there are hundreds of festivals, and venues to get noticed. Games cost a lot to make and there are not many festivals...and unlike the movies, with say, Sundance, major studios aren't snatching up games from the festivals.... So it's expensive to take a risk, and the major chains could give a rat's patootie about the innovative thing. Internet distribution has a few kinks yet, notably, bandwidth, pay model, and most importantly, marketing. In our case, we anted up for all our own marketing, paying for our website and all the subsequent promotion. We hope it's working. If we didn't do it, Mutant would be dead on the vine, there's so much static in pop culture today. It's a catch-22. The big retailers say, "if it sells, we'll carry it". But if they don't carry it, how can it sell? wee-hooo, what a ride.... This is a problem. It is true that the next big thing probably isn't going to come from a giant studio. What's frustrating is that the next big thing may already exist and be in the process of being roundly ignored by anyone who can get it out there. In the meantime, we get sequels and movie tie-ins. Someone mentioned Serious Sam as a model for indie game development. That's unrealistic. That game was made in Eastern Europe. Cost of living, and standard of living, make it almost impossible to compete with developers over there. Just like there are no Nike shoe factories in America now....(a bit extreme, but you get the picture). Sam is an "A" list style game that could be marketed at budget prices because the initial cost was low, due to the geographic location of the developer. That's just a little blast from the small developer world. I've outlined some facts and some problems, without necessarily coming up with solutions, I know....let's keep up the discussion, and see what happens.

  80. How many of you guys are authors? by Quixadhal · · Score: 3, Interesting

    I'm curious. How many /. readers out there are authors (of those dead-tree things, not software)? How is this on-topic? Well, writing software for a living is similar to writing novels. There are some number of well-known big-money publishers out there, and there are a larger number of not-well-known shops which occasionally produce hits, and then thare are independants.

    If you're an author, you can choose to:

    (a) Write what you believe. If you choose this path, you will have to have a Real Job (TM) to pay for things like food and shelter. You may find that the amount of time and energy you have to write varies with your Job and Family influence. That means, you will be at it for many years before finishing anything, and get very little sleep.

    (b) Write what will sell. Many authors take this route. Find a genre you kindof-like, look at the slop that's on the shelf, write something that feels much the same. Chances are, one of the middleweight publishers will buy it and sell it direct to the bargin bin. You're writing (good practice) and making enough money to pay for food OR shelter, so only a semi-decent Job (TM) is needed. Your Family might actually see you.

    (c) Write what they tell you. This usually only happens once you've managed (a) or (b). You get hired or contracted by a Big Corporate Entity (TM) and they say "We need you to write a by next Quarter." In this mode, you write to whatever specs they give you and churn out a product which will be pushed into the market. It offers the distinction of being a Real Job (TM) all by itself, but as with any other Job, you have are bound by the Chains of Command, and have a Boss.

    It seems to me that software development has also reached that place. It's usually impossible for a single person to break into the market, but if a small group gets together they have to face the three choices above. Let's face it... we ALL want to write the thing that's in our head. We're all sure it's really cool, and that other people would like it too (and maybe even pay for it). But we all also have to eat too, and have a place for our computers to stay in out of the rain.

    Once upon a time, you used to be able to get a job by just going to the place you wanted to work and being persistant. Nowadays, that gets you thrown in jail for loitering and/or harassment. How do unknown game developers get a foot in the door these days?

    WWJC?

    1. Re:How many of you guys are authors? by Watts+Martin · · Score: 1

      Okay. I don't know what your experience is--you don't actually say if you're an author. But what you're describing doesn't match up with the publishing world I'm familiar with.

      Very few novelists write under the kind of contract you imagine in your your third scenario, unless they are writing novelizations (a very different animal) or in "name brand" series. And in your second scenario, looking at what's selling and saying "I can write stuff exactly like this" and then doing it... according to every author, agent and screenwriter I'm aware of, that's a non-starter. Those books you see on the shelf were written two or three years ago. By the time you get your clone manuscript done (another 3-6 months in the best case), even the small publishing houses will be sick of reading slush piles filled with people who are trying to do just what you are. By that point either they've already published their bid at that fad, or they were never interested in publishing such a bid in the first place.

      I think your central premise here is flawed: fiction writing is not like game publishing. It is in fact the inverse of other entertainment industries: Eidos buys the rights to the Tomb Raider "franchise," but Del Rey doesn't buy the rights to the Xanth "franchise." They just buy the right to publish those books, usually a right for a limited time. Del Rey does not get the right to tell Piers Anthony he "had" to work on more Xanth books, nor can they say "We think Lawrence Watt-Evans can do light fantasy better, Piers, so we're giving him the Xanth contract." They can say "we're only interested in Xanth books," but he can say, "Stuff you all, then, I'm going to Tor."

      Ultimately, your first scenario is the only scenario that works for fiction authors: you write what you love and you hope an editor loves it enough to buy it. And that's how every author I know--and probably every author you know, when it comes down to it--made the transition to supporting themselves through their writing, assuming they ever managed to do that. (Most, in fact, do not.)

  81. The Video Game Bust by Snowspinner · · Score: 3, Interesting
    As video game companies continue consolidating wildly, and more and more buy into the EA strategy of either buying out successful development houses to run their best franchises into the ground (Ultima, C&C, in time Sim Anything), or releasing media tie-ins (Harry Potter, LoTR), I think we're going to see another video game bust. Probably not quite on the level of the Atari bust, though it wouldn't surprise me if PC gaming is hit about that hard. But it'll be a lot worse than the last one, which seems to have been a little micro-bust right between the SNES and the PSX.

    Both of these previous busts have been marked by a clear shift in the central location of game production. In the Atari era video games were centered in the US. When they busted, the industry centered in Japan, based on trans-Pacific marketing (Nintendo). When Nintendo busted after the SNES, it realligned again to support both US (GTA3) and Japanese (FFX) development, with little focus on worldwide marketing on the whole. (Let's face it, most of the deeply Japanese titles for Sony systems are just quietly released here without fanfaire, on the assumption that the fans of Japanese-style games will find them on their own).

    My guess, then, is that what we'll see is a shift towards European developers, particularly as the EU and the Euro consolidates Europe and makes it possible for Europe as a whole to host a power-developer.

  82. Heres a Left Field Developer thats making it. by ajaxlex · · Score: 1

    Here's a perfect example of an independent developer who's got those left field ideas, and has executed very well on them:

    eGenesis recently launched A Tale In the Desert - a MMPORG which has distinguished itsself in a number of important ways:

    1. A constructive multiplayer approach - It's been speculated and theorized on (well, by me and my friends, anyway) - but these guys have done it with style.

    2. Ingame voting - it's allready transforming the gameworld of 'egypt'

    3. A particularly clean launch - unlike any number of MMPORG titles I spent loads on and was frequently not playing because of bugs.

    4. Gameplay mechanics that reward the player for the player's skill, not for artificial avatar skills.

    5. Excellent Support. I had a GM to help in 10 seconds on the release date!

    6. Simultaneous Linux and Windows clients at launch.

    check out this previous post... A Tale in the Desert

    I also noted the following article re: Difficulties in making MMPOGS Ten Reasons You Don't Want to Run a Massively Multiplayer Online Game eGenesis has all of this stuff down.

    Free tryout, etc. Here

    Support Independents, and Linux gaming!

  83. Indrema by Restil · · Score: 2, Informative

    Indrema suffered from the same dotcom failures that many other companies at the time did. I can't find a timeline on the company at the moment, so I can't make specifics, but they advanced with thier project with the assumption that it was going to require a large sum of cash to just get it out the door, with the expectation that they would recover it later. This is great if you already have the product and just need the money to produce it, but it's another thing entirely when you're in uncharted territory with no idea of your market, no idea of your R&D costs, and no idea about how long it's going to take. And I'm not saying that the Indrema developers didn't have an idea about these things, but they clearly hadn't thought it out sufficiently.

    Most successful businesses rely on the initial partners putting in lots of 8 hour nights working for nothing but sweat equity for upwards of years before they have a product that has a decent chance in the market. The dot com era got people spoiled to the idea that they could do all this initial R&D while getting paid $150,000 a year, because VC's were willing to live off the hype. The point is, its unrealistic, and it didn't last.

    An open source gaming console isn't a stretch. It's just a matter of what dedicated people are willing to put into getting it out the door. At the minimum, it requires the following:

    - A custom hardware platform. Even if it is based on x86 hardware, you'll need a design that gives a performance and cost advantage to a console system, otherwise people could just buy a PC, defeating the whole purpose of the console. Even the X-Box, mostly a standard PC stuffed in a tiny box, has shared memory pipelines and other features that give it an advantage over comperable computers at the same speed and cost. Sony develops their hardware from scratch, and gains a cost advantage as a result, but the R&D involved in doing that is out of the ballpark of any smaller companies.

    - Games designed for the platform. Assuming it's not just a standard PC in a box, you'll need games. Some might get by with a recompile, but for the most part, you're going to need others to invest their time and effort with the hopes that you're going to have a successful platform. When Sony or Microsoft puts up their cash to make it happen, it's a safe investment. You know the system will be available, and you know people will be marketed into purchasing it, so the quality of your game is the only selling point you need to concern yourself with. When you don't even know if the console will sell, you're going to have a tough time getting others to invest in your dream. It's quite the chicken and the egg problem. Nobody buys the console without games, and nobody buys the games without the console. The best course of action would be to hope for a bunch of easy ports of already available games, so even if they don't take full advantage of the hardware, there will at least be a selection available to give some credibility to the system.

    - A market. If people don't buy it, none of this matters. Linux people aren't the primary market here. We already have our linux boxes, and all things considered, would prefer more games available on that system before the effort is spent to put them on a vapor console. So you need to go after the console gaming market in general, which means you need to compete with the other consoles on the market. And you're not competing with the PS2 and Xbox, you're competing with whatever is available 3 years from now, because that's the minimum time its going to take to get a viable system out the door.

    If enough individuals are willing to do the games on a small budget with the hopes of some future return, there's a possibility. But a company creating the console is going to rely on the sweat equity of others for the success of their own product. It's not out of line to think that way, but it's going to be an uphill battle.

    And one of the quotes from the Indrema developers said it best. Wait until you actually have a product before you talk about it. Time spent talking is time not spent working. People love to drool at vaporware, but they can't buy vaporware, so your pre-marketing efforts are in vain. Even if you finish it years later, people will have gone on to drool at other things. To have any hopes of success, you have to sell your product while people are still drooling. That means, give them some pictures, give them some specs, give them a date, and STICK WITH IT. You can't predict hardware development, you can't predict software development. You can predict how long it will take to put it into boxes and fill said boxes with fuzzy foam peanuts. Market appropriately.

    -Restil

    --
    Play with my webcams and lights here
  84. Re:Indepedent.. by kin_korn_karn · · Score: 1

    Software might be fun (before the inevitable burnout and shift to some sort of career that humans should do) but fun and professional are not mutually exclusive

  85. Independent gaming by Alari · · Score: 0

    If you love independent gaming and want to help keep it alive, do the right thing and PAY for those shareware games. And yes, I've paid for mine. =D

    There's a LOT of great games made by a few people working together on something they love. But like any other business, if they don't get money they don't stay in business. ;)

    Remember that Doom started out as shareware, I don't think you could call Id "unsuccessful".

    If you want a list of things to try, Soldat, Space Station Manager, Space Empires IV, and Uplink are all fun.

    --
    I use Windows... like a two dollar wh.. why don't I just go ahead and not finish that sentence.
  86. Change IS Coming by jefftunn · · Score: 4, Informative

    Greg's post was good, but I think this is currently "conventional wisdom". He simply stated what everybody has been feeling for the past couple of years. The point that this kind of thinking will change the industry is correct.

    I don't want to turn this post into a big sales job, but GarageGames IS a label for indies. If you haven't heard from us yet, you soon will. I was the founder of Dynamix, a Sierra label, and got fed up with large corporate control. Myself and a few of the best technologists felt the way Greg does three years ago, but we did something about it. We leveraged our position at Sierra to get control and ownership of the code behind Tribes 2, and started selling it for $100 per programmer as the Torque Game Engine. Eighteen months since we sold our first engine, we have amassed a very large and active development community, and have started selling games via ESD.

    We do anything we can to help indies: be it cheap, powerful, cross platform technology with an extremely liberal license; team building; or publishing. We only created the publishing arm out of necessity, and give 65% royalties, do not take box rights, or take any claim on your IP. Of the first three titles that we published on-line, we have gotten box deals for two of them (even though you do not give us your box rights, we can help you get your deal).

    Anyway, enough about GG. The point is, we are on the front line of change in the industry. It is my absolute belief that making a game is much more like being in a rock band than making a movie, i.e. three to five guys that are very good at what they do can make absolutley great games. You can make games that will change the industry. If you think you need to compete on the number of 3D models, or amount of non-interactive "movie" between interactive areas, or number of mo-cap moves, then you will fail. However, if you concentrate on pure game play, concept, and FUN, then you will win.

    Distribution for these good games will appear. The big publishers are moving toward larger and larger games, leaving behind nice "little" niches and markets that others will move in to fill. Box distribution is not going away any time soon, and it will continue to look for good titles. Not all of the titles can be shovel ware from Russia published by highly controlling value publishers. The market will find a way. People want to play fun games, developers want to to make fun games, and it is inevitable that they find a way to meet.

    --
    Jeff Tunnell

    www.garagegames.com Independent Games
  87. Re:Indepedent.. by Xerithane · · Score: 1

    Software might be fun (before the inevitable burnout and shift to some sort of career that humans should do) but fun and professional are not mutually exclusive

    Inveitable burnout is a cop-out for kids who don't like having a real job and dealing with the social dynamics of a professional work environment.

    I'm a hardcore programmer, and I do it for fun, but I also do many other things that are just as fun. By looking at me, you'd think I was (*shudder*) a laywer, or in some sort of business oriented profession.

    Fun and professional are not mutually exclusive, but being immature and wearing a wookie shirt while calling yourself Nugle is. When I meet people I don't say, "Hi, I'm Xerithane and I can code mad l33t and recite star wars backwards."

    When you step into the real world, certain things are expected. Like, you know, adult behavior. Continuing to wear t-shirts and watch kids shows (Yes, Star Wars is a kids show) and discussing it like a religion do not reflect kindly on your mental state.

    I have a great time at my job, and I doubt I'll ever get burned out doing software development. Maybe professionally, yes, but that's because I find myself having an urge to go into project management just to increase my God-complex even more. If your doctor walked in wearing a shirt that was the equivalent of a ThinkGeek slogan, how confident would you feel?

    --
    Dacels Jewelers can't be trusted.
  88. Re:Indepedent.. by kin_korn_karn · · Score: 1

    Actually, I'm the guy that you agreed with 2 posts ago. But anyway.

    Software is not a matter of life and death. I wouldn't want my doctor to wear a ThinkGeek shirt, but I wouldn't mind if my manager did, if he's a good manager.

    I'm a programmer, and I don't like it. I'd rather be doing about 10 other things, but I need the money. Burnout is not a cop-out at all, there are real work environments beyond the ones that involve sitting on your ass and being someone's corporate cocksucker or bitch.

  89. 2-D Engines? by randomizer9 · · Score: 1

    Does anyone know of a good 2D game engine? I'd like to do some game programming for fun, but have little desire to deal with the 3rd dimension.

    --
    A little nonsense now and then, is relished by the wisest men... --Willy Wonka
    1. Re:2-D Engines? by cjellibebi · · Score: 1
      Try Allegro. It is a 'Giftware' cross platform gaming library. It is mostly for 2D graphics but it has a few 3D functions and there are many 3D add-on packages. The library has been around for a while, is in active development an even has a lively community. To quote the blurb from the site:
      Allegro is a game programming library for C/C++ developers distributed freely, supporting the following platforms: DOS, Unix (Linux, FreeBSD, Irix, Solaris), Windows, QNX, and BeOS (MacOS port is in alpha stage). It provides many functions for graphics, sounds, player input (keyboard, mouse and joystick) and timers. It also provides fixed and floating point mathematical functions, 3d functions, file management functions, compressed datafile and a GUI.
  90. That's the problem. by Anonymous Coward · · Score: 0

    Ion Storm, and other "independant" developers (like G.O.D.) weren't just founded to make games; they were founded with EGO. LOTS of EGO. TOO MUCH EGO.

    These "independants" were too busy trying to be rock stars instead of making good games.

  91. Hey, what about Battlefront? by Anonymous Coward · · Score: 0

    Indy developer. Web only sales. Both Combat Mission: Beyond Overlord and Combat Mission: Barbossa to Berlin won a dozen or so "game of the year" awards and have sold a ridiculous number of copies.

  92. Indie Games by Anonymous Coward · · Score: 0

    Enigma: Rising Tide is an Indie Game. We weren't represented because someone didn't get our registration in on time; we missed the deadline by 6 hours and were told it wouldn't be fair to let us in.

    Tesseraction Games is a group of former Dynamix people. We built Enigma with our own money and a small amount from some individual investors.

    We landed a publisher just recently and are heading for a worldwide retail release beginning the end of this month (Europe), May for the USA and June for Asia.

    There are exceptions, but there are also many reasons why Indie games rarely make it out of the "garage".

    --Dirty Bill

  93. Future Game Design Elite by AutumnLeaf · · Score: 1

    Makes me wonder if in the future, an elite class of game developer emerges who is completely focused on the intrinsic qualities of game design rather than the commercial aspects, with the side effect their "works of art" are huge hits when they release one every five to ten years. When I say "elite" I refer to their ability to invest large portions of their lives into this activity with no worries of economic realities due to being indpendently wealthy of self-sufficient in some way. I could imagine them being complete primadonna's about developers working for corporate outfits...

    Hmm. Sounds like something I'd read in a Gibson novel. :)

    -Rob

  94. Re:Depressed? Try making games. by lanner · · Score: 2, Funny


    Try programming. You might find it entertaining.

    You then might decide that you want to make games because it is challenging and fun.

    And then you will find that there are 100,000 screaming children at your door about how your games suck, they want a job "playing games all day, and how they want.... blah blah bla blah my-little-feature-that's-stupid in 'their' game that has no chance of being marketable.

    And then the process will have gone full circle.

    I work in the gaming industry as a network engineer/sysadmin.

  95. Also don't forget by Anonymous Coward · · Score: 0

    The Nebula Device
    http://www.radonlabs.de/
    Free Portable Game Engine

  96. Re:Indepedent.. by Xerithane · · Score: 1

    Actually, I'm the guy that you agreed with 2 posts ago. But anyway.

    I wasn't directly disagreeing with you in my previous post, just saying I think that a lot of CS/IT people need to grow up, in general :)

    Software is not a matter of life and death. I wouldn't want my doctor to wear a ThinkGeek shirt, but I wouldn't mind if my manager did, if he's a good manager.

    Neither are most doctors. Your average family doctor rarely sees something that can count as a life threatening point.

    I'm a programmer, and I don't like it. I'd rather be doing about 10 other things, but I need the money. Burnout is not a cop-out at all, there are real work environments beyond the ones that involve sitting on your ass and being someone's corporate cocksucker or bitch.

    Burn-out is a sign of immaturity, in my opinion. If you are mature, professional, and good being the corporate cocksucker is something that will never happen. I can count the times I've been a bitch on one finger, and that was because I had zero professional development experience.

    I can think of other jobs I'd rather do for a while, but as a profession I'd only choose software in some manner. Whether it's managing or developing, I'm happy. I like creating things.

    If you are working in a place that you don't count as a real work environment, I would suggest finding a new job. Office Space is supposed to be a joke ;)

    --
    Dacels Jewelers can't be trusted.
  97. Re:Depressed? Try making games. by Paradise+Pete · · Score: 1
    Try programming. You might find it entertaining.

    Yes. Programming is the best computer game ever. You get to invent your own plot as you go along, and the puzzles and challenges can last a lifetime. And it's text-based.

  98. Re:Indepedent.. by Dawn+Falcon · · Score: 1

    >"Nurgle" - ? No wonder nobody takes Linux >seriously. How many people in the real world >software community go by stupid childish >nicknames? I know of none..

    In the MMO arena? LOTS.

    Heard of "Designer Dragon"? I think he's calling himself "Holocron" these days over at the SW:G boards. (I mean Raph Koster, of course)

    Generally in games, less common but most devs in general I know use..umm..interesting nic's on forums, IRC and such.

    Just because someone is called something you consider silly in the games communitys dosn't mean they're not professionals.

  99. Hussle by MAXOMENOS · · Score: 1

    Hussle is a rare thing in the demoralized post-boom world. And few geeks know how to sell, which is why we're in the economic mess we're in right now.

  100. Can Game Developer Unrest Lead to Revolution? by Scotch+Game · · Score: 1

    No.

  101. Techies just don't know how to Sell things. by LionKimbro · · Score: 1
    Look at LadyStar. Go look at SpiderWeb.

    If you are a programmer, look at how the game runs, think about it technically. No offence to the writers (I admire y'all greatly), but those games are relatively technically simple. One's an RPG, one's sort of a myst-like adventure. But the games sell, and they are paying for themselves well. Woo hoo!

    Anyone of you, if you learn to sell, can sell your games. A good salesman can sell anything, they say. So if you learn that _one_ thing, provided that you have all the programming skills, and can get a friend to do some artwork for you, or can spare a couple K for art and music, you can sell your indie game.

    Now excuse me, I've got to go play Strange Adventures in Infinite Space.

  102. Aside from the expletives... by podperson · · Score: 2, Insightful

    ...this largely mirrors something I posted on an earlier thread (re: the "Hollywoodization" of the games industry and risk aversion). Still, I was hardly the first to point this out.

    But there are independent software labels. Take a look at:

    Delta Tao
    Ambrosia
    Beenox

    Of course, some of them live hand-to-mouth (i.e. on incomes of less than $100,000 a year) but, so do independent film makers and recording artists.

    The fact is that like Hollywood, the games industry is dominated by risk-averse money people who spurn originality in favor of the sure thing. But like Hollywood, the games industry is always willing to leap onto independent innovators (the "My Big Fat Greek Weddings" of games), such as id.

    Don't be surprised when yesterday's bold innovators become part of today's problem, that's part of the creative life cycle (just as great innovative scientists become curmudgeons in their old age).

  103. Missing an important thing... by Zoarre · · Score: 1
    Although it certainly is a contributing factor, I don't agree that the current state of the game industry is the sole product of greedy corporate interests.

    Of all the other game developers I've met, I can't count more than a couple that really cared about anything but "innovation." The cause to innovate is admittedly sexy, but coding is also about managing changes, reliability, stability, managing risk, managing time, managing bugs, and plain common sense. While most game programmers claim they care about these things, the reality is that few people actually give a fuck.

    To believe that this additude doesn't have a tremendous impact upon the industry as a whole is terribly immature and I don't feel any pity for anyone but the customer. In my opinion, when we (game developers) grow up as professionals and develop the skills needed to manage risk in our implementations, we will have more power to be innovative.

    --
    "People with opinions just go around bothering one another." -The Buddha
  104. Niche markets for niche publishers by jbolden · · Score: 1

    Independent publishers should stop going after the mainstream market. Independent film makers don't try and make special effects driven action movies they know Hollywood will chew their lunch on that. But Hollywood leaves huge parts of the field open to independents so from: B-movie horror to literature based drama to porn to non fiction documentery to kung foo to T&A cable features to gay love stories to ... the independents make lots of money.

    I don't see much innovation at all in educational games (a huge market BTW, parents have much more money than teenagers and expect their young children to play with a toy for something like 50 hours over the toy's life). I'd love to be able to buy my daughter some games that aren't slightly more graphically rich versions of the Apple II games that were popular 20 years ago. Why do I still see "where in the world is carmen sandiogo" and "oregon trail" on the shelves?

    I don't see much innovation in card games; and mind you something like 15 million people in the US are avid card players. There is one publisher designing anything like a good quality poker engines. The last major innovations in Bridge s">GIB came in the mid 90's. No one has tried to make real improvements. BTW many of these card players are over 50 so there would be roughly 0 games that are designed to appeal to their demographic the card game would need to compete with.

    What about obscure simulation? With the exception of Microsoft flight simulator there are almost no detailed simulations anymore. Why don't we have things like surgical simulations or carpentry simulations? These things could pick up sales from interested children, educational simulations, adults who always wanted to be an X...

    I can think of unfilled markets all day, why can't the independents?

  105. Staff of six by veldrane · · Score: 1

    Hmmm, let's see...we have 4 artists and two programmers (me being the full-time one)
    and we just released "I Was An Atomic Mutant."

    Of course, opinions may vary but it is making the shelves.

    1. Re:Staff of six by Slack3r78 · · Score: 1

      Off topic, yes, but I picked up a copy of the game on a whim about a week ago, and wow, I'm impressed. Good job. =)

    2. Re:Staff of six by Malor · · Score: 1

      I Was An Atomic Mutant is getting raves over at GoneGold; they really love this one. It's got a lot of buzz over there, and it's a cheap game. I haven't played it myself, but I plan to pick it up soon.

      Just a heads-up for casual passers-by... I Was An Atomic Mutant has a very good rep, if you're looking for something new and interesting.

  106. Re:Indepedent.. by cHiphead · · Score: 1


    "Hi, I'm Xerithane and I can code mad l33t and recite star wars backwards."


    You're hired.

    ps- Just as a comparison, I'm a hardcore gamer, I love doing it, I don't get to do it all day at work, but I still get burnt out on gaming. Different strokes for different folks. And if my doctor walked in wearing a ThinkGeek slogan, I'd be impressed, my doctor is over 50 and I don't think he's ever even looked at the screen of his secretary's machine. A computer illiterate "professional" of ANY line of work destroys my confidence.

    --

    This is my sig. There are many like it, but this one is mine.
  107. Re:Indepedent.. by Xerithane · · Score: 1

    Just as a comparison, I'm a hardcore gamer, I love doing it, I don't get to do it all day at work, but I still get burnt out on gaming. Different strokes for different folks. And if my doctor walked in wearing a ThinkGeek slogan, I'd be impressed, my doctor is over 50 and I don't think he's ever even looked at the screen of his secretary's machine. A computer illiterate "professional" of ANY line of work destroys my confidence.

    My old doctor, before I moved, was very computer literate. You may get burnt-out of gaming temporarily, but I doubt that one day you will just fade away and not be able to game anymore. Coding is like that for the true coders of the world. I say this with much chagrin, because coding is something one does because of the personality they are. If you get burnt out doing it, you aren't supposed to be programming.

    Certain behaviors are necessary for social standards. Whether you agree with them or not, wearing a stupid t-shirt instead of professional attire isn't going to change it, it will make you look like a chimp. Unless you are rich, then you can be like Hugh Heffner.

    --
    Dacels Jewelers can't be trusted.
  108. Re:Indepedent.. by cHiphead · · Score: 1

    Well as a disclaimer I work in a law office so professional attire is something I understand. The problem I see is when people cross over to a seemingly (i said *seemingly* ;) ) elitest mindset about 'professionalism' and decide that folks dressed in anything less than a collared shirt and dockers (jeans only on friday, you slack ass hippies!) are less than adequate to take part in their daily social routine and don't deserve a decent chance at demonstrating their competence before being judged.

    Did that make any sense? :-D

    Have a nice day.

    --

    This is my sig. There are many like it, but this one is mine.
  109. Re:Depressed? Try making games. by Tyreth · · Score: 1
    I have tried programming, and I love it :) in fact, I've just started up an opensource project which is generating a fair bit of interest. I've deliberately avoided mentioning what it is or it's location because we are not ready to handle a spike in interest.

    Those screaming children can add the feature themselves if they want it. Ah, the beauty of opensource game programming, "If you want it, make it yourself!".

  110. Re:Indepedent.. by Xerithane · · Score: 1

    Well as a disclaimer I work in a law office so professional attire is something I understand. The problem I see is when people cross over to a seemingly (i said *seemingly* ;) ) elitest mindset about 'professionalism' and decide that folks dressed in anything less than a collared shirt and dockers (jeans only on friday, you slack ass hippies!) are less than adequate to take part in their daily social routine and don't deserve a decent chance at demonstrating their competence before being judged.

    Competence is not the same as professionalism, and often times (especially in the IT world) they do not go hand in hand. I personally don't like jeans, and wear only slacks. I get a lot of shit for it from certain people when I go out on the weekends (They automatically assume I'm an elitist yuppy, which is funny because I have actually held the title "Ranch Hand") dressed like it. When I'm interviewing someone, I look at the full package. When I'm working with someone, I look at their personality and thought processes much more than their dress. I prefer to work with people with an adequate sense of hygeine and professional attire though, just like I prefer wearing jeans.

    When my company starts hiring people, aside from the art department, I will have dress code enforcement. Strictly, no shirts with messages on them and nice jeans or slacks for the guys

    Have a nice day.
    Thanks, you too.

    --
    Dacels Jewelers can't be trusted.
  111. Re:Last Night: Memories by Anonymous Coward · · Score: 0

    So, you too envy his corn's happyness?

    Sicko...

  112. I am old... by Lemmy+Caution · · Score: 1
    But I still like RTS and, to a lesser extent, FPS (my favorites include Shogun: and Medieval:Total War, Warcraft III etc.) But I consider those somewhat on the sugar-cereal side of my diet, it's true. (And my dream games are pretty outre: Rez, Mr. Mosquito, and Ico are all good games, and it's becaming apparent to me that the people really moving things along are in Japan - Greg mentions the creativity in the Japanese market with things like MojibRibbon).

    And the problem is the genres, after all (FPS, RTS, RPG, etc.) The genre games are so - generic (yes, it's a cognate) - tthat it's questionable just how many of them the market can support. Or how much innovation (I am getting tired of the word - how about "creativity") that can be found within a genre.

    Incidentally, GTA3 is a great game; The Sopranos plus Tarrantino in a video game, and probably going to be remembered for a long time as part of the maturing of the game medium. BMXXXX is just puerile pandering, and I feel deeply sorry for anyone over the age of 18 who gets off on it.

  113. Re:Indepedent.. by Anonymous Coward · · Score: 0

    Yeah "Xerithane" is so much more professional.

  114. Re:Indepedent.. by Anonymous Coward · · Score: 0

    Yeah "kin_korn_karn" is so much more professional.

  115. shorter games, cheaper prices by dmszero · · Score: 1
    this will get lost in the noise but...

    i personally think part of the problem is that the consumer expects something with the production aspects of final fantasy X for their 50$USD (100$AUD) so when you have independent games being released which wont give you 100 hours of play with more CG than you can poke a team full of maya artists at the consumer gets narky.

    i think that gaming has to step back a bit, not every title needs to be huge massive epic like experience, whatever happened to the cool but short lifespan beat em ups and shoot em ups? simple, no one wants to pay 100$ for one of these things.

    what it comes down to is that id happily pay 100$ AUD (50$ USD) for something like Final Fantasy X2, but i wont pay 100$ AUD for a clone of Rtype. however id probrably put down 10-15$ AUD for it no problems! maybe even 20$ AUD if it were pretty fun, hell even if i only get 5-10 hours of play out of it, its still on par with standing in an arcade shovelling 2-4$ into a machine.

    i think the industry needs to realise that consumers are smart enough not to throw 100$ at something which is going to provide 20$ worth of entertainment.

    dms0

    --
    -= world leaders choose world leaders not us, not a democracy, not a revolution! =-
  116. Re:Indepedent.. by cHiphead · · Score: 1

    ok you hit it right with the competence part. showing up for an interview in jeans would be rather incompetent. as far as the elitest yuppie thing, you obviously have the dollar sign disease clouding your judgement. I dont make that much money yet. ;)

    Oh and just as a side note, I did have a nice day, and you are the first person around here to ever respond to that.

    --

    This is my sig. There are many like it, but this one is mine.
  117. Another whiny developer? by CronoCloud · · Score: 1

    Geez Greg, maybe you should have stuck with tabletop RPG's.

    Most garage bands suck.
    Most garage games suck.

    The licensed games that you consider dreck sell because that's what the PLAYERS want. They want the FIFA/NASCAR/NFL etc games with the new yearly lineups and some gameplay/graphics improvements and tweaks. The general audience wants to fly a broom through Hogwarts and play quidditch. They want to pummel Venom as Spider Man or foil the egomaniacal wannabe world conqeuror as James Bond. They also want to be able to go to their local K-Mart/Wal-Mart and buy a shrink wrapped game on the shelf.

    Sometimes all a game needs is some incremental improvements to lift it from average to great. For example Dark Cloud was a good game, but Dark Cloud 2 is a great one. Level 5 fixed a whole bunch of the things that were frustrating in the first game and gave the new one a whole new look. Yes it's a sequel, but IMHO a sequel that's better than the original.

    There's also plenty of innovation in the mainstream games, you just have to have eyes that see rather than self absorbed blindness. And blindness is something some developers are good at. Take Ion Storm. They do an homage to Squaresoft in Anachronox. But they make the game for the PC instead of the gaming systems that the majority of Squaresoft fans own, the PS1/PS2. Stupid, stupid, stupid.

    Or take those developers that think they can do a good AAA quality game with all the trimmings with a small team and then they have to delay and delay and delay that game because it isn't finished. The game that I mentioned above, Dark Cloud 2 had 8 people just working on character motion, another 9 just working on game balance., 6 more on the map graphics.

    One final note, whenever I read comments or articles by Meier, Wright, Costikyan, Spector etc it's almost like consoles don't exist to them. Which is surprising since that's where the numbers and money are. There's nothing stopping them from doing an original game for a console, not just letting someone else port one theirs.

  118. A relative success story by Anonymous Coward · · Score: 0

    The only successful indepedent game I can think of is the Combat Mission series. The company behind it has a pretty healthy philosophy on game developing. I read a very interesting interview with its founder, about it a couple of years ago. (sorry I don't have th link handy :( ).

    Anyway, I'm sure there's still hope for indepedent game developing

  119. Re:Indepedent.. by Grab · · Score: 1

    Depends on the software. Embedded stuff for aircraft or cars certainly is. Mobile phones and GPSes may not appear to be critical, but if you've just broken some major part of your anatomy or if you're lost in the hills, they could be critical to your survival.

    Grab.

  120. computer games -- board games by amuzulo · · Score: 1

    A few years ago I was playing computer games like a madman with my 386, but then when I got a new computer, I got NHL 97 and that was fun for a bit, but I never ended up buying games, and until now I never really saw why. The point is, after C&C, I never really saw anything that great. I mean, I bought Starcraft, but it felt too much like C&C and I lost interest quickly. If I'm going to play a game, I want to play one that seems like it's actually a piece of art. Something new, creative. I want to admire the author's genius when I play it. When you can place all the games on the market today into categories of sim, 3D shoot 'em up, or sport, there's a problem.

    So, a few years ago, I had to search elsewhere for creativity. The video games were suffering from the same kind of creative lack, so I turned to board games. The American market was lame, because it's all controlled by Hasbro. So, I turned to the German market and I was shocked to find that they still create amazing board games which adults can play (and I'm not talking about porn or RPG's here). I got into Settlers of Catan which is one hell of a game and isn't even comparable with the crap the computer game industry was putting out.

    Later, I found that most hobby stores sell these German games (in English translations) instead of the Hasbro games. Also, on every German game, you'll find the designer's name on the cover... kinda like buying a book. After all, if you liked one game by an author, you're likely to like the next product. The reviews are always based on how innovative these games are instead of just how well they sell. Now if there's this kind of room for creative innovation in the board games market which is thousands of years old, there has to be room in the computer game market of a half century, isn't there?

    --
    WikiCreole - a common wiki markup language
  121. Old games by fuzzybunny · · Score: 1


    This is one of my favorite topics whenever games come up, but an interesting trend I've seen with Netrek, a multiplayer graphical (albeit fairly primitive) free online space combat game.

    It's been around in various forms since the early 1980s, going from text-only iterations, to xhost-and-telnet on unix/VMS, to client-server, to multicolored, to multiplatform. Funny enough, even though the action is comparatively clunky-looking (10 updates/second) and the graphics look like they belong on a mobile phone (ships are 24x24 pixel bitmaps) the game still has a very large following, even a league.

    I like comparing this sort of thing to chess--a game becomes refined over time, while games lacking the potential for such maturity are just forgotton. Frankly I don't think that the rules of chess have changed within my lifetime; that's because the game is as balanced as it's going to get.

    When Quake first came out and went online, we scoffed at it as a flash-in-the-pan that wouldn't last. We were partially right, as you'd probably be hard-pressed to find people who play Quake I anymore. However, the whole FPS genre matured enough to get people to play it fairly seriously. Same with games like StarCraft (look at how much it's played in Korea.)

    I think this goes to show that, parallel to the 'newer-and-flashier-is-better' way of looking at game development, as well as the need for constant innovation, there are proven game types, which evolve to the point that the gameplay is almost perfect and thus supersedes the actual way the game looks. As the author of the piece hinted, you put movie character faces on any FPS and name it after that film, but fundamentally the gameplay wouldn't change.

    --
    Cole's Law: Thinly sliced cabbage
  122. Re:Indepedent.. by kin_korn_karn · · Score: 1

    OK, I always forget about stuff like that. I guess I should say that 99.999999% of all desktop applications are not matters of life and death.

  123. Err... by TaranRampersad · · Score: 1

    I would gladly pay for Free/Open Source software. I'd love to purchase Starcraft or something like that and have the source code there with it so I could tweak it, and so on. As long as the Battle.net standards are kept in the code, Blizzard could actually serve as an ASP. Hmm. That's one example. Truth is that the majority of people who game don't really tweak code... Having the source code would probably make for some interesting games. I don't know why people keep saying "Open Source is free". It's not always free. Money can be made, just look outside of the traditional approaches...

  124. Re:Indepedent.. by Anonymous Coward · · Score: 0
    but being immature and wearing a wookie shirt while calling yourself Nugle is
    is what?
  125. but is that the point? by mandrake*rpgdx · · Score: 1

    "But it won't sell, so it won't be published, so you're never going to hear about it."

    How is selling or gettting it published the point?

  126. Re:Indepedent.. by Xerithane · · Score: 1

    as far as the elitest yuppie thing, you obviously have the dollar sign disease clouding your judgement. I dont make that much money yet

    I just like comfortable things, and I'd be lying if I didn't say that at one point I did have a disease cloud of monetary ideas over me. I like to think that went away, and while I still make a very good living, my motivation is make decisions for myself first; money comes after.

    The problem is, most people can't see past the slacks and dress shoes to see that I just find them comfortable, and I just happen to like it. I'd dress this way even if I was completely broke, and had to save up money for the slacks and shoes. To me, comfort is the most important part of daily life.

    Oh and just as a side note, I did have a nice day, and you are the first person around here to ever respond to that.
    I also admit fallibility! ;)

    --
    Dacels Jewelers can't be trusted.
  127. Being part of the solution by Jewbird · · Score: 1

    is nifty. The rest of you talk to much. www.oakleafplace.com

    --
    For God doth know that in the day ye eat thereof, then your eyes shall be opened, and ye shall be as gods
  128. Last Post! by alpg · · Score: 0

    You or I must yield up his life to Ahrimanes. I would rather it were you.
    I should have no hesitation in sacrificing my own life to spare yours, but
    we take stock next week, and it would not be fair on the company.
    -- J. Wellington Wells

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