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Game Distributed Online Forgoes Publishers

KrackHouse writes "A group of developers from Black & White got together and used their bonuses to fund a project called Live For Speed. This online racing simulator uses the Internet as its distribution channel exclusively. No retail stores carry LFS and you need to use PayPal or a credit card to buy it.vIf this is successful will game publishers go the way of the RIAA and face irrelevance? LFS is much less expensive than a typical boxed title and if it ends up becoming a profitable venture more devs will surely jump on the solo bandwagon." It'll be a long time until this sort of thing becomes more common, and there's still a lot of consumer reassurance that comes from buying something in a box and having the disc laying around. It's a nice case study for what will inevitably become the way things are done, though.

84 comments

  1. product activation... by cyb97 · · Score: 1

    They sure gonna need some pretty good product-activation/cd-key scheme, already having downloaded the files... what's gonna stop you from emailing it to all your friends ?
    I'm getting a flashback from the HalfLife/CS cd-key problems already... and the site hasn't even loaded in the background (seems mildly slashdotted)

    1. Re:product activation... by Anonymous Coward · · Score: 0

      ahhh you damn dunce use a browser that is known, instead of some fly by night spyware producing piece of crap. website works fine here.

    2. Re:product activation... by Anonymous Coward · · Score: 0

      You people have no idea what you're talking about. You can download the full game on their website without paying yet however you don't get access to all the extra cars and tracks until you pay for the serial number. They give you 3, yes 3 so that you can install it on up to 3 different computers. You can play all 3 copies on a lan against each other if you want but if you give out your key to people online or something only 1 person can play.

      The difference with this cd key scheme is that your cdkeys require you to be logged into the game. You can't just go around giving out keys unless you give our your login too and then only 1 person can play online at a time using your login. If you wanna be stupid and go around giving our your info, you can, they don't say that you can't. I share my account with a friend until she finally buys hers.

      Shhh..don't tell anyone but here is the link to download the FULL game. Omg omg I shouldn't give this out since I paid for it O_o
      http://www.liveforspeed.net/file_s1.php?name= LFS_S 1A.zip

      You people are idiots, don't even attempt discussing something that you havn't even played.

    3. Re:product activation... by ThePhreaker · · Score: 1

      Well since the main attraction in this game is the online play there really won't be any problems with cd-keys.

  2. This is nothing new by Tuxinatorium · · Score: 3, Interesting

    Ambrosia Software, Inc. has been exclusively using this distribution model for its excellent line of mac shareware for 10 years, (somewhat) successfully. They're not exactly becoming the next microsoft, but they're not going out of business either

    1. Re:This is nothing new by cyb97 · · Score: 1

      I thought most shareware used this distribution model... It not normal to get shareware that comes in a box. SHAREware kinda implies that you're supposed to share it, and then pay for it if you like it/find it usefull, sometimes that unlocks more functionality or remove a timelimited demo, etc...

    2. Re:This is nothing new by Goldberg's+Pants · · Score: 0, Troll

      And the award for most blindingly obvious headline goes too...

      LFS is a bit like Gran Turismo in the physics. However, Racer, which is open source, is going to kick it's ass. If anything, Racer should be getting the press here, not LFS. LFS are only doing what titles going back as far as DOOM have done.

      I recommend people check out Racer instead of LFS. LFS isn't newsworthy. Certainly no more so than any other shareware project.

    3. Re:This is nothing new by Stary · · Score: 1
      First news item on the site you linked:

      This is the last source version I will release for Racer (but the executables will still be free as normal

      On the download page is this notice:

      WARNING

      There have been misunderstandings about the source code in the past time. This project is NOT OpenSource.

      So, I'll take this news on a *finished* game anytime before that one.

      --
      Tomorrow will be cancelled due to lack of interest
    4. Re:This is nothing new by Tuxinatorium · · Score: 1

      this article is the same thing, minus the fully-functional demo

    5. Re:This is nothing new by Anonymous Coward · · Score: 0

      Dude Racer blows and always will
      what kind of numbskull are u?

  3. This is just DRM folks by Anonymous Coward · · Score: 0

    I was flamed all over the Valve/Steam article but these techs are for sugar coating DRM. Thats it.

    Don't accept it folks. It isn't worth it.

    Oh and to the shitheads who honk, "BUT DRM DOESNT HAVE TO BE BAD!!! HUHUHUH!!!" wake up. Beneficial DRM is the tech equivalent of Santa Clause. Only the young, naive, or outright stupid believe in it.

    1. Re:This is just DRM folks by mahdi13 · · Score: 1

      Beneficial DRM is the tech equivalent of Santa Clause. Only the young, naive, or outright stupid believe in it.

      What are you trying to say...? There is no Santa Clause?!?!!

      LIAR!! It can't be true!! Stop spreading FUD about Saint Nick!

      --
      "Some things have to be believed to be seen." - Ralph Hodgson
  4. They need to change their fonts by arkham6 · · Score: 1

    The frame on the left side looked exactly like 'bug online'.

  5. Does anyone know? by ERJ · · Score: 1

    When you buy this game, is the download simply an executable or can you download an ISO? Although not really that important, I could definetely see iso's as a value add, simply to make the cd installable, etc. I know, not a big deal one way or the other...

    1. Re:Does anyone know? by cyb97 · · Score: 1
      says on the site that you have to purchase an activation code, using paypal or similar. This code then unlocks several levels and new cars and let you play both online and offline...

      rtfa

    2. Re:Does anyone know? by thd567 · · Score: 1

      You download a 140 mb .zip file. Just unzip it to your games folder and its installed. This install will then act as a demo, limited to 3 cars and 2 reversible tracks, until you buy the game an unlock the rest.

  6. hmmm by i8urtaco · · Score: 2, Insightful

    I don't know about everyone else, but I like having my install CDs available. I'm the type of guy that has reinstalled Windows a bunch of times for one reason or another (mainly becuase I'm anal retentive about my system), and I hate having to enter the Product ID for each game on every reinstall, let alone having to download a mega-huge file and having the publisher have a shifty eye pointed at me because I do a complete overhaul every 6 months or so.
    And yeah, yeah.... I know... I'm planning on eventually doing a Ghost image of my machine so I don't have to do this every time.... it's just going to take a huge number of CD-RWs...

    1. Re:hmmm by thd567 · · Score: 1

      You can easily take a copy of you install folder for LFS. Every time you re-install Windows, just copy the files back in. As there is no registry keys associated with the game. The only way you'd have to enter a key again is if you do hardware changes.

  7. What matters most: PRICE by MBraynard · · Score: 3, Insightful
    Typical Price of a new game: $50
    Price of this game: 12 lbs (~$18?)

    Assuming this isn't a crap game (and often enough those $50 games are), this is the price you can expect to pay when you wipe out all the expenses of the box, the disc and jewel case, the instruction booklet, and the cut that everyone along the way gets.

    So that means that even with the developer making a profit along withthe distribution bandwidth, they cut the price of a game by +60%.

    Given how many stupid Xbox games I've bought, I hope that Phantom is able to have games similarly cheaply distributed using this same model. And considering it's a closed system, maybe it's the only fool-proof way to distrubute games this way.

    1. Re:What matters most: PRICE by cyb97 · · Score: 1

      However every time these guys do big updates they seem to change the activation scheme, leaving your code unusable for the new version...
      Depending how they play their greedy-card, they might turn out like Microsoft who charge an arm and a leg for minor updates... or be more friendly and give away stuff to keep their users...

    2. Re:What matters most: PRICE by gmhowell · · Score: 1

      The crappiest game I've ever played was Black and White. If this game were free and as good as Starcraft, they'd still owe me about $20.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    3. Re:What matters most: PRICE by rh2600 · · Score: 1

      You really have no idea what you are talking about do you?

      This is the first release requiring activation. All previous versions of LFS were free beta tests.

    4. Re:What matters most: PRICE by cyb97 · · Score: 1

      Well according to the website, there will be 3 more stages before the game is "released"... All of which will cost money...
      I'm not refering to the beta version but the S-series...
      As the programmers probably know, pricing and release-schedules can be make or break for games...

  8. put under the xmas tree? by Splork · · Score: 2, Insightful

    how do you put this under the xmas tree, wrap as a birthday present or give to someone without good internet access?

    all of those are reasons for retail boxes. if a publisher would wake up and not demand exclusive rights, they could sell a happy retail box of this for $10 more than the online version.

    1. Re:put under the xmas tree? by cyb97 · · Score: 1

      A check made out for these guys, signed by the person giving the present ?

    2. Re:put under the xmas tree? by The_Listener_1985 · · Score: 2, Insightful

      you could always burn it to a disk and put it into a CD case, but then again, that seems like the definition of "Tacky". Good point.

  9. Comparing Game Publishers to the RIAA is silly. by Elwood+P+Dowd · · Score: 2, Insightful

    See subject.

    Sure, they finance and ensure the marketability of a product, but they're occasionally cabable of quality and innovation. They haven't tried to arrest the majority of their customers yet, either.

    Making games cost money. Game publishers have money. They'll be around for a while.

    --

    There are no trails. There are no trees out here.
    1. Re:Comparing Game Publishers to the RIAA is silly. by eht · · Score: 1

      They also block distribution, World War 2 Online is only available in a boxed product, for which the sole thing you get out of it is a piece of paper with a cd key on it, you then chuck the cd and manual it comes with because you have to download the game from the devloper because the game has changed so much from the version in the box.

      Since you have to download the whole thing anyways why not sell the cd keys online? Simple, because the publisher locked Playnet into a contract forbidding them from doing so. Which is incredibly annoying waiting for your local store to get not one but two copies available when it was selling out all the time.

      In this case and I'm sure there are many others the publisher is very much like a large record label but did even less, there was no money up front to cover costs, all they did was actually publish the game which was unneeded because the devloper had to republish it themselves anyways.

    2. Re:Comparing Game Publishers to the RIAA is silly. by Mike+Hawk · · Score: 1

      Wow, you provided one example based on a wildly unpopular game. This, ladies and gentlemen, is the exception that proves the rule.

  10. Huh? by OneFix · · Score: 4, Funny

    Next thing you know they'll be telling about this "new thing" called the GPL... It's Shareware, and it's been around a lot longer than the internet.

    See there used to be this thing called Mail (No E at the beginning) and when ppl used floppies (that's the slot in your PeeCee that you never use) they had Public Domain collections (Like Fred Fish for the Amiga). And some were freeware and others were shareware...like, oh Castle Wolfenstein 3D, Doom, etc (ID Software distributed via shareware for a long time)...

    And why this game? There 's a much better Open Sourced game called Racer...and unlike this game, it's available for Linux...

    My guess is this KrackHouse guy probably has a stake in the company...

    Honestly, Racer just looks better than this...

    1. Re:Huh? by Stary · · Score: 1

      Please stop spreading that. Racer is NOT Open Source.

      --
      Tomorrow will be cancelled due to lack of interest
    2. Re:Huh? by Anonymous Coward · · Score: 0

      The source is freely available. Perhaps the author is confusing opensourceness with the gpl?

    3. Re:Huh? by OneFix · · Score: 1

      Umh, that's a little vauge. The reason that the license was not stated as "Open Source" was to maintain a high standard of quality. The page you pointed to was not as useful as this page.

      Unlike most copyrighted works, you can include the code in non-commercial products, Linux Distros can include the game without paying, and there's pretty much no fear of you ever having to pay for the game.

    4. Re:Huh? by paulcammish · · Score: 2, Informative
      And why this game? There 's a much better Open Sourced game called Racer...

      Possibly because with LFS if you go flat out down the road, and crash into the wall, you don't go flying into the air, thru the scenery, and then thru the floor into a void..?

      Or maybe beacause theres opponents to race against, either AI or on servers the game can find for you?

      Or it might be that the keyboard controls (once you work out how to use they keyboard) arent entirely digital, so when you press the left cursor to turn, you dont instantly get full left lock, generating wheelspin and smoke..?

      Or maybe just because the car doesnt handle like the road is made entirely from marbles..?

      Honestly, Racer just looks better than this...

      Yes. That would be with Super-Open-Source-O-Vision(TM) then? Because its free, it must be better.

      Well, ive just tried both, and where Racer may look very slightly better with the single bland car and sparse track, LFS actually has some detail in its surroundings and cars. Maybe the cars have fewer polys, but the game looks better as a whole.

      Racer is a good start, it looks rather good, but isnt fun, and thats what games are supposed to be. As a simulation, it doesnt cut it - dodgy handling, bad controls and some very suspect physics.

      A good start, tho - let me know when its finished. Ill be paying my £12 for a finished game until then.

      Yes, £12 (US$20) Not that much, is it?

    5. Re:Huh? by PainKilleR-CE · · Score: 1

      Read the news page:
      08-07-03: The v0.5.0 source code has been released. This is for Linux actually, though you can make it work on Mac/Windows as well. This is the last source version I will release for Racer (but the executables will still be free as normal).

      If the author claims it's not open source, and then the author stops distributing the source, I think that qualifies it as not open source.

      --
      -PainKilleR-[CE]
    6. Re:Huh? by rh2600 · · Score: 1

      OMG.. Racer ain't open source... You are right.. racer *just* looks better (high poly car). Crappy physics. Only one car at a time. Low FPS etc etc etc...it's garbage... There is no company... I am a mod of the official LFS forums and I never heard of Krackhouse...

    7. Re:Huh? by KrackHouse · · Score: 1

      Uh, this KrackHouse guy doesn't have a stake in the company and this KrackHouse guy has driven both Racer and LiveForSpeed and there is no competition. Racer just isn't there yet. Doncha love it when some doofus rambles on condescendingly for a few pargraphs with the wrong facts? :p

      --
      What if Digg added local news and a Slashdot inspired comment karma system? ---
      http://houndwire.com
  11. No publishers? by Mike+Hawk · · Score: 4, Insightful

    Thats a laugh.

    Who do you think pays the developers while they make the game? Very few developers are in a position to publish a game without any outside funding. Web-based games are cheap to make, but does the world really need another Bejeweled rip-off? Who is going to pay for the 3 year development of a game and the engine license in the first place?

    Then lets talk quality control. Its the publisher who does the QA. Now I know we all have different opinions about how well that works, but it is something. Along with quality control goes support. Who is to say there would even be a serious customer support webpage, let alone a call and email center?

    Patches? See above for cash. Once the game is out the amount of money earned is basically set. The chance of extended support with patches is even more unlikely.

    Broadband support is not ready. If you don't believe me, look how the Counter-strike population shot up once it became a retail product. That was a free game in the first place, but since it was a huge download it didn't REALLY blow up until someone could walk into a store and buy it at retail. Broadband is spreading but its just not there yet. Is a couple thousand units sold enough to justify making a top quality game in the first place? Enemy Territory was recently released and even at the delicious price of 0 it only has less than 8000 users online at a time. Assuming TEN times that many have downloaded it, that is eighty thousand units. 80k units at $50 each (yeah right for an online buy) = 4 Large. Blizzard (chosen because I could easily find the info) has about 150 employees. The sales from that game would earn each employee an average of 27k per year. For exactly one year. They definitely need a larger base than that, even given the well rounded up and generous numbers.

    Then there is the physical product itself. There are so many questions there. Sure, I can make a backup copy once it is downloaded, but what if there is a problem with the download? Can I download it again for free? Do I have to buy it again because there was connection trouble. Don't have to worry about that if I walk into Best Buy. If the CD is defective they will exchange it for the same title. No thanks, I'll take the box, jewel case, and paper manual any day.

    Don't even think about publishers going away just yet. Wallstreet analysts will be the first to correctly predict that one.

    1. Re:No publishers? by Pvt_Waldo · · Score: 1

      So - look at ICQ. Look at how HUGELY popular it is. No publisher. Can't buy it in stores. Just some silly program you can DL for free.

    2. Re:No publishers? by Thing+1 · · Score: 1
      80k units at $50 each (yeah right for an online buy) = 4 Large.

      No, it's $4 million.

      4 large == $4,000.

      If you're going to use Italian mathematics please make sure to get the units correct. ;-)

      --
      I feel fantastic, and I'm still alive.
    3. Re:No publishers? by Torvo · · Score: 3, Insightful

      Besides all the points Mike Hawk brings up, there are also the issues of end-user documentation and licensing. First the documentation. A lot of developers I've dealt with in seven years of being in the industry, have an incomplete understanding of end-user psychology, user interfaces and cognitive sciences. Usually, a developer's idea of "intuitive" works great if one is a programmer or an artist. Most people, however, are not. The docs -- user manual, read me file, whatever, is usually composed by someone not dedicated to the development cycle, but who understands the demographic from the marketing standpoint and the needs of that consumer. The American consumer, Joe Gameplayer in middle America is not as bright as most people would like to think. Make it easy for him to get the game, but someone has to make it easy for him to play it, too.

      The second issue is that of licensing. In this racing game, or any other sports sim, the players who'll be interested in playing are usually also interested in some connection to reality. They want to race the cars they see on the streets, in the showrooms or on the NASCAR tracks. Are the developers also going to track the bureaucratic hassle of getting the images and names of all the licensors correct? My experience says not, but I am willing to be surprised.

      Unless the developer groups want to take on these two issues, as well as the other ancillary bureaucratic ugliness that publishers take care of, don't count on the publishers disappearing anytime soon.

    4. Re:No publishers? by Mike+Hawk · · Score: 1

      4 Large is only 4,000 to you guys?

      Man I'm glad I'm not Italian.

      Zing! ;)

    5. Re:No publishers? by paulcammish · · Score: 1
      Who do you think pays the developers while they make the game?

      Oh, I dunno, maybe they originally developed it in their own time, for themselves, and though other people might enjoy it? No, im sure that could never happen. ...what if there is a problem with the download? Can I download it again for free? Ahem, read the site. You download the full game for free, as many times as you want (all 140MB of it), and its an unlock key youre paying for - until then youre limited to one track and one Car.

    6. Re:No publishers? by Patoski · · Score: 1

      Who do you think pays the developers while they make the game? Very few developers are in a position to publish a game without any outside funding. Web-based games are cheap to make, but does the world really need another Bejeweled rip-off? Who is going to pay for the 3 year development of a game and the engine license in the first place?

      Who paid the ppl when they were working on Counterstrike in their spare time? No one? And yet CS is good enough to be a retail product. How can this be? Could it be that sufficiently motivated hobbyists can create content that is as good as or better than commercial games. Nah, that couldn't be it. :)

      Then lets talk quality control. Its the publisher who does the QA. Now I know we all have different opinions about how well that works, but it is something.

      Most publishers don't even do their own QA they farm it out to temporary workers. If there is 0 budget for QA then a reasonable level of QA can be performed by releasing their game to an expanding list of beta testers that gets larger as the devs feel more comfortable with the state of their game.

      Along with quality control goes support. Who is to say there would even be a serious customer support webpage, let alone a call and email center?

      Patches? See above for cash. Once the game is out the amount of money earned is basically set. The chance of extended support with patches is even more unlikely.

      Broadband support is not ready. If you don't believe me, look how the Counter-strike population shot up once it became a retail product. That was a free game in the first place, but since it was a huge download it didn't REALLY blow up until someone could walk into a store and buy it at retail. Broadband is spreading but its just not there yet.

      I think the fact that CS really blew up is somewhat a function of broadband not being pervasive but I would suggest to you that it is also a function of percieved value. I'm not sure of their numbers but the folks over at garagegames.com seem to be doing pretty well selling games w/o some huge publisher.

      Is a couple thousand units sold enough to justify making a top quality game in the first place? Enemy Territory was recently released and even at the delicious price of 0 it only has less than 8000 users online at a time. Assuming TEN times that many have downloaded it, that is eighty thousand units. 80k units at $50 each (yeah right for an online buy) = 4 Large. Blizzard (chosen because I could easily find the info) has about 150 employees. The sales from that game would earn each employee an average of 27k per year. For exactly one year. They definitely need a larger base than that, even given the well rounded up and generous numbers.

      You're totally missing the point. No one is saying that publishers are going away overnight and that all the big dev houses will switch over to online distribution next week. These things start with the smaller dev houses (and these guys are a portion of a small dev house) and graduates to the larger houses later. Why on earth do you think Valve has developed Steam .If it isn't a viable means of distributing content (which is all games really are today) why is Valve doing it? Valve mentions that 75% of their players are on broadband btw. Like any new technology online distribution will be tried and proven in the smaller dev houses and the graduate up to the big boys.

      Then there is the physical product itself. There are so many questions there.

      Other people in this thread have answered these questions.

      Don't even think about publishers going away just yet. Wallstreet analysts will be the first to correctly predict that one.

      You must to be joking? I work for a financial company and let me tell you that most wall street analysts are lazy, self centered, blue blooded morons who are only in their business for the cash. The moment you hear a wall street analyst predict the doom of publishers you can rest assured *it has already happened*.

      --
      G. Washington on Government "it is force. Like fire, it is a dangerous servant and a fearful master."
    7. Re:No publishers? by Mike+Hawk · · Score: 1

      I'll just reply in brief since you post is so full of fallacy it defeats itself... On the CS issue: That did not begin as a retail product. If they had to license the engine in the first place it would never have gotten off the ground. And you are right, hobbyists can't make a game of as high quality as professionals. CS is an inferior product. It was REALLY inferior UNTIL THE TEAM BECAME, AND WORKED WITH, PROFESSIONALS. Heh, look at an early version. Truly inferior. On the QA issue: You are just incorrect about this. Entertainment software publishers all have in-house QA. Just look at the credits. Um, duh? On the Steam issue: I posted in another thread that Steam has even more questions that this method. To play you have to be online. The whole game is never on your system. Is that a good thing? And if Steam is ready, then why isn't it out yet? Valve hasn't released a product since 1999(?). If it was such a positive venture then you think they would have been on the stick and gotten it out there. And didn't Valve just announce a multi-title publishing agreement with Activision? Doesn't sound like they believe in their own technology. *cough* I know you WANT to believe you can make money without money, and in the linux world, maybe you can(?). But its not there yet for entertainment software. And when it is, the big publishers will just run to the consoles anyway. ;) Hey, what financial company do you work for? That hasn't been my experience with my investments, but I would definitely like to avoid you and your operations negative vibes.

    8. Re:No publishers? by Patoski · · Score: 1

      I'll just reply in brief since you post is so full of fallacy it defeats itself... On the CS issue: That did not begin as a retail product. If they had to license the engine in the first place it would never have gotten off the ground.

      Cheap 3D engines that are "good enough" for commercial useage are quickly becoming commonplace. Most of the lower cost engines aren't bleeding edge when it comes to their featureset but certainly good enough to produce commercial games. Even if bleeding edge features are required they could easily be added on an ass needed basis by a small team of developers (like you would find at a very small dev house). Most of the heavy lifting required to create a 3D engine has already been done.

      And you are right, hobbyists can't make a game of as high quality as professionals. CS is an inferior product. It was REALLY inferior UNTIL THE TEAM BECAME, AND WORKED WITH, PROFESSIONALS. Heh, look at an early version. Truly inferior.

      Ok... Let's look at Neverwinter Nights as another example. Many of the user created modules are *far* superior to the campaign that came with the game. The user generated content is *far* better than anything Bioware has created to date. Let's keep in mind that creating content for a game is about 75-90% of the work nowadays. Sure, they used Bioware's engine but as I said earlier 3D engines aren't a major barrier to entry anymore.

      On the QA issue: You are just incorrect about this. Entertainment software publishers all have in-house QA. Just look at the credits. Um, duh?

      Yes, most big publishing houses do have their own QA departments but the following facts should be considered:
      A) 90% of these employees are seasonal in that they generally work on testing one game and then are let go. Game companies only retain a *very* small portion of the people that they hire for testing a game.
      B) Often times the entire process is farmed out to another company (the QA team still usually gets their name in the credits despite this).

      Do a search on google and you'll find lots of companies that specialize in QA for the gaming industry.

      On the Steam issue: I posted in another thread that Steam has even more questions that this method. To play you have to be online.

      Basically you're tearing down Steam's implementation and not the general idea of content distribution. I agree that certainly there is some merit to having that paper manual and jewel case in front of you in your hot little hands (complete with cool artwork). For me if it comes down to a $50 packaged game (which I have to drive to the store for) or a game I can download and burn for $20-35 I know which one I would take. Also, how many people even bother to read the manual for most games? Inevitably the packaging for games largely end up in the trash.

      I know you WANT to believe you can make money without money, and in the linux world, maybe you can(?).

      I never said that making a game requires $0 but I am trying to make the point that fun and attractive games can be created for *much* less than they are now. One doesn't need a budget of 10's of millions of dollars to make a fun, acctractive and playable game (that's not bejeweled ;). The music industry has a thriving indie scene and if you look around the same thing is beginning to happen to game development. The technology required to make games is becoming better understood and more widespread to more game developers.

      But its not there yet for entertainment software. And when it is, the big publishers will just run to the consoles anyway. ;)

      And/Or a computer games that are more sophisticated than your typical video game (like MMORPGs). I'd agree that the market isn't there yet but I firmly believe we're beginning to see the genesis of this process.

      Hey, what financial company do you work for? That hasn't been my experience with my investments, but I would definitel

      --
      G. Washington on Government "it is force. Like fire, it is a dangerous servant and a fearful master."
    9. Re:No publishers? by Mike+Hawk · · Score: 1

      Good replies, here are some more brief retorts: On cheap 3d engines: If they are so good, why isn't anyone using them? ATVI, EA, VU and the lot like to make the most money possible as well but they seem to stick to Quake3, Unreal, and to a lesser extent LithTech for FPS. On user created content: Its easy to make one good mod in your entire life. There are many functional (you say good, thats an opinion that I don't care to debate here) mods out there, but thats because there are a thousand dev teams working a thousand hours. Creating a good game on-time, on-budget is a totally different matter. I would be more interested in seeing what they come up with presented with nothing (presented with nothing? that doesn't make sense)and starting from scrath. No dis to any mod makers out there, but my guess is nothing. To sum it up, if they were that good they would be professionals. On QA: I gotta tell ya you are mostly still wrong about publisher QA. Most games are NOT farmed out completely. The only game I ever heard of that was got ruled a disaster and they vowed never to do that again. Yes testers are often temps, and yes sometimes some work is sent to external labs, but its all run by a professional within corporate guidlines. And thats the difference. You still didn't address who was going to PAY for this QA though, regardless of who would perform it. On Steam: I do have significant beef with Steam, but that is mostly another topic. In brief with steam it not just about having the CD, its about being able to play the game I purchased without being online. Steam streams the content, I want it all at once. Also on Steam that you ignored (good choice): If this change is almost here, why did Valve invent steam, THEN sign a multi-title deal with publisher Activision. It doesn't seem to me like they believe in it yet themselves. And even if multi-title means two, thats what...10 years at Valves pace after HL2. On money without money: You didn't state that explicitly, but that's exactly what we are talking about when we talk about ditching the publisher. The record label example is close, but a bit flawed. To create a professional quality game, it has to be your full time job. These people need to get paid for what they are doing while they are doing it, not at the end. An indie musician can work at Subway (Eat Fresh!) and just do the music thing at night and still cut a record. The publisher does play the role of the major record label in terms of providing the upfront funding, but thats where the similarity ends. I would laugh quite hard if I ever found out an indie game studio released a game and got the pants sued off of them because one of the developers had been using a stolen copy of photoshop, got caught, and cost the company the paltry revenue it had generated. The other point we haven't touched on that the publisher takes care of is PR and advertising. Is an indie developer supposed to pay for that too? I didn't actually expect you to respond to the financial bit, I was just snapping back in I guess a less than humurous way. :(

    10. Re:No publishers? by Patoski · · Score: 1

      Good replies, here are some more brief retorts: On cheap 3d engines: If they are so good, why isn't anyone using them? ATVI, EA, VU and the lot like to make the most money possible as well but they seem to stick to Quake3, Unreal, and to a lesser extent LithTech for FPS.

      I think a big reason for this is that these low cost engines (I'd include a few others to the list like Torque and the much lesser known Fly3d) have only recently achieved a level of performance/features that would enable a dev team to produce a game of acceptable visual quality.
      Incidentally I'd almost place Q3 in the very inexpensive category now... You can license Q3+Radiant+Tools for $10,000.

      On user created content: Its easy to make one good mod in your entire life. There are many functional (you say good, thats an opinion that I
      don't care to debate here) mods out there, but thats because there are a thousand dev teams working a thousand hours. Creating a good game on-time, on-budget is a totally different matter.


      I could say the same thing about professional dev houses. There are a thousand dev houses producing a thousand games and yet only a couple are any good and are profitable. Is this a reflection on the level of professionalism of the dev houses or a statement about how hard it is to create a fun game? As for schedules this is just another skill to be learned and to be honest with you 90% of the dev houses out there aren't that great at least one of the areas you mentioned (good game, on-time, on-budget) and most are bad at two or even all three. The gaming industry has a bad case of Peter Pan Syndrome. Partly bc the type of personality the industry attracts but also because it hasn't even tried earnestly to but real discipline into the development process. If they had 80-100 hour work weeks would be shunned in all but the most rare circumstances. Right now they're almost glorified or worn as a badge of honor. If the industry had any sense at all it would realize that working these types of hours (no matter how fun the environment is) leaves their workers burnt out and their creativity drained. Of course there is also the subject of turn over which costs money as well.

      I would be more interested in seeing what they come up with presented with nothing (presented with nothing? that doesn't make sense)and starting from scrath. No dis to any mod makers out there, but my guess is nothing.

      This is a little unfair since a great many professional projects with big budgets *choose* not to develop their own engine but rather license
      an engine so they can focus on creating content right away. As these third party engines keep improving there will be more and more ppl who choose not to create their own engine but rather focus on other things.

      To sum it up, if they were that good they would be professionals.

      A couple of things about this...

      A) The game industry isn't for everyone. It tends to chew ppl up and spit them out. Some people have a life and family outside their job.
      B) Some ppl I know don't want to get a job in the gaming indus. bc they just like making mods as a hobby and don't want to make a career out of it. They don't want to be stuck creating someone else's vision.
      C) Some are still acquiring the skills to produce professional level content and don't merit a professional gig.

      On QA: I gotta tell ya you are mostly still wrong about publisher QA. Most games are NOT farmed out completely. The only game I ever heard of that was got ruled a disaster and they vowed never to do that again. Yes testers are often temps, and yes sometimes some work is sent to external labs, but its all run by a professional within corporate guidlines. And thats the difference.

      I suppose it depends on the size of the dev house. I was under the impression that a lot of the mid-smaller dev houses farm out this labor while the really large dev houses do most of their testing through temporary employees. It's worth me

      --
      G. Washington on Government "it is force. Like fire, it is a dangerous servant and a fearful master."
  12. Re:product activation... (and other things) by NetDanzr · · Score: 2, Informative
    According to their FAQ, you need to be connected to the Internet when you try to activate the product, and you can get the activation code only from within the game. I guess it works on a similar principle as the new Microsoft activation codes.

    That said, I'd like to point out that selling games on-line is nothing new. Wargames, my favorite genre, are now sold almost exclusivelly on-line, and there's lots of other independent games as well.

    However, what most of the other games have in common is a well-designed Web site. Here, I can see about two thirds of the main frame, and there's no scroll bars for me to see the rest. If the development team is unable to do such a simple task as designing a user-friendly Web site, I'm a little sceptical about the quality of their game.

  13. I've played it, it's good!!!! by e2mtt · · Score: 5, Informative

    All the comments about open-source, business models, etc, and no reviews? I downloaded the final beta bit ago- it is a very good racing game. You race street type sports cars, they handle very realistically, the online racing is quite good, the cars are customizable, there is a strong online community, and the whole game can be modded rather easily. If you like sports cars, this gives you a very good approximation of actually racing street-legal real cars. http://lfs.racesimcentral.com/ is the URL

    1. Re:I've played it, it's good!!!! by e2mtt · · Score: 1

      If you want to know a little more: Here is a glowing review with some awesome (but small) screenshots.

  14. Re:product activation... (and other things) by Stary · · Score: 1
    However, what most of the other games have in common is a well-designed Web site. Here, I can see about two thirds of the main frame, and there's no scroll bars for me to see the rest. If the development team is unable to do such a simple task as designing a user-friendly Web site, I'm a little sceptical about the quality of their game.

    Yes, because we all know that the quality of a book can be seen from its cover, don't we?

    (And if you didn't catch the sarcasm there, don't bother with a reply.)

    --
    Tomorrow will be cancelled due to lack of interest
  15. Quality Assurance by Scrameustache · · Score: 1

    The publisher is normally the entity in charge of beta testing and quality assurance. With them out of the picture, who's making sure the product they release is bug free?

    --

    You can't take the sky from me...

    1. Re:Quality Assurance by Anonymous Coward · · Score: 0

      I thought it was publishers that were usually responsible for forcing developers to release buggy unfinished games... without publishers wouldn't games be less buggy?

    2. Re:Quality Assurance by Mike+Hawk · · Score: 1

      No, without publishers, games would never come out at all. The developers would just work on adding features and fixing bugs until they ran out of money and were unemployed.

    3. Re:Quality Assurance by failrate · · Score: 1

      Well, no, publishers are not inherently responsible for QA. Quality Assurance should be in place from the very beginning within the development house. Don't believe me? I work within a marketing company that localizes and markets South Korean Games throughout the Americas and Europe. The games we hawk have already been fully completed without a publisher even getting involved. It's our job to involve a publisher simply to get boxed copies in the store. However, given the overly competitive nature of boxed-in-store copies of games (given the limited shelf space of any store without a transdimensional shelf space), we are going to probably end up using an online purchasing system for our titles.

      --
      Voodoo Girl is the bomb!
    4. Re:Quality Assurance by thd567 · · Score: 1

      And yet, the LFS devs have been able to release a product that now sells for real money.....

    5. Re:Quality Assurance by thd567 · · Score: 1

      This is another part of the unusual approach the devs have taken with this game. Since it has been available in beta form since august 2002, there are thousands of beta-testers. We submit bugs we find to the official forum, and you know what? They get fixed in the next patch!

  16. Steam by Pvt_Waldo · · Score: 2, Informative

    http://www.steampowered.com

    This is Valve's technology to perform this kind of function. Not only can it perform a licensing function beyond being a point of purchase, it has the advantages of being an automatic updating/patching system. Because it manages licensing it could be used for "trial" play of a game. Pay $1 to play for a week. Decide if you like it. Pay the difference to buy it forever else your license expires. A risky proposition - but only for those that make crappy games.

    1. Re:Steam by neostorm · · Score: 1

      Too busy to look at the link you posted, but do you know if this service is free to developers, or has to be licensed from Valve?

  17. Valve by irc.goatse.cx+troll · · Score: 2, Informative

    Valve (creators of Half Life et al) is doing something similar. Theyre currently testing something called Steam.

    Steam lets you download a game you have access to(meaning, subscribed to from steam once the test ends. currently its all free) and play it on the fly. You only download the sounds/maps/textures that are about to be used, so the download time isnt too bad. It caches also, so after the first time you dont notice it as much. This is helping them betatest the new version of Counterstrike much easier, as they can push updates whenever they want and fix minor things without having to wait a few months to release another patch.

    While the Steam system works great, Its scarey to think it will enable pay as you play style billing. Who really wants to pay $.50/min to play counterstrike? (example figure, again its currently all free, and in the future they'll start it with comparable prices as a one time fee, but you have no garuntee thats all they'll use it for).

    The upside is of course Valve no longer needs a distributer so being bought out would be up to them. This is nice in the face of all the vivendi buyout rumours you see every few months.

    --
    Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    1. Re:Valve by Mike+Hawk · · Score: 1

      #1 VU does not own Valve so being bought out is already up to them.

      #2. Yeah, who wants to wait for a patch when we can play the broken patch now. Test the game for free for them, and then test the next broken patch some more later? That does sounds like a good deal to me.

      and the big #3 What if the Steam server is down? How will you play? I can play my current Steam-free version of Half-life without being connected to the internet! I think the whole offline thing might catch on some day.

    2. Re:Valve by irc.goatse.cx+troll · · Score: 1

      #1 True, but having their distributor bought out wouldn't help them.

      #2 Its optional now, Everyone that wants to test is welcome to, Everyone that isnt dosn't have to. Just dont bitch when 1.6 comes out and theres something you dont like, you had plenty of time to help test and report bugs/inbalances. Personally I have 1.6(steam), 1.5, and 1.3 installed. You're not forced to play any.

      #3 Then you dont get to play. Thats why I'm probably not going to use it once they start charging.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  18. Re:product activation... (and other things) by NetDanzr · · Score: 1

    I did catch the sarcasm, and I still see no reason to reply ;)

  19. Re:product activation... (and other things) by E_elven · · Score: 1

    And yet, you did.

    --
    Marxist evolution is just N generations away!
  20. Steam by mrpuffypants · · Score: 1

    This sounds similar to the Steam client that Valve just debuted for Half-Life, CS, and HL2. Downloads right over the 'net and a distributed system for acquiring updates and other bonus media.

  21. I don't care about boxes... by gnovos · · Score: 1

    I hate boxes, I want this to work so much! But a racing game? Peshaw, give me an adventure game with guns, damn it, and I'll buy.

    --
    "Your superior intellect is no match for our puny weapons!"
  22. Re:product activation... (and other things) by Mike+Hawk · · Score: 1

    Well, I'll reply. If a book had several words speled wrang and several grammaticalation errors on the cover, I would judge it based on that, and fairly. Having a poor design does suggest that their design skills may be lacking.

  23. "... why this game?" by neostorm · · Score: 1

    Because the topic of the post is concerning whether or not independant developers can survive online and neglect retail entirely. Not about what free/cheap online games have the best graphics.

  24. Another Example: Starscape by c0wh · · Score: 1

    A company called MoonPod has released a game with the Internet being its primary distribution method.

    You can pay more for a boxed copy if you want, but they have an instant-access online purchasing system that turns the crippleware demo into the full version.

    The game is an asteroids-style 2d shooter with some turn based strategy mixed in.

    I hope to see projects like this in the future from larger game developers. If the savings is passed on to me, I'm all for purchasing games, music, movies, or whatever else I could want, with no hard copy.

  25. Re:product activation... (and other things) by fatboyslack · · Score: 1

    or they have contracted out the distribution side of things. But then thats what their companies about. (And no excuse, btw)

    --
    Everyone thinks of changing the world, but no one thinks of changing himself. -- Leo Tolstoy
  26. Thanks to DRM by quinkin · · Score: 1
    Gentoo Developer Sven Vermeulen uses the following signature for his mails:

    "Thanks to DRM, you know that something has been built in environment of unspecified degree of security, from source you cannot check, written by programmers you don't know, released after passing QA of unknown quality and which is released under a license which disclaims any responsibility..."

    Q.

    --
    Insert Signature Here
  27. Re:product activation... (and other things) by Frac · · Score: 3, Insightful

    If the development team is unable to do such a simple task as designing a user-friendly Web site, I'm a little sceptical about the quality of their game.

    Yeah.. there's this open-sourced kernel called "Linux", and I heard the developers don't even maintain an official website. I bet the quality is even worse... [/sarcasm]

  28. Works with Winex 3.1-1 by Zemrec · · Score: 2, Informative

    It works great using Winex 3.1-1 on Gentoo Linux 2.4.20 and Nvidia 43.63 drivers. Just thought you'd like to know. The only glitch is some weird transparency issue when shadows are enabled where the wheels can be seen through the car, and the track is transparent in the rear view mirrors. You can disable those options though.

    Very cool, I might just buy it.

  29. Shelf space on the Internet is infinite by Bushcat · · Score: 1

    ... but shelf space in stores isn't. There's plenty of good boxed software that never gets to see the light of day because the company is outbid for shelfspace at PCWorld, etc. Online distribution has more benefits than simply reduced (hopefully) price.

  30. Argh by Rethcir · · Score: 1

    I can't seem to find an "about"-type page on their main website. It'd be nice to be able to see the main features and so forth before downloading it.

    1. Re:Argh by Anonymous Coward · · Score: 0

      ~Cough~ It's called News ~Cough~

    2. Re:Argh by Anonymous Coward · · Score: 0

      There is a reveiw on www.racesimcentral.com which will give a good idea on what it's about

  31. Re:product activation... (and other things) by edwdig · · Score: 1

    Yes, but the Linux kernel developers aren't developing the kernel as a business venture. They aren't trying to sell the kernel solely through the web either.

  32. Re:product activation... (and other things) by Anonymous Coward · · Score: 0

    ahhh you damn dunce use a browser that is known, instead of some fly by night spyware producing piece of crap. website works fine here

  33. Awesome by Anonymous Coward · · Score: 0

    Any of you just commented on the game without playing it, well I'll just say you're uninformed. I hate racing games. Bore me to death. Exception-Live for Speed. Point 1: This is a boring singleplayer game-distribution with box, jewel case and manual would probably leave people with no net connection ......unhappy. Point 2: Any judgement on the game using it's website or graphics as examples of how fun it is should be ignored. I've played midnight club 2, nfs etc. It is better, probably because it is hard . Bad turns are punished. (And nudging someone in the back can get you kicked/banned - no one will ruin your day) Point 3: Download the trial version. I'm not sure but someone (during the game) told me you "unlock" it (possibly no extra dl?). Yes thats right...go download it. Now! Now I say!

  34. Re:product activation... (and other things) by Anonymous Coward · · Score: 0

    Its just three guys. the programmer, the artist/graphics guy who also does the website and another guy who does the music that's it. It's pretty damn impressive if you ask me. I can thinks of many 'great' programs with far more awful websites.

  35. Re:product activation... (and other things) by Anonymous Coward · · Score: 0

    Book buyers quite often judge books by their covers. It's a quick and reasonably efficient way of filtering out rubbish. A bit like what's sometimes done with CV's or when you meet new people. I'm not saying it always works but appearances can say a lot about the contents.

  36. Re:product activation... (and other things) by Frac · · Score: 1

    business venture or not has nothing to do with my post or the parent post.

    he judged the quality of the game based on the quality of the website. not too different from judging a book from its cover.