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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?"

16 of 281 comments (clear)

  1. 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 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.
  2. 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.

  3. 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 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.

  4. 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.

  5. 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 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.

  6. 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...
  7. 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
  8. 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

  9. 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.
  10. 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
  11. 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).

  12. 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.

  13. 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