On Independent Games And Cutting Out The Middleman
Thanks to DIYGames for their two-part series discussing the problems independent game developers have with distribution channels, and possible ways to stop these distributors taking all the profits. The articles explain the positives of online sales: "Building customer awareness for a game took time and energy... [but] with the advent of the distribution channels like RealOne Arcade, Shockwave, and the others, indies now have access all the customers of the distribution channel virtually overnight", alongside the negative fiscal aspects: "In most cases the indie must agree to give up 60-70% of their game's profits for the privilege of having instant access to the distribution channel's customers." The piece ends by discussing alternatives, pointing out that "A [thriving game-related] community is as viral a selling tool as any, and it helps preserve the life of the game in the marketplace."
of some sort of generic payment system coupled with a slashdot mention has seemed to work fairly well in the past.
For every annoying gentoo user, are three even more annoying anti-gentoo crybabies. Take Yosh from #Gimp for example.
If your game rocks 150,000 people will know about it within two days. If your game sucks, well, the same number of people will know about it but it will be your fault. :)
Wow! DrReducto, I dub thee "FIRST PHANTOM FANBOY." You have a long and arduous journey ahead of you, filled with taunts and insults containing the letter "X" and numbers repeatedly from all *3* - no *4* (this is slashdot; lest we forget the PC fanboys!) - video gaming camps! Stay true, noble DrReducto, and you will actually get to visit Infinium Labs offices...in a secret CAVE!!