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Indie Game Developers See Big Opportunity

An anonymous reader writes "BusinessWeek Online is running a story on the new opportunities indie game developers are finding in the casual games space. They also have a Q&A with one of Microsoft's gaming gurus." From the article: "Until recently, the market for electronic games was mainly young, male, and diehard. These days, a bigger, more age-diverse group that increasingly includes and women is joining in the fun, spending anywhere from a few minutes a day to long stretches on online poker or games such as Bejewelled, Tetris, and The Sims. As more people sign up for high-speed Internet access (almost 60% of the U.S. population now has access to broadband), the gaming experience -- both for games playable online, such as Bejewelled, and CD- or DVD-ROM titles with an online component, like The Sims -- has become more appealing. Casual gamers now make up about 1% of the $20.5 billion game-software market."

9 of 119 comments (clear)

  1. Of course by Red+Flayer · · Score: 4, Insightful

    Take any retail industry. Make distribution costs sufficiently close to zero. Make unit cost close to zero.

    Independent producers will grow like weeds. Add in the fact that the casual gamer market was underutilized... Profit!

    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  2. So nothing's changed then? by Buddy_DoQ · · Score: 4, Insightful
    What they're trying to say is, that nothing has changed since the days of Tertris.


    Boys are still the big buyers and mom sometimes likes Tertis-like games. Making more Tertis-like games may bring in more money, but I don't think it'll be as big as they think. (But I've been wrong before, and as an indie type my self, I'd love to be!)

    --
    -Buddy of DoQ
  3. Only 1%.... by wpiman · · Score: 3, Insightful
    that seems low to me.

    I would probably catorgorize myself as a casual gamer- I play once a week- often not at all- but I'd say I buy 5-6 games a year. I'd like to play more- but don't have time. Is this just me or are others in this same category?

  4. This is great! by Yhippa · · Score: 5, Insightful
    I've been waiting for things like this to really pick up. Most of the games I've played on the consoles or PC are incremental improvements over a previous version. I like the fact that the barrier for entry is lower so that people with different ideas get a shot at making some cool games.

    I think a lot of us remember the days of the Atari 2600 where there were few sequels and mostly different (and sometimes weird) ideas. I felt that way about games until they started to become really commercialized in the late 90's and all we get now are rehashes because the big businesses are not willing to take risks and want steady incomes. Maybe we'll see some new games now.

  5. Yawn by beakerMeep · · Score: 3, Insightful
    These articles are like "is apple dying?" articles. Need to run one of them every few months as per the publishers guidebook for easy stories. Not that this story is wrong but talking about games like Bejewelled-like as some sort of new market is silly.

    From the article, "Until recently, the market for electronic games was mainly young, male, and diehard."

    Not at all.

    Girls have outnumbered guys playing games for years and it's all games like this with companies capitalizing all along.

    For once i would like to see information on how this effects more traditionally "guy" games. For instance i bet the are significantly more girls playing WoW than ever played Ultima Online despite it still being vastly a male audience. Also would like to see how girls have influced the creation of more advanced games that cater to their gender more so than their male counterparts -- such as Black and White or The Sims.

    I'm not holding my breath though ;)

    --
    meep
  6. Several factors .... by AlltheCoolNamesGone · · Score: 5, Insightful

    as to why there seems to be more "casual" gamers.

    1. More homes have PCs now. Do you really think that people are not going to take advantage of all the features of a PC?

    2. There is little to no social stigma left to playing PC games.

    3. Lack of time in our daily lives. (When you grow up and have a family you cant spend 8 hours a day 7 days a week playing your favorite games)

    This shouldn't be surpriseing if anything the casual gamer market should continue growing.

    --
    M$ it's whats for diner!!!!!
  7. Distribution client? by No+Such+Agency · · Score: 3, Insightful

    "almost 60% of the U.S. population now has access to broadband"

    Does this mean that 60% of the population HAS broadband access in their homes? Or that they could have it installed if they want? I assume that it means the former, since almost everyone has cable TV by now and therefore likely access to cable internet.

    I wonder what the possibilities would be for starting a Steam-like service, but instead of peddling one's own games, instead distributing inexpensive indie games in exchange for a percentage? Would many casual gamers install a client like that?

    --
    Freedom: "I won't!"
  8. Re:Profits tend to zero by Red+Flayer · · Score: 4, Insightful

    "Characterized by a free flow of information, no barriers to entry, and a large number of buyers and sellers."

    Except that there are barriers to entry (development costs -- like hiring a good designer & good developer). Still, much smaller barriers than in many other industries.

    Also, a perfectly competitive market assumes that all products are equivalent, which is not the case here. So, some developers will realize a hefty profit (due to a better product) and some will realize losses. In the long run, extrapolated across all competitors, you are correct... but there is still a huge capacity for profit due to differences in the product.

    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  9. Re:Negative Effects? by confusednoise · · Score: 4, Insightful
    Wrong wrong wrong. If it becomes easier/lower cost to create and distribute games, variety will increase are more niche markets are able to be filled. Game makers no longer have to bet on the biggest market out there - indie makers can find a small audience for their game and make enough to get by. All this means *more* different kinds of games, not less.

    Now: s/games/[books|music|any content you want]/ and think over the benefits of indie producers again.