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Is There a Future for Indie Games?

An anonymous reader writes "If you've been following Greg Costikyan's recent rants (such as Death to The Games Industry), you would have seen mention of one developer's attempt at breaking the traditional games publisher funding model. Well, their game is now in the stores, and whats more it has been getting some pretty good reviews, but has anyone heard of it? Judging by some press, the marketing has been somewhat underwhelming. So the question is, is there still a viable space for good games developed outside the traditional corporate publisher model, or does E.A. already own the future of video games?" Moreover, when indie developers have to go up against the likes of EA and Steven Spielberg, what hope can they have for matching that kind of success? At least one company thinks they can do it by offering games for direct download. Is direct purchasing enough of an incentive for your average gamer to shell out money on something he's never heard of before?

217 comments

  1. website marketing by Edgewize · · Score: 3, Funny

    There's always hope, as long as you can get your product mentioned on Slashdot...

    1. Re:website marketing by kevin_conaway · · Score: 1

      Sometimes it works. You just have to keep posting! :)

    2. Re:website marketing by Anonymous Coward · · Score: 3, Funny

      You expect me to boredgamer.org believe that one little web boredgamer.org site is going to help boredgamer.org me? Give me a boredgamer.org.

    3. Re:website marketing by Seumas · · Score: 2

      Asking if indie games are going to die is like asking if fat girls are going to stop getting attention. As long as she has something unique to offer (suck suck suck!), someone is going to be willing to give her a whirl and spin that tea-cup. Likewise, as long as indie games have something to offer that the other guys don't, they will thrive. Things such as gameplay, community, affordability, portability, etc.

    4. Re:website marketing by tiggles · · Score: 1

      Aw crap, I think I'm too late for a post plugging my game (quick free airplane shooter).

  2. game mods are the new indie games by epaton · · Score: 3, Interesting

    i only ever car about fps but as far as i can see theres plenty of mods based on the complex engines which are the difficult bit to develop.

    indie developers may need to licence an engine but theres still plenty of potential to do their own thing

    1. Re:game mods are the new indie games by alfrin · · Score: 1

      But doesn't that completely diminish the point of an Indie game? Doing it on there own, releasing it for sale, not having to worry about the companies they leached off of coming back at them demanding royalties?

    2. Re:game mods are the new indie games by Eli+Gottlieb · · Score: 1

      Using an engine to mod another game is at best a patch to the original and at worst merely a change of aesthetic. It doesn't create a NEW game.

    3. Re:game mods are the new indie games by Anonymous Coward · · Score: 0
      Using an engine to mod another game is at best a patch to the original and at worst merely a change of aesthetic. It doesn't create a NEW game.

      So RTCW == Q3A?
    4. Re:game mods are the new indie games by Nivoset · · Score: 1

      ummm... Half life is counterstrike? you can do allot with most engines now a days, youd be suprised how much things can change

      --
      Movies made by a crazy person

      http://www.youtube.com/marginalpro
    5. Re:game mods are the new indie games by Asmodai · · Score: 1

      Try creating such a mod. You will soon find out that whilst the engine remains largely the same, you can change enough to create a completely new game and that's not just about aesthetics.

      --
      Jeroen Ruigrok/Asmodai
    6. Re:game mods are the new indie games by Ex-MislTech · · Score: 1
      --
      google "32 trillion offshore needs IRS attention"
  3. Indie games were the wave of the past by saskboy · · Score: 5, Insightful

    And they'll be the wave of the future. There will always be some lonely game creator out on the fringest making something cool that everyone will lap up. When it gets popular though, they'll no longer be an independent though. They'll get bought out.

    --
    Saskboy's blog is good. 9 out of 10 dentists agree.
    1. Re:Indie games were the wave of the past by JaredOfEuropa · · Score: 4, Insightful
      There will always be some lonely game creator out on the fringest making something cool that everyone will lap up. When it gets popular though, they'll no longer be an independent though. They'll get bought out.
      It's becoming harder though. Back in the days of the C64 and the Amiga, I was technically fully able to create a state-of-the-art game on those platforms. I suck as an artist; I can barely squeeze a recognisable tune out of a keyboard, but on those platforms I could still do the art, music and all of the coding, on my own. In fact I did... my game made it to the stores but never sold a lot, instead of a nice Porsche I got perhaps a 2nd hand Alpha Romeo's worth out of the deal. (I can conveniently blame the producer going bankrupt though :) ). My college flatmate made a game on the Amiga, outdoing several of similar commercial games. (He never sold it but it got him hired at Rockstar).

      These days, most types of games need good production values as well as a good concept. Hardly any game can get away with simple graphics like Tetris. You'll need good coders, level designers, artists, musicians, sound effects guys, motion experts... talents that are rarely found in a single person.

      To add to that, games are getting more complex in the way of graphics engines, physics engines, and AI as well. It's hard enough to find someone up-to-date in these areas, let alone find someone who can improve on them.

      So, you're probably looking at a team of various skills that are not widely available. I'd think these people are likely to be working in the industry already, and not much inclined to work on an extra project, especially not if you're on a typical EA 8 day workweek.

      Then again, if you do have a good concept, it might be worth pursuing it, and convincing others to join in. Then hope you get bought out for craploads of cash. :) Nothing wrong with making money.
      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    2. Re:Indie games were the wave of the past by Seumas · · Score: 1

      As long as the big publishers ignore OSX, there will be a market for indie games.

      Come on Firaxes - release Civilization IV for the mac already!

      Anyway, how can anyone ask this question? It's silly. Go take a look at a few of the big indie games review/listing/sales sites and tell me they seem to be slowly dying. They're more popular than ever.

    3. Re:Indie games were the wave of the past by Ragica · · Score: 1
      "These days, most types of games need good production values as well as a good concept."

      Spiderweb Software (a mom and pop operation) seems to be doing alright for itself for many years now... using an extremely archaic game engine with shockingly limited production values. Of course they are never going to get a mainstream market (at least until Geneforge: The Movie comes out!), but that's not the point.

      "To add to that, games are getting more complex in the way of graphics engines, physics engines, and AI as well."

      Not a very complex game, nor a highly original concept, but the wonderful and addictive Breakquest took an open source physics engine (not to mention SDL based graphics) and applied it a "breakout" style game, with a style of its own, and beautiful results.

      These two examples somewhat contradict some of the assumptions above. It seems to me creativity and visions are the two main things needed... and a competent developer still may be able to find a niche big enough to support himself, at least... it's a matter of scale.

    4. Re:Indie games were the wave of the past by simpl3x · · Score: 1

      I really disagree. Graphics aren't everything, and in the scheme of things really aren't anything. There have been, and will continue to be plenty of games where the concept is everything. Arguably, the biggest money making games are not graphics intensive--Sim(anything), crossword puzzles, sodoku, Texas Holdum'...

      I would actually argue that being a main stream game developer is the kiss of death. Mobile games are the new plastic.

    5. Re:Indie games were the wave of the past by Anonymous Coward · · Score: 0

      I think we're talking about two different issues here. I agree that yes, for most types of what you'd call 'AAA' PC games, you do need a bigger talent pool, much more than just one person. I could never lock myself in my basement and make the next Command & Conquer.

      However indie as in 'self-published' is a different thing entirely. Teams do get together and create 'indie' games and can go on to be quite successful.

      I think indie developers who want to be successful need to do what anyone in small business does - find their niche and create a market for themselves. We forget that 'hardcore' gamers (for whom games mean the latest blockbuster on XBOX 360 with a bazillion polys and all the latest FX) are actually in the minority. There are a lot more, say, mums and dads out there willing to shell out $5-$10 for a games subscription service or for a really good Breakout game. These are the people who'll be using streaming subscription services and the like. These sorts of games don't need the 10-20 person teams common in big game development.

      I think would-be developers make the mistake of thinking they have to produce the next Far-Cry in order to be successful. Too hung up on the technology and not enough on the games.

    6. Re:Indie games were the wave of the past by Gax · · Score: 1
      My college flatmate made a game on the Amiga, outdoing several of similar commercial games. (He never sold it but it got him hired at Rockstar).


      It must have been a great game. Why not release it for free? The Amiga market has shrunk to a shadow of its former self and there are thousands (or at least a few hundred) who are crying out for new previously unreleased games to play on their machine.
    7. Re:Indie games were the wave of the past by Hoi+Polloi · · Score: 1

      Spiderweb Software is an example of how a good game and storyline can beat flashy graphics. I thoroughly enjoyed their Exile series and I think the simpler graphics actually added to the game play. The only thing I missed was a larger variety of monsters and items to increase replayability. Blades of Avernum is along the same lines and it looks like it has a nice, flexible, scenario builder (only played the demo).

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
  4. I point the world to by cassidyc · · Score: 1, Insightful

    stardocks galactic civ and also Ragdoll kung fu

    thankyouverymuch
    CJC

    1. Re:I point the world to by negaluke · · Score: 1, Interesting

      Rag Doll Kung Fu is the indie game cream-dream. A fine piece of work that is fantastic without a six figure budget. Valve knows what's up; 15 bucks is a good price for a game that may not have the bells, whistles and intricacy of the big game companies, but is still a lot of fun. All hail the ever-fertile steam-niggurath and her thousand young!

    2. Re:I point the world to by billcopc · · Score: 1

      Buddy, I dare you to try RDKF. Either I'm lacking the outlandish hand coordination required to not suck, or it was designed specifically to drive me insane.

      I'm used to throwing my Xbox controller in frustration, now I'm going to be throwing mice... maybe I should get a couple spares :P

      --
      -Billco, Fnarg.com
    3. Re:I point the world to by KDR_11k · · Score: 1

      What about Gish, Pontifex, Uplink, etc? Just some of the games I've seen in stores.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  5. Yes... by Anonymous Coward · · Score: 0

    ...there is.

  6. Secret bootloader by tepples · · Score: 3, Insightful

    If PC gaming continues on a decline, and the console oligopoly continues to give a cold shoulder to letting independent developers obtain console devkits and sell games on indie labels, then no, there isn't much of a future for indie gaming. All three gaming handheld systems sold in U.S. stores, whether chain or local, are officially closed systems. (These include the GBA SP, the Nintendo DS, and the PSP.) Phones don't count because for one thing, most phones have decidedly subpar D-pads, and for another, a lot of people are happy with land lines and unwilling to pay $960 for a 2-year mobile phone service commitment (or import a SIM-free phone) just to play a video game.

    1. Re:Secret bootloader by danpsmith · · Score: 1

      You seem to have your own issues will cell phones, but practically everyone owns one of those and they are probably going to take off as far as mobile gaming goes because it's just convenient (you already have the thing on your person anyway).

      However, I am not sure that in the console market that independent developers really have that much of a shot to make a great game. I honestly think that if EA or another mega-million dollar company feels threatened in a certain market, they can make it completely monopolized in one way or another.

      I tend to think that this evil effect on the gaming industry often makes innovation very shortcoming.

      For example: look what happened with EA and Madden. ESPN 2k5 came out for the PS2 and not only got in a price-slashing war with the long time front runner Madden, but also whipped the game in innovation, the presentation was much better and most of the gameplay actually worked, unlike Madden's so-called gameplay feature additions.

      So what happens? The NFL license gets sold exclusively to the highest bidder, which is of course EA. EA cranks out another one of their "update the rosters and add some kind of irritating features" upgrades for 2006 and now we have no real alternative to deal with. The little guy in this case, ESPN, just gets crushed under the weight with no chance of making another game until the year 2010...

      Most major corporate game makers don't give a jack shit about real innovation, they just want to put enough into a game that people keep on buying it. And as you see with the EA/Madden story if they feel threatened enough, they'll simply leave you without an alternative in the industry.

      I honestly hope that indie games do have a future as I think they fill a need that many gamers have that is simply unattended to by the major companies. Much like indie anything else does for its brand of mass media.

      --
      Judges and senates have been bought for gold; Esteem and love were never to be sold.
    2. Re:Secret bootloader by All_Star25 · · Score: 1

      And that's the reason why I plan on buying a GP2X. Open development platform, Linux-based, and you can put your games on SD cards. http://www.gbax.com/aboutgp2x.html

    3. Re:Secret bootloader by heson · · Score: 1

      There is still place for interesting games if people can apreciate the sport instead of the sports-product. If you MUST have the correct player names and ads, you have to pay those who invested large amounts of money into that corporate business game. If you love the sport you can play New York Pirates vs. Washington Baboons or any other fake names. Im currently playing rFactor, a game (or maybe a mod-platform) free from licensed brands and to me its just as fun as if it had Porsches, Toyotas and Michael Schumacher)

    4. Re:Secret bootloader by Eli+Gottlieb · · Score: 1

      Wow, that thing is pretty damned nice. Might just buy one what with the fact that my GBA is going obsolete.

    5. Re:Secret bootloader by rtb61 · · Score: 1
      With convergence of digital technology, personal computer gaming will always survive and over the long term dominate. With powerful notebook computers getting cheaper and cheaper, when you have one why buy a game console and then pay a premium for the games. The pda as a game device will also become more significant as the price drops and the power increases.

      Game consoles are just being subject to greater marketing at the moment because of the marketing war between Sony and microsoft. Some of the marketing devices are pretty silly, take for example microsofts latest, claims of hardware shortages to create the impression of high demand and go for the additional marketing device of queues of gamers desperate to buy the game. (knowing microsoft they will ensure a lack of consoles at specific locations to create that impressions and well as paying their PR trolling keyboard monkeys to queue at those locations).

      The only unusual thing that is likely to appear going forward, is a sony playstation notebook, this will hurt microsoft as they cannot effectively compete in that area, they can never offer a free office suite, an independent browser and mail program (more of a excersize in marketing, it shows the playstation has future possibilities).

      When it comes to full fledged game platforms it is likely that only two companies will survive going forward, the ones that are currently generating a profit doing it not the one that is still losing money (thats even with the operating system already paid for and generating no licence revenue, if you would add those costs in the losses would be much greater than those currently being declared).

      --
      Chaos - everything, everywhere, everywhen
  7. It will come down to innovation by GenKreton · · Score: 2
    For most gamers, it will simply come down to innovation. If the indie game companies can produce a professional quality game that is innovative and not just another "Big Title 2501," then they will purchase it.

    The, of course, there will be people like myself who only purchase games with linux binaries too...

  8. MorePG by Doc+Ruby · · Score: 4, Insightful

    The future of gaming is users becoming game masters, not just players, even supplying their own computer hosts to the network in which the game is running. Like when Doom really exploded its genre to capture the entire gaming scene by allowing anyone to make their own "levels".

    I want to put my own GPL game server up on the most popular gaming network. With my own features running on the common protocol, so people who play in my "module" can play by my rules. Maybe that means possessions and attributes beyond the universal ones can't transfer, because some modules are built for "Monty Hall" style cheats, just pumping up characters without restriction. Maybe such a network will have a "web of trust" where changes to character state are tagged with their origin, which must be accepted by an automated system elsewhere, or not apply. It's a little complex, but once we work it out, we'll have a canvas on which players and masters of games can all exercise our imaginations on one another. Where's the most popular, featureful GPL MMORPG running right now? I want to take a crack at it.

    --

    --
    make install -not war

    1. Re:MorePG by Jesus_666 · · Score: 1

      You mean PlaneShift?

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    2. Re:MorePG by Doc+Ruby · · Score: 1

      How popular is that one, as these MMORPGs (GPL and otherwise) go?

      --

      --
      make install -not war

    3. Re:MorePG by Jesus_666 · · Score: 1

      Well, it's the first FOSS MMORPG I ever heard of and as far as I know it's the most popular one, too. Not to mention the most advanced one - most other FOSS MMORPGs I know are basically online Rogue with 2D graphics.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    4. Re:MorePG by Anonymous Coward · · Score: 0

      I would recommend getting involved in Daimonin. The game has much potential (and thousands of current players) and the developer community is very nice, although a bit Euro-centric.

    5. Re:MorePG by QuantumG · · Score: 1

      It's popular, unfortunately the developers are anal retentive about IP.. oh, and all the art is proprietory.

      --
      How we know is more important than what we know.
    6. Re:MorePG by Anonymous Coward · · Score: 0

      It's also one friggin' huge download.......if you ain't got at least top speed dsl or cable broadband( i got low speed dsl from my phone company) it's gonna take literally hours to download.........it'd be much easier ....and i'd pay for it.....if it came on a cd or dvd......( it's just that danged good).I'm attempting to try to learn how to port mfc apps to wxwidgets using dev-c++ now, because all i really use windows for is Reality Factory game creation system...

    7. Re:MorePG by QuantumG · · Score: 1

      Don't worry. When they finally reach a 1.0 milestone you can be sure they'll offer a cafe press CD.

      --
      How we know is more important than what we know.
  9. Well... by Chickenofbristol55 · · Score: 3, Insightful

    Considering most "gamers" today don't know the difference (and probably don't care), who makes the games they play, I think it all comes down to how indie games compare to big corporate games. If the games are fun to play, people will buy them, period. I doubt anyone really cares who made the game. For example, I wouldn't see a movie just because it was made by universal studios, I simply would see it because it was entertaining.

    --
    public class null extends java applet { System.out.print ("Tabula Rasa"); }
    1. Re:Well... by Nutshell_TA · · Score: 1

      The problem is that you'll see the movie because Universal spent 50 million$ to push you to the theater.

    2. Re:Well... by grimJester · · Score: 0

      The main thing that gives the RIAA the stranglehold it has on music is the huge marketing and distibution networks the big companies have. Indie artists may create a comparable product, but if the consumer doesn't know it exists, he can't buy it.

      The same goes for games. Perhaps it's easier to get advertizing on the web for games than music, but how would you as an independent game maker get your product on store shelves around the world?

  10. The only indie game I know by LiquidCoooled · · Score: 4, Interesting

    Was Pitfall. Did they remake that recently or something?

    I loved playing that game years ago, they don't make em like that any more.

    On the real subject of indies, I am finding Linux to be a wonderful world of shareware from way back when.
    Looking around finding decent gems hidden away in the repositories and distros.
    Sooner or later these will be polished and will become the must have games of tomorrow.

    The bedroom coder is up there right now making the software, give it time :)

    --
    liqbase :: faster than paper
    1. Re:The only indie game I know by lightspawn · · Score: 1

      Was Pitfall. Did they remake that recently or something?

      Yes. Here's one:

      Enhanced Pitfall +

  11. EA didn't make ID by jmichaelg · · Score: 4, Insightful

    I had never heard John Carmack until he started giving away the first few rounds of Doom. EA's vaunted marketing can't compete with a very good game getting good word of mouth.

    1. Re:EA didn't make ID by Tankko · · Score: 3, Insightful

      Yeah, but don't forget that DOOM wasn't a huge widespread hit until GT Interactive picked it up, marketed it and got it into stores.

    2. Re:EA didn't make ID by Seumas · · Score: 2, Interesting

      Yeah, but don't forget that few people had internet access and the web hadn't espoded in its pants yet back when the original Doom released. You needed meat-shelf-space because that was the only place anyone was likely to set eyeballs on it. Now you have lots of indie-specific online outlets, a gaming television station (of sorts), magazines, websites and usenet groups focused on them.

      A Tale in the Desert is an indie project, essentially. They aren't on any shelf anywhere and are distributed online. They're doing pretty well and have been for a couple years.

    3. Re:EA didn't make ID by StormReaver · · Score: 2, Informative

      "Yeah, but don't forget that DOOM wasn't a huge widespread hit until GT Interactive picked it up, marketed it and got it into stores."

      Doom isn't what launched ID Software. It was Castle Wolfenstein. As I remember, CW was published online through Apogee Software. It made ID Software an instant success. After that, Carmack could have released "The Crappiest Game You've Ever Played", and it would have sold half a bajillion copies just on Wolfenstein's momentum.

    4. Re:EA didn't make ID by IntergalacticWalrus · · Score: 1

      Castle Wolfenstein? You mean Wolfenstein 3D. Castle Wolfenstein was a C64 game IIRC, not made by id Software. You are probably confused by the Wolfenstein 3D sequel called Return to Castle Wolfenstein, which had no relation with the C64 game despite the name.

    5. Re:EA didn't make ID by birder · · Score: 1

      Muse Software published Castle Wolfenstein for the Apple ][ line originally. It was later ported to other platforms. http://en.wikipedia.org/wiki/Castle_Wolfenstein/

    6. Re:EA didn't make ID by StormReaver · · Score: 1

      "Castle Wolfenstein? You mean Wolfenstein 3D."

      You are correct. I did mean Wolfenstein 3D.

  12. Cell phone and flash games by Eightyford · · Score: 2, Insightful

    Cell phone and flash games are much cheaper and easier to make. A few of them, like zuma and bejeweled, also make rediculous amounts of money.

  13. I think so. by DwarfGoanna · · Score: 3, Interesting

    Especially as the games market gets older and more discerning. I used to buy every console that came out, and spent at least $100 a week on games. A lot of that was crap, but I was immersed in game mags and sites at the time, getting a full blast of big name promotion. Nowadays, I might buy a game once a month, and my collection is entirely devoid of sports games, GTA et al, car games, and whatever the hell else passes for mass market entertainment these days. I only buy interesting games, that (are at least trying to) do something I've never experienced before. I would love to have a wide selection of games like that at my disposal, and I know for a fact I'm not going to get them from EA or Steven fucking Spielberg. I know I'm not the median publishers are looking to hit, but I'd like to think the segment I occupy is growing.

    --

    "You know why you do not see me styling wit my homies? Because I have no homies!!" -Mojo Jojo

    1. Re:I think so. by rinkjustice · · Score: 2, Insightful

      I used to buy every console that came out, and spent at least $100 a week on games. A lot of that was crap, but I was immersed in game mags and sites at the time, getting a full blast of big name promotion.

      Wow. That sounded exactly like me about 10 years ago, except for now I'm primarily into retro gaming with my daughter (I buy old consoles and games for cheap but I plan on buying Nintendo's Revolution if I got the ching). This segment of the market you and I are in is growing. Hollywood is running out of ideas and it's terminal so it's not like us "thirtysomethings" can justify spending $60 on a night at the cinema of even wasting two hours on a dvd. TV and satelite is just as pitiful (500 channels and still nothing to watch - I hear it all the time).

      Yup, gaming (new and old) seems to offer the most bang for the buck. The industry won't ignore us.

    2. Re:I think so. by yhnmzw · · Score: 1

      The industry won't ignore us. The market has not. The big few, may. Hee.

      --
      Start Menu-Shut Down: Flip a coin. If heads, Windows 98 shuts down properly.
  14. Misconeception about Indie Anything by Monkelectric · · Score: 4, Insightful
    Just because you made a great Indie game, doesn't mean anyone will care. Seriously. You act as if you could only make a good game the world should coming running. The sad fact is that the average person doesn't have the ability to appreciate art. A few years back a great film called "Lost In Translation" came out. I saw it, and was the *ONLY* person who didn't walk out of the theater. I was enthralled, probably the best movie I saw that year, maybe the best movie made that year.

    Year after year art and hard work are ignored for sex and cheap thrills. I wish it were different.

    --

    Religion is a gateway psychosis. -- Dave Foley

    1. Re:Misconeception about Indie Anything by Anonymous Coward · · Score: 0

      The sad fact is that the average person doesn't have the ability to appreciate art.

      The saddest fact is that the average art just plain sucks. The quality of art is not inversely proportional to the number of elitist that can appreciate it. In your film example, the audience was misled by the advertising and was given a movie that they didn't pay for. Get a grip.

    2. Re:Misconeception about Indie Anything by bismarck2 · · Score: 1

      What?!? "Lost in Translation" was very well received. I don't know where to look up sales data but that was a very popular movie and is a really bad choice to bemoan how great quality is often overlooked.

    3. Re:Misconeception about Indie Anything by Slack3r78 · · Score: 2, Informative

      Lost in Translation made $106 million off of a $4 million dollar budget, $44 million of that being domestic box office. Not exactly what I'd call overlooked. :-)

    4. Re:Misconeception about Indie Anything by Anonymous Coward · · Score: 0

      I did not see any of the advertising. Just grabbed it off the shelf at Blockbuster.

      Personally I now see it as a hype machine at work. It was a rather dull boring movie. Oh sure there were some quirky funny moments. But if I want that I can skip renting anything. Oh sure the filming was great. The acting was OK. But the story really needed a LOT of work. I did not care one way or the other about the chars in the movie. It blew.

    5. Re:Misconeception about Indie Anything by Anonymous Coward · · Score: 0

      What kind of hick town have you been plagued with such that you're the only one who didn't walk out of a fantastic (and very successful) movie like Lost in Translation?? Christ, everyone I know LOVED that movie.

    6. Re:Misconeception about Indie Anything by Excelsior · · Score: 2, Funny

      Year after year art and hard work are ignored for sex and cheap thrills.

      Does the "sex and cheap thrills" have a Linux port?

    7. Re:Misconeception about Indie Anything by secolactico · · Score: 2, Funny

      The saddest fact is that the average art just plain sucks. The quality of art is not inversely proportional to the number of elitist that can appreciate it

      Most "movie elitist" are almost as bad as "blockbuster critics". Only they pretend to look down on mainstream works in favor of "indie" productions. But in the end, they mostly repeat what they hear everybody else in their clique saying.

      Just like mainstream critics, they don't reflect the quality of a movie. The only movies where you can safely go knowing what to expect are Van Damme/Seagal kind of movies.

      BTW, Lost in the Translation was very well received. So was Adaptation, Magnolia and a whole bunch of "artsy" movies. The general public does like quality once in a while. But if you make a movie that's *way* over the head of most people, reception will be lukewarm. And what the hell was that blue box in "Mulholland Drive" supposed to represent, anyway? I've seen that movie several times hoping to find a clue (hell of a marketing scheme). Not much on the internet, either.

      --
      No sig
    8. Re:Misconeception about Indie Anything by donglekey · · Score: 1

      Year after year art and hard work are ignored for sex and cheap thrills. I wish it were different.

      It is different. Good movies make money, good games get played. Sometimes a gem doesn't explode with popularity for a variety of reasons. Lost in Translation did really well. Some people don't like what you like, cry me a river.

    9. Re:Misconeception about Indie Anything by jZnat · · Score: 2, Funny

      If you would have read the GPL, you would see that by using any software licensed by the GPL, you hereby give up your future sex life in exchange for Free software. Sorry pal.

      --
      'Yes, firefox is indeed greater than women. Can women block pops up for you? No. Can Firefox show you naked women? Yes.'
    10. Re:Misconeception about Indie Anything by RobinTucker · · Score: 0

      I don't want this part of the thread to turn into a film review or anything, but I personally found Lost In Translation to be really quite boring and I mean "boring" in the way the Worlds Most Intelligent Potato would mean it. I do not find a guy in Japan having a mid-life crisis letching over an intelligent young girl, cooing at each other every now and then in a nausiating way and then looking each other in the eye with a "knowing but un-said" expression remotely interesting or insightful. It wasn't insightful. I learned nothing about these characters apart from that they were empty. I have no idea why the reviewers thought it was any good.

    11. Re:Misconeception about Indie Anything by KDR_11k · · Score: 1

      I really hated Lost in Translation. Maybe there was some deeper stuff in there and it was the greatest love story since Romeo and Juliet but they claimed on the box that it was a comedy (not just a comedy, "the comedy of the year!") and there was nothing funny about the movie after the first five minutes. I avoid those romance movies because I know I won't like them. But this movie claimed to be a comedy, not a romance. That's like renting something that calls itself a Sci-Fi movie and getting a slasher flick. What's next, will stealth games pretend to be all-out fragfests? Oh wait, they're already pretending to be RPGs, FPSes and even a Metroid Remake.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    12. Re:Misconeception about Indie Anything by i_finally_got_an_acc · · Score: 1
      Ok. So it wasn't for you. You didn't relate to it, so you didn't enjoy it. There's plenty of music, movies, and games, and whatever else out there that I don't relate to, but that doesn't mean they suck. I try to keep an open mind.

      Lost in Translation is probably my favorite movie, ever. I listen to the soundtrack on a regular basis. In fact, I think it could be said that this movie changed me as a person. Perhaps someday when you feel lost in your life, you should watch the movie again. Perhaps it will strike a chord with you.

      --
      "I'm not religious, but at the same time I don't get why science always has to have something to prove."
    13. Re:Misconeception about Indie Anything by rinkjustice · · Score: 1

      Critics gushed over "Lost in Translation" and it did pretty darn well in the box office too. However, despite the great cinemetography and even better soundtrack, the movie as a whole was overrated.

      Now Steamboy - that's a movie!!!

    14. Re:Misconeception about Indie Anything by RobinTucker · · Score: 0

      I am permanently lost in life (how could it not strike a chord!). Throughout this movie I was waiting for something to happen. A plot would have been nice. `Bored 50 Year Old Man Tries Karaoke and is reborn' isn't a story, neither is it a philosophical statement. I became particularly irritated by the way the couple kept looking at each other in that "goofy" way every now and then. Eventually I realised the entire film was going to be like this and I felt a bit cheated. I don't think the definition of a good film is one within which situations arise that we must relate to. I do think that the definition of a good film is one during which I am not constantly checking my watch.

    15. Re:Misconeception about Indie Anything by patternjuggler · · Score: 1

      And what the hell was that blue box in "Mulholland Drive" supposed to represent, anyway? I've seen that movie several times hoping to find a clue (hell of a marketing scheme). Not much on the internet, either.

      I recall the day after seeing it (in a university theater a week or two in advance of slightly wider release) googling some newsgroups and getting a run-down on the most prominent theories of who has what delusion/psychotic episode when, what's mostly real and what isn't, and what's just thrown in there because it was meant to be a tv show so lots of plot threads don't really mean anything because they needed multiple episode to begin to explore.

    16. Re:Misconeception about Indie Anything by Anonymous Coward · · Score: 0

      I learned nothing about these characters apart from that they were empty. I have no idea why the reviewers thought it was any good.

      It's precisely because those reviewers were empty themselves. People like that are hollow shells, living vicariously through others. It's little wonder they relate to similar vacuousness, as they too want to feel special. Even if the sense of "special" is delusional, having someone to share it with makes it seem real.

    17. Re:Misconeception about Indie Anything by xtieburn · · Score: 1

      Off topic but Lost In Translation was such pretentious rubbish.

      The thing is rated in the top 250 made a massive amount of profit and was raved about by nearly every critic and snob in the world. (Though non of them could actually come up with a reason why... They were satisfied by just spewing long words rather than explaining why they were warrented.)

      Ahh but it would be hypocritical for me to do the same as they have so just a few reasons why its trash.

      The two characters that you have to relate to are

      a) a rich girl with a loving husband who she doesnt like because hes an idiot. (And based on Sophia Copolla's own relationship and indeed quite a few parallels between this and her lifestyle... see comment on pretentious) She doesnt do anything accept wallow in her easy and comfortable life. (Oh yeah im already feeling the pain.)

      b) a wealthy actor having a mid life crises who is quite unpleasant to everyone. (No not a complaint about racism. Im sick to death of people leaping on comments about this character being unpleasant with crap like 'Oh but hes not racist at all!' He was a dick! he didnt need to be racist for that.) Once again he doesnt particularly do much accept wallow in his riches. (If it wasnt played by Bill Murray it would have far worse.) He has an affair and that is a bit of a spoiler I admit because there was absolutely no reason no explanation nor any meaning too it. It appeared thrown in there just so the two insipid characters could talk about themselves some more and sophia wouldnt have to make the film more of an advert for tokyo. (great city, lovely scenes taken of it but when 90% of your content is of it it starts to wear thin.)

      Oh it was quite well shot it takes a good long look at these characters but it suffers so much because the characters are God awful and the situation is impossible to relate to. There are scenes that are indeed quite powerful, when Bill Murray is talking to his wife for example. These are few and far between.

      As I say this wasnt a total waste of time, I just get all uppity on it cause its fans are so utterly dedicated usually without any reason accept that the emporer really is wearing clothes, hes not naked at all.

      (See American Beauty for a film with a similar message done so very much better.)

      As for indie games. Things have changed you cant just get going with a book and your speccy and start up a games company by making a character shaped like an egg. (happy days.) That doesnt mean this stuff dies out just means it has to change. Like independant movies the people involved have to get more funding and be more organised in a proper team. Games have become big business and even the amateur market will have to get up to speed with that. (and they are doing. I know people from my old course in Games Design were planning on starting a small games company to create stuff to give them better prospects in the future. They arranged to get space in the Uni labs even after graduation and got organised with a good plan.)

    18. Re:Misconeception about Indie Anything by elrous0 · · Score: 1
      Critics gushed over "Lost in Translation" and it did pretty darn well in the box office too. However, despite the great cinemetography and even better soundtrack, the movie as a whole was overrated.

      I think the director, Sophia Copolla, is herself greatly overrated. I think she's basically just a mindless ditz who writes and directs the cinematic equivalent of bad 13-year-old-girl poetry.

      If she were a male director without the Copolla name, no one would have given her the time of day in Hollywood or in the critical press.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    19. Re:Misconeception about Indie Anything by Anonymous Coward · · Score: 0

      Hey, anything that stops her acting is an improvement. Have you seen Godfather 3?

  15. Indie games live. by Anonymous Coward · · Score: 0

    I'm currently playing the mac shareware version of GeneForge from Spiderweb Software http://www.spiderwebsoftware.com/ Will soon become my first computer game purchase in over five years, the last one being the original Quake.

  16. Does it suck or does it not suck is the question by Anonymous Coward · · Score: 0

    Everyone has played games that had marketing, names and that did suck. Do we remember them?

    The future is interactive infotainment.

    Books are too time wasting to consume.
    TV isn't interactive enough.
    Movies suffer from a quality vs. money vs. time problem.

    Video Games are the arche type of interactive infotainment:
    "Would you like to know more?" - Starship Troopers

    And Indi-games will become/stay as successful as blogs.

    End of Story.

  17. No we have never heard of shareware by EternityInterface · · Score: 0

    Me though have found enjoyable games lately by clicking random at underdogs.

    This is like saying "is there any hope for indie websites?". Yes there is, you make good content, and people will visit it. Same with shareware.

    --
    the sun is god
  18. Mobile games good indie platform by LarsWestergren · · Score: 4, Insightful

    I have some friends who are doing alright making Java games for mobile phones. As I mentioned in a previous post, since graphics on mobile phones and other limited devices are so cruddy development focus tends to be on addictive gameplay rather than eyecandy. It is possible to be a small independent game studio, since there are a lot of free tools for J2ME programming and the APIs are simple (what is difficult is making them run well on all different phone models). There is also no need for a big art studio to render orchestral music, hours of CGI, etc. At least not yet.

    It seems most of the money in that market is not trying to sell your game through a portal (though if you get a really big hit you can rake in the cash), or even worse trying to sell it yourself, but to make ad games that companies can make available for free as part of a competition. I think there is a big potential market for really innovative and addictive mobile games, as at the moment a lot is just re-releases of games for old platforms, with slightly updated graphics.

    A few links if you are interested in getting started on J2ME programming:
    J2ME.org discussion board
    J2ME Gamer
    Midlet.org

    --

    Being bitter is drinking poison and hoping someone else will die

    1. Re:Mobile games good indie platform by StikyPad · · Score: 1

      I have some friends who are doing alright making Java games for mobile phones.

      It's weird how the most unlikely skills seem to become profitable.. For example, who knew those crappy MIDI compilations made by some knitting nanny and overlooked by most of the the computing world since 1985 would be sold as ringtones for $2.99?

  19. If it's a good idea, the big guys will take it. by Hyperlink+Processor · · Score: 3, Insightful

    Independents are just that, independent. Rogue commercial organizations will usually scrape out a living in a niche market or become/join a large company.

    If a small company comes up with a really good idea in their industry it'll end up being copied by the big dogs. Look at everybody and their brothers selling single songs for some variation of 99 cent.

  20. if a game by jkind · · Score: 1

    If a game wants my $19.99, it has to:
    - have a good buzz on the blogs
    - rekindle a past love of games
    - be an interesting twist on an old idea (e.g. choose your own adventure story game)
    - demo a new tech in a fun way (e.g. fractal graphics)
    - be downright silly (e.g remember leisure suit larry)

    --
    ~jennifer.k~
  21. Not at all. by fatbuddha · · Score: 4, Interesting
    Take http://www.ragdollkungfu.com/ for instance. A small game released by a single developer through Valve's Steam, that is doing very well indeed with little to no advertisement.

    I, along with many other people (that will no doubt reply to this), have various concerns about a system like Steam, but it is hard to dislike it when it supports the publishing of excellent games like this that push game development into new genres.

    Anything that allows independent game developers to bypass the highstreet, can only be a good thing. I just hope that ragdollkungfu is the first of many such lightweight games that can afford to be experimental and actually fun for a change.

    --
    Life's EULA: shit happens.
    1. Re:Not at all. by bitingduck · · Score: 3, Interesting

      also check out http://battlefront.com/

      They started out with a squad level WWII game (Combat Mission) that takes place on the western front and uses a really interesting (and effective) WEGO game play model. The game is everything that Avalon Hill's Squad Leader boardgame wanted to be but couldn't, because of the immense complexity of the Squad Leader rules.

      Battlefront/Big Time Software started out distributing only via online purchase (with CD sent in the mail) and were spectacularly successful for an indie game. Despite selling smaller numbers, they seemed quite happy with the financial returns (the principals in the company have long experience as game developers for other companies), and have released a couple of sequels, plus published games for several other developers, and are working on a new, more powerful game engine.

      To top it all off, they release for Mac and PC at the same time.

      A couple of the things in their formula for development that I think made a big difference:
      1) the guys developing it are game players, as well as developers, and developed a game they wanted to play, first and foremost.
      2) they developed a great game first, and worried about the eye candy later. Eye candy might help sales up front (wow! you can see where the bolts on that truck were rounded with a wrong sized wrench!) but game play and repeat playability is what keeps the game selling.
      3) they developed a community on their message boards and really listened and responded to comments and questions. During the beta days they were very active on the boards. As it got closer to release time they were less active, but when they showed up they gave really good information about what was going on. They've continued like this for subsequent releases.
      4) they didn't promise what they didn't intend to deliver. If they weren't going to put something in that people wanted, they generally said so, and often explained why.
      5) they had great advance stuff to show off the game. They showed bits from an actual game, with comments by the players, even at the alpha stage. They released a fully functional beta for free, with a couple scenarios, but no editor. The beta had some bugs, and some things that just weren't quite right, but I ordered in advance after I realized that even if all they did was ship the beta plus a scenario editor I was going to enjoy it for a long time. Even with only two scenarios the two player play was good enough that people played them for months against various opponents and never tired of it. They got a ton of good feedback from the beta, and took advantage of all of it to improve the game.

    2. Re:Not at all. by jacksonj04 · · Score: 2, Interesting

      As a staffer for a major modding website, I can say that whilst RDKF's distribution is an excellent example of how to get indie games out there, a lot of work still has to be done. For example, there is no way the game is worth $14.

      Despite this, the new version of Steam (The distribution platform used) is meant to include support for third-party mod distribution via. an integrated interface which effectively solves advertising problems. If Valve and indie developers get their act together, Steam can do advertising and distribution in one. Just make sure it is priced right bearing in mind the fact that the distribution costs are far less than through physical media.

      --
      How many people can read hex if only you and dead people can read hex?
    3. Re:Not at all. by ZephyrXero · · Score: 4, Interesting

      What we need is an open source alternative to Steam. Something that's multiplatform and lacks all the annoying DRM type crap that makes people hate using steam... Building it on top of bit torrent would be a very good idea too. Anyone interested in making this a reality, or has anyone already started on it???

      --
      "A truly wise man realizes he knows nothing."
    4. Re:Not at all. by Seumas · · Score: 2, Interesting

      What we need is an open source alternative to Steam.

      That is the best idea I have heard all year. Sounds like another Google project, too. Maybe for next year's summer of code. Heh.

    5. Re:Not at all. by DeafByBeheading · · Score: 2, Insightful

      Sure, but will game developers want to use it? If all you have is online distribution (i.e., you don't have a boxed product with CDs), it would take guts to offer totally unrestricted content. Can you imagine record companies getting behind a de-DRMed iTMS? Maybe some artists would be interested, but that's different--recordings are a way to get you to come to shows. Since video game developers don't really have live shows, the digital content is all they have to sell, so I can see them wanting to make sure that they get paid for it...

      --
      Telltale Games: Bone, Sam and Max
    6. Re:Not at all. by Kong99 · · Score: 1
      Here Here!!

      Battlefront.com has shown not only can you survive as an indie but with an online sales model as well. They were later approached by a publisher and initially sold retail boxed copies in Europe and eventually retail boxes in the US as well. I'm sure the majority of their sales are online though.

      They just announced 2 news games to be released early next year.

      • Combat Mission:Shock Force - a modern combat simulator
      • Combat Mission Campaigns - a meta campaign manager that uses their Combat Mission: Barbarossa to Berlin game to resolve specific battles.

      I think there will always be a nitch for indie developers, especially for smaller audiences like war games, race simulations, and now adventure games.

    7. Re:Not at all. by LarsWestergren · · Score: 1

      Java Web Start does a lot of what you want.... Platform independent, distributed, automatic updates without any extra work for the user OR the programmers. Limited to a specific programming platform though. :-)

      Puzzle Pirates is a neat game that uses it. It was amusing to see how astonished a lot of posters on Slashdot were when it was announced that they were releasing a game simultaniously for PC, Mac, Linux, BSD...
      "How is it possible!?!"

      --

      Being bitter is drinking poison and hoping someone else will die

    8. Re:Not at all. by Anonymous Coward · · Score: 0

      Here Here!!

      "Hear hear!!".

    9. Re:Not at all. by Jakeypants · · Score: 1

      On the contrary, I saw some early previews of Rag Doll Kung Fu and immediately decided that I wanted to get it, then when I found out it was exclusively available on Steam, I decided I didn't want it anymore. HL2 was a fantastic game, but all of the hoops I had to jump through and all of the things I dislike about the software made me decide never to purchase a game off of Steam again.

  22. Yes there is by Anonymous Coward · · Score: 0

    If an indie developer manages to create a game based on a innovative and interesting concept, he can live of it. An example (I'm just a player) for that kind of game is Clonk. Innovative and funny with great multiplayer support. Although it's closed source there's a linux version floating around the official boards. (Screenshot)

  23. Well, these guys have been making a go of it... by VVrath · · Score: 2, Informative

    Introversion claim to be "the last of the bedroom programmers".

    They've released two games so far, Uplink & Darwinia. I bought 'em both, and thought they were great - definitely not the sort of games a company like EA would release.

    For the unitiated, Uplink is a "hacking" game, intended to replicate the experiences of hacking you see in the movies. It's also littered with references to movies, and other computer games (I particularly liek the Frontier-style bulletin boards!) Darwinia is a little harder to classify. It's sort of part RTS, part God Game, tied together with a stylishly done 80's-video-game feel. (That's a rubbish explanation - you'll have to try the demo to see what I mean.)

    At the end of the day, I suppose it all comes down to acceptable risks. EA have got so used to raking it in from their annual updates to the NFL, NBA, NHL, FIFA (etc. etc.) series that they can't see the benefit in trying out anything that isn't a sure-fire-money-spinner (read, anything that isn't highly derivative of something they've done before). For the little guys to get noticed, I suppose they have to come up with something new/unconventional.

    I know which I'd rather play...

    1. Re:Well, these guys have been making a go of it... by jZnat · · Score: 1

      If Uplink has/had a shareware download on download.com sometime in the past few years, I do believe that I also bought the game. Quite fun, and pretty funny as well if you know why some of the "hacker lingo" used is complete bullshit.

      --
      'Yes, firefox is indeed greater than women. Can women block pops up for you? No. Can Firefox show you naked women? Yes.'
  24. Not Really.. by daVinci1980 · · Score: 3, Interesting

    The problem that people don't seem to realize is that marketting is the determining factor of how well a game will do. The art of a game is part of that marketting. Saying that people don't buy games on graphics is BS, which is obvious to anyone who looks at the sales of Doom 3, Half-life 2, Farcry, or any other top seller.

    The big publishers have marketting budgets that rival the development costs of the title itself. For example, I worked on C&C Generals. The development budget for that title was ~25M USD. The marketting budget for that title was ~15M dollars.

    Indie games simply can't compete with that kind of marketting, and word of mouth sales only grow the community that you already have. If you've only sold 10,000 copies of your game, WOM sales might grow your community to 100,000. But if you'd already had 100K sales, you would've hit the million mark instead.

    --
    I currently have no clever signature witicism to add here.
    1. Re:Not Really.. by cliffski · · Score: 1

      Agreed. a big marketing budget makes a massive difference. My latest game (www.democracygame.com) has had some fantastic reviews, often beating triple A titles with multi-million pound marketing budgets, but you probably havent heard of it, let alone heard enough to want to get hold of the demo. Yet I reckon you have heard of Age Of Empires 3, FEAR and even vapourware like Duke Nukem Fornever.
      If you spend 5 million dollars advertising a derivative poorly made game it WILL shift quite a few units. You may not break even, but you DO soak up a lot of press attention. While companies are doing this, smaller titles with tiny or zero amrketing budgets are getting ignored, but they do exist. A good start for anyone broed with big franchise games is to bookmark www.diygames.com www.tigsource.com and www.gametunnel.com

      --
      DRM-free indie games for the PC and Mac: Positech Games
    2. Re:Not Really.. by Anonymous Coward · · Score: 0

      People bought Doom 3 and HL 2 because Doom and HL1 were the best games of their generation.

    3. Re:Not Really.. by Robocoastie · · Score: 1

      Lack of marketing is what's killed Asheron's Call 2 so I agree with your statement daVinci.

    4. Re:Not Really.. by greentoad · · Score: 1

      Hey, thanks for writing the game that I have spent most time on in the past two years (we still play Zero Hour regularly and it's not looking like it will stop anytime soon - well, until CnC:2 comes out)

      It didn't sell well in Japan for some reason (they didn't even produce a translated version of Zero Hour) but I have introduced it to a no. of Japanese people and they have become hooked.

      I really don't see any indie games out there right now that are even up to 10% of cnc's overall quality.

  25. mmm... by Anonymous Coward · · Score: 0

    no, there is no future

  26. MS is helping the little guys here by CDPatten · · Score: 4, Interesting

    I was hired as a consultant for a company that is doing some Xbox Live Arcade games for MS's new 360. They are a startup and don't want to go head to head with the big guns, but arcade gave them an outlet where they can start out and build a reputation, and hopefully get some good reviews about them.

    I think this is an area where MS is helping the little guy, and increasing competition in the industry. I also think this will help MS targeted the "less sophisticated" soccer moms with simple cheap games. From what I've seen sony really doesn't have a viable strategy to compete with this approach. I don't know about Nintendo, but my guess is that the small guys will be able to develop for revolution and to ok.

    1. Re:MS is helping the little guys here by Headcase88 · · Score: 4, Interesting

      Here's a plan that I've hear Nintendo state twice (once at E3 and the other at TGS I think) but never seen actually reported on any sites:

      They say that there are so many individuals with ideas that can't play on those ideas becasue they don't have the money. So Nintendo plans to fund those companies to make games for Revolution.

      I think it's a great idea because indie companies will have a chance to make awesome games, and it'll help Nintendo with Revo sales (and possible payback in the game does well enough). My question is will they really do it?

      --
      "When the atomic bomb goes off there's devastation...but when the atomic bong goes off there's celebraaaaation!"
    2. Re:MS is helping the little guys here by CDPatten · · Score: 1

      this piece says that ms is trying to seed the indie ecosystem too. http://www.businessweek.com/innovate/content/oct20 05/id20051014_827471.htm

    3. Re:MS is helping the little guys here by IntergalacticWalrus · · Score: 1

      That doesn't sound good to me. This could easily end up like a videogame version of the music industry.

      Nintendo: "Want a videogame contract? Sign here. We'll give you enough money to create a game. You are entitled to 0.02% of profits, and we keep full ownership of everything you create for 20 years, but your game will be marketed and distributed by us so I'll sell a lot because of our massive media exposure!!"
      Developper: "Sure!"
      (a few years later)
      Developper: "Hey wait, the game is selling millions yet I'm barely making enough money to live!"
      Nintendo: "Dumbass. Now excuse me while I'll be laughing all the way to the bank."

      No thanks.

  27. Indie Game Math by Rayonic · · Score: 2, Insightful

    If I recall, it goes something like this:

      $49.99
    - cost of boxes, CDs, manuals
    - cost of shipping
    - cost of shelf space
    - publisher's cut
    - cost of Hollywood voice actors
    - other big budget expenses
    ===========
      $49.99

    Give or take, but I have yet to see an Indie game priced at an "impulse buy" level.

  28. powerhouse vs marketing by dwntwnboi · · Score: 0

    web marketing just isn't powerful enough to compete. with tv and print ads *in addition* to web ads, big companies can drown most anyone out. however, with some clever viral marketing and a truly high-quality game, then enough buzz would be created to generate competative sales initially. that's why it has to be really good. so people will keep wanting it and talking about it. when the initial buzz wears off, you don't want it to die immediately. you need the goodness of the game to keep people talking and wanting, buying and playing.

    great support, a good sales mechanism, and making product demos are all very important as well. if it's some new game and people can't tell you about problems they (and possibly many others) are having, then you can't fix the problem. if they can't buy it easily, most will give up. if they get to play a little for free, if the get a taste, then they'll want more.

    with the right combination of marketing, you can achieve success. but the same level? ooo, hmmm... it would have to be a really good game. just like music sales for web-based indie musicians and video sales for web-based videographers.

  29. Experimenters by Tom · · Score: 3, Insightful

    With AAA titles consistently costing double-digit millions to develop, indie developers are pretty much the only ones who can afford (ironically as it is) to try out something completely new where nobody knows whether it'll be the next hit or just tank.

    The next genre (not mix of genres, but completely new genre) will probably be started by an indie game. Of course, 5 years down the road nobody will remember that game, and everyone will attribute the fact to the first blockbuster game hopping on the bandwagon.

    Indie games are where the truly exciting stuff happens. EA and Co. are tied up doing Random Game 2006 and Other Game Part 3.

    --
    Assorted stuff I do sometimes: Lemuria.org
  30. Independent Developers and Games by tesla3z · · Score: 1

    For an "indie" market in anything the barrier to entry has to be low. Clearly, video games are moving in the other direction and require more complex skills and larger teams to develop.

    The possibilities for startups and "indies" and anyone with creative ideas are going growing fast and will continue to do so. However, the "indies" and startups of the future will become less likely to completely develop an entirely indepedent game as they did in the past.

  31. Flight Sims...... by TomHandy · · Score: 2, Interesting

    One thing to note, I'm not sure how much the success or lack of success of "Heroes of the Pacific" could have to do with it being an indie game or not; it seems like the much bigger hurdle the game is facing is that it is a flight sim. From what I can tell, the flight sim genre seems to practically be on life support...... it seems like even the really notable and excellent flight sims that have come out in the past few years haven't really done well (I'm thinking that IL-2 was probably the most successful, and even then I don't know how well it sold).

    1. Re:Flight Sims...... by Gubbe · · Score: 1

      It's not a flight sim. It's an arcade shooter. I just tried the demo and even on the "professional" flight model, the game felt more like a WWII Rogue Squadron than Sturmovik. Hell, the default view is a chase view and you can down four zeros with a one second cannon burst in their general direction.
      Top Gun on NES felt more realistic.
      Anyway, while I personally didn't even bother to finish the demo mission, it could certainly appeal to teens with twitchy trigger fingers and no interest in physics.

      By the way... how indie is a game that's published by Codemasters?

    2. Re:Flight Sims...... by Anonymous Coward · · Score: 0

      > From what I can tell, the flight sim genre seems to practically be on life support......

      It's not on life support, it's flat out dead, IMHO.

      Ever since the Fly series went under (FlyII was both an incredibly frustrating PITA, and the best pure flight sim ever made) flight sims have been dead. MS Flight Sim doesn't begin to compare with FlyII, nor does XPlane, and there really aren't any others.

      It's dead, Jim.

    3. Re:Flight Sims...... by Anonymous Coward · · Score: 0

      I guess i forgot about "flight gear", but that seems about 2 or 3 generations behind state of the art.

    4. Re:Flight Sims...... by TooMuchEspressoGuy · · Score: 1
      There's also the fact that flight sim players are a niche market. The only really big moneymakers in the games industry are the "holy trinity" of action/platformers, FPS's, and sports games. That's why there's so darn many of each (well, maybe not the third, but only because EA has a virtual monopoly on them.) You'll occasionally have an anomaly (like, say, Nintendogs for the DS or the Civilization/Age of Empires franchises), but otherwise, a game company will be hard-pressed to make a big seller out of their game.

      Of course, flight sims seem to be up there with adventure games these days as a "dying (as opposed to merely niche) genre."

      --
      Many Bothans died to bring you this sig.
  32. Make the game violent/p()rnographic/transgressive by ktheintz · · Score: 1

    enough, and the bigs can't go there. Of course most stores wouldn't touch it; just the thing for BitTorrent.

  33. You've got it backwards by Anonymous Coward · · Score: 0

    Uh... how is mainstream PC gaming going downhill *bad* for the indie developer?

    I'm all for it!

    Yes! Stop drowning the PC market with your retail FPSes that you would rather be putting on consoles! PUT them on consoles, and leave the PC market to us little guys! (well, girls in my case).

    People will still have computers, and people will still want to play games on them. If the giant gorillas want to stick to consoles, GOOD! More room for weird little games and fun!

  34. Where did you pull those numbers from? by Anonymous Coward · · Score: 1, Insightful

    ... Where have YOU been shopping? I've never seen an indie download priced like that.

    I see them at $9.99, $15.99, and $19.99. Have you ever even *seen* a downloadable game?

    1. Re:Where did you pull those numbers from? by Rayonic · · Score: 1

      $9.99 for some Tetris ripoff, which originally debuted for $19.99 a year previous.

      $29.99 for an innovative game with low production costs, but never goes down in price.

      $20.00 for a classic game that's more than 5 years old.

      I'm talking Ambrosia, I'm talking PopCap, I'm talking Spiderweb. It is usually cheaper to buy regular "game-industry" games, if you can stand to wait a month for it to fall into the bargain bin.

    2. Re:Where did you pull those numbers from? by Anonymous Coward · · Score: 0

      Y'know - here in the UK we'd consider ourselves lucky to get games so cheap.
      What you pay in USD we still pay in UKP.

      $29.99 = @17UKP

      That's a bargain for an innovative game. Don't know what you're whining about.
      Of course, I don't actually have any disposable income to spend on such cultural frippery but, if I did, I certainly wouldn't whine about that sort of price.

      You, sir, are just a moaning michael.

  35. PC version! by Eric+Pierce · · Score: 1

    Cool, there's a PC version. That means it'll run on Windows, Linux and the upcoming PC Mac!

    Oh, wait...

    1. Re:PC version! by jZnat · · Score: 1

      Exactly how I feel. Damn usage of words that mean something completely different than what was intended. Besides, have you ever seen Windows run natively on a platform other than x86?

      --
      'Yes, firefox is indeed greater than women. Can women block pops up for you? No. Can Firefox show you naked women? Yes.'
    2. Re:PC version! by higuita · · Score: 1

      yep, windows worked in the alpha before they kill it...
      now you have also amd64 and itanium (if it really works)

      --
      Higuita
  36. free demo version by brit74 · · Score: 1

    Is direct purchasing enough of an incentive for your average gamer to shell out money on something he's never heard of before? Well, you may want to provide a free demo version. That's what I'm planning to do with my game. That way people aren't making a completely blind decision whether to buy or not.

    1. Re:free demo version by kaffiene · · Score: 1

      EXACTLY! I looked at the Heros of the Pacific web site - no PC demo, so no way I'll shell out for it.

      With AAA games, I get reviews and a demo. I expect at least the demo for Indy games to let me decide whether the game is worth it. (And I *like* flight simes)

  37. To big a difference in the visuals atm by dmouritsendk · · Score: 1

    What kinda chance does a guy working in a video store have creating a successful movie with a budget of 30K dollars, filmed by amateurs, acted out by amateurs(or Z-list actors) and filmed on old shitty cameras that make it look like barf. Pretty slim..

    still it happens, and its not even THAT rare in the movie industry.

    I think eventually, the same will happen with games. The problem today, seems to be that graphics are still
    very though to make relatively good looking. The difference between the indie productions and the big software houses is simply too big still.

    This will change in the future though, sometime 3D scanners and other appliances will make it possible for
    hobbyist/amateurs to produce graphics that can be accepted by gamers. Not anything state of the art, just good enough to be accepted.

    Just like movie viewers can accept less quality in indie movie productions. The problem ATM is simply the difference is to big, too compare it with the movie business it would be like if the independent movie productions was a slide-show of pictures with text underneath them.

    1. Re:To big a difference in the visuals atm by TooMuchEspressoGuy · · Score: 1
      In many cases, you don't even need 3-D graphics or a huge soundtrack.

      For example: I've recently come off of an addiction to a certain MMO (yes, I know; I got suckered in). The first thing I did with my "gaming time" was to dig out my SNES emulator and a ROM of Final Fantasy 6. Now, here's a game that anyone who's good at sprite-art and MIDI composing could produce, yet it still holds up today as my favorite FF game, even (or, dare I say, especially) compared to the 3D, cutscene-laden, saccharine games that Square has been vomiting upon the gaming community since the 7th game.

      I know that I'm not the only one who would gladly pay to see games developed in this style again - with an emphasis on story and gameplay, rather than overproduced graphics and soundtracks.

      --
      Many Bothans died to bring you this sig.
  38. Galactic Civilizations II by Anonymous Coward · · Score: 0

    Galactic Civilizations II is being developed and published by independent developer Stardock (www.galciv2.com).

  39. Four players on one screen? by tepples · · Score: 1

    how is mainstream PC gaming going downhill *bad* for the indie developer?

    If mainstream PC gaming goes downhill, then the demand for video cards with TV-out and for cases that look good next to a TV will diminish, and people won't buy indie games that put four players on the same screen. This would only hurt someone who has the idea for the next Bomberman or Smash Bros.

    1. Re:Four players on one screen? by Eli+Gottlieb · · Score: 1

      Mostly the next Bomberman, as the smart Big Idea behind Smash Bros was really the standardization of controls for ALL moves, including specials. From there they just licensed some Nintendo and HAL Labs characters and levels...

  40. Yes. by ninjamonkey · · Score: 2, Informative

    Is direct purchasing enough of an incentive for your average gamer to shell out money on something he's never heard of before?

    The best incentive for a gamer to buy something he's never heard of before is the search for a game that goes beyond the mass-produced flashy emptiness of today's games. Direct purchasing is just icing on that cake. However, I don't know whether the "average" gamer would do this.

    I remember when I was 14 and I walked into the Electronics Boutique to buy a game for my 486/33. I didn't have a lot of money, and there were a lot of choices. Some of the games I'd heard of before and read reviews on, but in the corner of the store I saw a game called The Elder Scrolls: Arena. I'd never heard of it before, but I gave it a chance anyway. Over 10 years later, I still play Arena and get that feeling of awe and amazement when I step into the "virtual world" that they had created.

    While that story is not a great parallel to the current situation (independent and smaller game shops had a better chance then and they were willing to actually create innovative games and not churn out sequels substituting pixel shader effects for gameplay and content), I just wanted to point out that there are certainly diamonds in the rough.

    I think smaller game companies, or perhaps a small number of larger companies that listen to their fans instead of their marketing statistics, have a good chance of reversing this trend but it's going to be an uphill battle for sure.

  41. if a game: High Expectations. by Anonymous Coward · · Score: 0

    Wow! All that and a bag of chips. No wonder the indie market is so difficult to break into.

    --
    The "are you a script" word for today is amateurs

    1. Re:if a game: High Expectations. by Anonymous Coward · · Score: 0

      I think he means "pick one of the above" ...

  42. Gish by anethema · · Score: 1

    If someone here hasnt heard of/played Gish, it is a wicked indie game that is a ton of fun to play.

    Also for win/osx/lnx.

    http://www.chroniclogic.com/gish.htm

    (Disclaimer: Not affiliated with chronic logic..just thought the game was fun)

    --


    It's easier to fight for one's principles than to live up to them.
    1. Re:Gish by anethema · · Score: 1

      PS. These are the same guys who did bridgebuilder and pontifex...ive wasted a lot of my life playing bridebuilder! ahha.

      --


      It's easier to fight for one's principles than to live up to them.
    2. Re:Gish by Hiro+Antagonist · · Score: 1

      It is very clear that the creator of this game is a fan of Jhonen Vasquez; game felt very...Zimmy.

      --

      --
      I Hit the Karma Cap, and All I Got Was This Lousy .sig.
  43. Indie games in Japan by Anonymous Coward · · Score: 1, Informative

    In Japan, indie games (also known as doujinshi games) is pretty big and has a huge following as well. Though most of the games are your typical Japanese dating sim games (mostly adult), other popular genre includes shooting (as in Ikaruga, Gunbird not the FPS games like Doom, Quake), console RPG and strategy games (similar to Advance Wars for the GBA).

    These games are usually available for sale in shops specializing in Doujin stuff or by the makers themselves through the conventions and on the Internet.

    1. Re:Indie games in Japan by Prophet+of+Nixon · · Score: 1

      Look for one called rRootage, by Kenta Cho; its an incredible game. It basically randomly generates wave after wave of crazy boss fights, and you can play it in Ikaruga mode (color flipping), GigaWing mode (points for screen clear bombs), and a few other modes, one of which charges your ship for 'skimming' shots without touchign them. All done in really nice looking vector graphics. There's another interesting game from the same guy called Tumiki Fighters (or something like that), which has an Einhander-like idea... all the ships are made from giant blocks, and you can capture any of them, be they guns or just big parts that work as shields.

  44. Proven future for indie games... by shudde · · Score: 1

    With Dr. Derek Smart illuminating the path for those lesser lights out there, how can there be any doubt?

    I realise there may be a handful of malcontents and nay-sayers out there, who claim he's not an indie developer (or a developer for that matter) but with the upcoming 30th revision of BC3K/BCM (tentatively titled Battlestar DDR) scheduled for 2008, we can all rest easy.

  45. XBox Live Arcade by Anonymous Coward · · Score: 1, Interesting

    this is why there's Xbox Live Arcade. they're working with indie developers to allow people to download demos and buy them for the xbox and the 360...

  46. I love the smell of astroturfing in the morning by Rogerborg · · Score: 1

    Smells like desperation.

    --
    If you were blocking sigs, you wouldn't have to read this.
  47. Experimenters:Arrows in back. by Anonymous Coward · · Score: 0

    "With AAA titles consistently costing double-digit millions to develop, indie developers are pretty much the only ones who can afford (ironically as it is) to try out something completely new where nobody knows whether it'll be the next hit or just tank."

    The problem with being an independent is that they can least afford extraneous effects. e.g. piracy. And since pirate rhetoric is "No harm, because we would have never been your customer". An independent is hurt far more than say a big company, and is most likely to be discouraged from being "burned once, twice shy".* This is why there's IP law. To protect the little guy who can least afford the consequences of those who try to have dominion over them, be it via legal, or technological means.

    *This applies as much to observers as it does the one getting burned.

    1. Re:Experimenters:Arrows in back. by Tom · · Score: 1

      On the contrary. How many indy titles do you find at piratebay? Pretty much all of the AAA titles are there, most on the day of launch, many even before you can get them in the shops.

      And with indy titles you get more of a sympathy bonus. I don't think copying(*) is as much a problem for the indy developers. Yes, it is one, but not as huge as for an AAA title where maybe 1 in 10 people playing it actually bought it.

      (*) piracy, I dare to say, is no problem at all for indy developers, because they don't need to send containers full of game boxes overseas, so there is little risk of the ship being boarded, because there is no ship.

      --
      Assorted stuff I do sometimes: Lemuria.org
  48. Of course there is a future by GroeFaZ · · Score: 1

    Recent example: Fate, an excellent single-player Diablo 2 clone out of the blue, with 3D graphics and lots of nifty features that improves the game over its role model in many aspects. Instead of 3 CDs, you have a 27 MB download for the whole game (128 MB for improved graphics). Add to that an extensive modability, innovative features not present in D2 and, according to GameSpy, you get "what is handled as candidate for Game of the Year in some corners of the Internet". Glowing GameSpy review here. Try the game, it's great.

    --
    The grass is always greener on the other side of the light cone.
  49. Re:Does it suck or does it not suck is the questio by kfg · · Score: 2, Funny

    Books are too time wasting to consume.

    Not to mention having little nutritional value. Taste like crap too.

    That's why I just settle for reading 'em.

    KFG

  50. Why let MS and Sony dictate the future? by billston · · Score: 1

    I just posted a write up on my blog about taking a different approach to consoles. I'm not the best writer but I think I generally get the point across. Check it out if you like. http://frommyheadtoyourhead.blogspot.com/2005/10/o pen-console-community.html

    1. Re:Why let MS and Sony dictate the future? by Eli+Gottlieb · · Score: 1

      It's an excellent idea, now somebody just has to put money and effort into it. Also, you might want to make then operating system and devkits COM-like so that older versions of the platform could be used with newer hardware.

  51. Yes-Risk Aversive. by Anonymous Coward · · Score: 0

    "Some of the games I'd heard of before and read reviews on, but in the corner of the store I saw a game called The Elder Scrolls: Arena. I'd never heard of it before, but I gave it a chance anyway."

    What!? You took a chance on a digital good, instead of BT'ing it to lower your risk at getting a dud? What's the matter with you?

  52. Indie games are like indie music by hotsauce · · Score: 1

    Yea, some of them will be the wave of the future. And some will always remain outside the mainstream, where they want to be, admired by those w/ (the?) taste.

    Long before Manifesto has been Ambrosia. They make lots of fun games, and have a real cult following for Escape Velocity. And this programmer-controlled company has workers who really seem to enjoy doing what they do.

  53. There's phones, and then there's phones by tepples · · Score: 1

    You seem to have your own issues will cell phones, but practically everyone owns one of those

    I have a cell phone, but it has a character-cell screen and there's no menu option to add even the simplest text games to it. A lot of people will buy cell phones, but the "casual" gamer demographic will likely only be willing to pay for an entry-level phone such as the one I have, not one with a 160x160 pixel color screen and a J2ME virtual machine to run midlet games.

    However, I am not sure that in the console market that independent developers really have that much of a shot to make a great game.

    So if I want to get a little team together and make and sell a PC game with four players on the same screen, how should I go about developing and marketing it?

    1. Re:There's phones, and then there's phones by Anonymous Coward · · Score: 0
      A lot of people will buy cell phones, but the "casual" gamer demographic will likely only be willing to pay for an entry-level phone such as the one I have, not one with a 160x160 pixel color screen and a J2ME virtual machine to run midlet games.

      Just about every single "free with plan" phone offers J2ME, except perhaps Nextel's. Those without J2ME are the exception rather than the rule.

  54. Look to Film by Derkec · · Score: 1

    I think we can look to film for our answers here. The mainstream titles and blockbusters will come from EA sized companies just as the blockbuster movies tend to come from the big studios. However, there will continue to be a thriving indie community that produces high quality work on a budget.

  55. GP2X user base size? by tepples · · Score: 1

    And that's the reason why I plan on buying a GP2X.

    Will GP2X handheld video game systems be sold in Wal-Mart stores in the United States? If I want to make and sell a GP2X game, how can I market it to enough GP2X owners that the investment of time and money into developing the game will be worthwhile?

    1. Re:GP2X user base size? by All_Star25 · · Score: 1

      A GP2X certainly is not a panacea for the issue of indie games, due to its small user base. However, it is a nice start on the path towards open development for console platforms.

    2. Re:GP2X user base size? by Eli+Gottlieb · · Score: 1

      You don't. From what it looks like, you write the game for Linux and it just turns out to be portable to the GP2X.

    3. Re:GP2X user base size? by tepples · · Score: 1

      From what it looks like, you write the game for Linux and it just turns out to be portable to the GP2X.

      The GP2X cannot natively run Linux games that are compiled for x86 architecture, and emulation of x86 binaries on a handheld device will likely not run in real time due to power and weight constraints on the speed of the CPU. Therefore I would need to produce and ship a separate binary for GP2X. So is one expected to sell the Linux/x86 version and the GP2X version in the same box? In that case, how should I market a Linux/x86 game, given that most people do not even use Linux/x86? Should I sell the Windows, Linux/x86, and GP2X versions in the same box? If so, then what's the point of making the effort to gain the marginal sales that a GP2X port would add?

    4. Re:GP2X user base size? by tepples · · Score: 1

      However, it is a nice start on the path towards open development for console platforms.

      That's what they said about PDAs too, but it's still said to be next to impossible to make a profit on a PDA game.

    5. Re:GP2X user base size? by All_Star25 · · Score: 1

      Well, the main focus of PDA is not gaming. The main focus of console platforms, however, is gaming.

    6. Re:GP2X user base size? by KDR_11k · · Score: 1

      The market for the GP2X is mostly people that care for homebrew/indy games so while there may be fewer users overall, they are more likely interested in your offerings. Plus there'll probably be some official site that lists all the games available for the system so they can find you.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:GP2X user base size? by Eli+Gottlieb · · Score: 1

      Simple, for a game that uses standard methods of programming (ie: OpenGL rather than Proprietary API Here) compiling for different Linuxen is simply a matter of ./configure options.

  56. The potential for "indie"...? by mister_llah · · Score: 1

    ... well, indie gamers can do their job out of sheer love alone and release it for free.

    Something that Electronic Arts will never do. :)

    --
    MoM++ - A Classic Expanded - [Master of Magic 1.5]
    http://mompp.sourceforge.net/
  57. I'd remain anonymous, too, by Hosiah · · Score: 2, Insightful
    if I had to stand up in public and wonder aloud " does E.A. already own the future of video games?" Certainly, and airborne simians are going to fly out of my rectal orifice.

    Yeah, you corporate weenie knob-polisher, there is games after E.A. EA has the Sims. EA did not have Doom, Myst, Mario, the original Sim City, Tetris, Quake, Pac Man (scoff only if you never put a quarter into a Pac Man (or any of his relatives') machine in your entire life), or ten zillion other blockbuster titles that leap instantly to our minds when we think of popular games in history. And like any software gaming company, EA has had it's share of stinkers, too. (I have almost - after intense exorcism - forgotten about the one with the baby angel you fly around possessing people, which I purchased during one of those 24-hour brain tumors you get every year during flu season.)

    Meanwhile, how's "free software" for indy? Truly, we may believe that there is only one kind of computer in the world and it proudly sports the bent-squares-in-Fischer-Price-colors logo on it's case, but I insist that non-Windows computers are not a myth - I'VE SEEN THEM! The truth is out there...running on an ext2 file system.

    Now, while we're on the Sims, lemme just say that we played the Sims to death in our household for about a week, until we realized that the fun derived from playing the Sims came entirely from dressing up the little pixel dolls and downloading templates to draw precious little furniture pieces for them. Then we started mesh modeling instead. It's better because: (a) You can download it for free http://www.blender3d.org/cms/Home.2.0.html here, (b) It fits on a floppy instead of needing 2 Gigs to stretch out in, (c) It's all there, and doesn't need a $60 expansion pack every two weeks to keep current, (d) You can download some equally free starter dolls and furniture pieces to start playing with http://www.katorlegaz.com/index.php?a=download&c=B lender_3D_Model_Repository here, (e) You can make everything look like you want it too, even the naughty bits, and you don't need to wrestle with a transmogrifier to try to correct the blurry-pixels that appear when your model takes a shower, and finally (f) your models will never get so wrapped up in making breakfast that they forget they have to go to the bathroom and pee on the kitchen floor and then go take a shower because now their hygeine is red and leave breakfast to set the kitchen on fire, causing them to miss work and get fired over the telephone.

    Yes, EA has had some home runs. No, they will not own the world. Now, don't you feel *better*?

    1. Re:I'd remain anonymous, too, by Oxryly · · Score: 1
      And like any software gaming company, EA has had it's share of stinkers, too. (I have almost - after intense exorcism - forgotten about the one with the baby angel you fly around possessing people, which I purchased during one of those 24-hour brain tumors you get every year during flu season.)

      Actually, the game you refer to was undoubtably Messiah, published by Interplay -- who has/had no connection to EA.

      Oxryly

    2. Re:I'd remain anonymous, too, by jZnat · · Score: 1

      The truth is out there...running on an ext2 file system.

      I use Resier 3.6 you insensitive clod! (IBHR)

      On a side note, I really don't see how indie game developers seem to develop exclusively for Windows considering that all decent C/C++ compilers cost money for Windows (Cygwin doesn't count as it's basically GCC/G++/etc., basically allowing for cross-platform content anyhow). You'd think that indies would use Linux and GNU tools due to their dual freeness and the other large repository of copyleft materials available to them.

      --
      'Yes, firefox is indeed greater than women. Can women block pops up for you? No. Can Firefox show you naked women? Yes.'
    3. Re:I'd remain anonymous, too, by Anonymous Coward · · Score: 0

      I'm guessing you haven't been paying any attention to Windows development at all...

      all decent C/C++ compilers cost money for Windows

      Only as far as you need to pay to get the operating system. The Visual C++ Toolkit from Microsoft is free, optimizes well, and generates native code.

      Cygwin doesn't count as it's basically GCC/G++/etc., basically allowing for cross-platform content anyhow

      Huh? You can compile to native Windows executables with mingw (minimal cygwin environment), which is far from getting portable code. If you use the Win32 API directly, it's not portable.

      Why you would choose to do so rather than using something like SDL is a different question, and has nothing to do with what compiler you use.

    4. Re:I'd remain anonymous, too, by Hosiah · · Score: 1
      published by Interplay -- who has/had no connection to EA.

      Yipe! That's the one, but it doesn't seem to be EA - I wonder where I got that idea? (Wasn't there a sub-owned, subsidiary, re-partnership or something in there somewhere?) OK, substitute any random EA title that you felt didn't cut the bill. My point being, that nobody's won them all.

    5. Re:I'd remain anonymous, too, by Hosiah · · Score: 1
      I use Resier 3.6 you insensitive clod!

      Well, yes. Resier is the Way. (-:

      Yah, and C/C++ doesn't scratch the surface of the development support in the GNU/Linux world. But I think the tail may wag the dog on this one soon: Anybody gotten the latest CD from the Linux Live Gaming Project http://tuxgamers.altervista.org/llgp.php ? Although the CD itself has several bugs to work out (DOES ANYBODY know what goat you sacrifice to make it start in something like Fluxbox? It tried all the Knoppix options, and they passed unheeded.), there are some games on it that rock, and quite a few more that are still pretty fair. Certainly not blockbusters, but a few of them remind me of the kind of titles I have paid money for in the past. Linux gaming is mushrooming every year, (I keep telling myself). In five years, maybe it'll have a few tricks to teach the corporates.

  58. What your saying is in a way quite a positive point, though a games may start small, they may grow to be much larger, if they stick around long enough. MSN messager server had a few games supported. If this was also implemented and widely used in open networks people could download games (or demos) to each other and play it immediatly, which is very effective word of mouth. There was an article about instant messaging earlier: It's Time To Take Back Instant Messaging

  59. Try developing for the Mac instead by Y-Crate · · Score: 2, Informative

    With indie games, you need to be able to overcome the fact that most gamers are not paying you the slightest bit of attention. To do this, you need to either get a ton of money together for a PR campaign, get a lucky break or have people naturally interested in the idea of the indie game market.

    The latter is currently something where the Mac community has the advantage. The Mac community is somewhat insular due to years of neglect from major publishers. For many, many years, ports would be slow to arrive, of shoddy quality, poorly supported or simply never materialize. This worked to hurt the sales of what was ported, resulting in even fewer ports, and drove Mac users to look to their own neighborhood for software.

    Ambrosia, Freeverse, GarageGames and others came in and said "We'll treat you well, please buy our stuff" and we did.

    The Mac shareware market has never gone the way of the PC side of things. It is still vibrant and exciting. People still want to develop for it. Mac users still pay attention to it, and when a good indie game comes out, we spread the word. Mac news sites put it at the top of their list of stories, forums buzz, and hopefully the developers get the money that they deserve.

    With the PC market, trying to get attention for your new game is like shouting for people to pay attention to you in the middle of a crowded stadium. You could be offering free money, but even then it is doubtful that you could get the attention of most people. With the Mac, people come up to you when you walk in the door and ask "What do you have for us today?" and if you have something truly interesting, then it isn't too hard for the news to spread far and wide.

    So come on over, we'll reward you for the trip.

    As for indie games in general, I'd like to see a few developers focus on long-underserved niches instead of developing more games in glutted categories (Puzzle). Non-shovelware sim games would be welcome as there have been very, very few of them in recent years other than "The Sims 2" and "Sim City 4". (wow, two whole games).

  60. Gaming comics to the rescue! by Jesus_666 · · Score: 3, Interesting

    Which is why it's a good idea for indie developers to know their audience and advertise appropriately. Moonpod, for example, has ads for Starscape (a really nice shoot-em-up/management mix) displayed with gaming related comics like Ctrl+Alt+Del or 8-bit Theater - people who read those comics are likely to be interested in obscure and/or old-school-like games and having the advertisement on the site also serves as some kind of approval by the artists - after all, if they wouldn't like the game they wouldn't advertise it, right? (Actually, concerning how pissy web artists can get I'd figure that the probability of them knowing what games they're advertising for is quite high.)

    Independent companies often produce stuff that is in some way superior what you usually get - one example would be Decker (Coral Cache), a graphically unimpressive freeware game for Windows that just happens to be the best simulation of breaking into computers in the Shadowrun world. Please don't click the link unless you really are interested, it's a private site and has a lot of images up front.
    However, these innovative or otherwise extremely cool games need to be advertised to the right people. The usual gaming magazine reader will not be interested in games that deviate from the well-known genres like Uplink. But gaming geeks, "real" gamers and the like might want to know about it - which is where specialized advertising comes into play. If a company advertises with the bigger gaming comics it can reach a decent audience that is most likely more interested in their work than the average gamer. If they manage to get mentioned on Penny Arcade it's jackpot... And as Tycho is fond of letting the world know of obscure games he likes just getting PA to notice them might be a way of generating sales.


    Indie game companies will always be able to reach an interested audience as long as there are internet celebrities who are willing to display their banner/discuss their latest game. It's not the megabuck business that mainstream gaming is, but there is an ecological niche for games that are just too far out for the regular gamer.

    --
    USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  61. Might be a future with consoles.... by failedlogic · · Score: 1

    Some of the future consoles might help indie developers. The new Xbox 360 dev-kit is supposedly some new version of Visual Studio 2005. The PS3 one apparently is expensive. The Revolution is, accoriding to quotes from Miyamoto, supposedly the same as the Gamecube one (which is supposedly "easy) and cheap to buy. Since there's no info on the Reveloution dev kits and little on the Gamecube ones unless you sign some contracts, I'd like to know how much it costs for the Xbox 360 kits and the Revolution ones.

    Esp if Nintendo comes out with an on-line distribution system for games (large or small) for he Revolution, I have a few game ideas I'd like to sell for the Revolution. I can forsee even some people working remotely together to put a Revolution game together if its that "easy".

    Than again, you can just make a shareware game on the PC or Mac and distribute on-line and save the dev kit costs.

  62. Desire by Databass · · Score: 1

    EA can produce games that millions of people want. Indie teams produce games that thousands of people want.

    There's nothing wrong with fulfilling the wants of thousands instead of millions.

  63. It's the whole, not the sum of the parts. by SanityInAnarchy · · Score: 1

    Most of the people in my dorm are willing to play good games, regardless of graphics, voice acting, etc.

    A few of us have Half-Life 2, and there's a few xboxes with Halo and Halo 2, but we can still get a few people playing Quake 3, because we like the pace of the game and the fact that corpses explode into a giant cloud of fine bloody mist.

    And I can get at least two or three people playing Natural Selection, which runs on the Half-Life engine. The graphics are good, for the Half-Life engine, and the artwork is pretty amazing, but it's nothing compared to Half-Life 2.

    And yet, it's at least as much fun to play as the Source mods, even the "official" ones like CS:Source and DoD:Source. It does something you rarely see -- RTS/FPS in the same game -- and it does marines vs. aliens with such balance that you rarely see people fighting desperately to be on one team or the other.

    Yes, if you re-made Doom, it's nowhere near Doom 3. But most gamers wouldn't mind going back to Half-Life graphics if there was gameplay, plot, etc to back it up. And while Half-Life is harder than the Blair Bitch Project, it's not really harder than Always Greener.

    I just checked on imdb and such, and there are a lot of "Always Greener" things, so here's a quick summary of the movie, from the blog of someone going to a film festival:

    My favorite movie came at the end called "Always Greener," a movie filmed by teenagers (S.M.H Productions) from Fairfield, Iowa. Think of "American Pie" light - without the pie (thank God). A web-based cologne merchant goes too far with his marketing campaign and local students do everything in their power to put him out of business. The movie surprisingly is well put together. A budget of about $3,000 and 3 months of filming allowed these filmmakers to walk away with 6 awards at this festival - including "Best Narrative Feature." Every character was fun to watch and I am very eager to see their next project.

    And if you need further proof that graphics don't matter, try Nexus (nexustk.com), which despite a tiny team and 2D side-scrolling graphics, manages to be one of the more interesting MMOs I've played.

    The experience is not something you can buy with money. EA proves this. The experience of a good game is something somewhat less tangible than graphics, something that has to be put together carefully from graphics, gameplay, plotline, and all the other elements that make a good game. And it's something that can still be done by not just indie developers, but modders giving games away for free, and these modders can do a better job than the big software houses.

    --
    Don't thank God, thank a doctor!
    1. Re:It's the whole, not the sum of the parts. by dmouritsendk · · Score: 1

      Most of the people in my dorm are willing to play good games, regardless of graphics, voice acting, etc.A few of us have Half-Life 2, and there's a few xboxes with Halo and Halo 2, but we can still get a few people playing Quake 3, because we like the pace of the game and the fact that corpses explode into a giant cloud of fine bloody mist.

      But Quake 3 is not exactly a indie game(its just free), and you'll be hard pressed finding a indie title of its overall quality.

      Yes, if you re-made Doom, it's nowhere near Doom 3. But most gamers wouldn't mind going back to Half-Life graphics if there was gameplay, plot, etc to back it up.

      your right, nobody would have problems going back to halflife quality graphics. But the indie games I've seen, like the ones from garage games etc, isn't even at that level. Thats what I was trying to say with my post, the difference is still to big. The difference are nowhere near as big, because a camera is bacially a camera.

      My favorite movie came at the end called "Always Greener," a movie filmed by teenagers (S.M.H Productions) from Fairfield, Iowa. Think of "American Pie" light - without the pie (thank God). A web-based cologne merchant goes too far with his marketing campaign and local students do everything in their power to put him out of business. The movie surprisingly is well put together. A budget of about $3,000 and 3 months of filming allowed these filmmakers to walk away with 6 awards at this festival - including "Best Narrative Feature." Every character was fun to watch and I am very eager to see their next project.

      I'm aware of the fact that movies with "low quality" visuals can do quite well, it was kinda part of the point I was trying to make. The whole start of my post, kinda stressed that (with the clerks example(aka. the movie made by the guy in the video store), which won quite a few awards too.. including one at cannes)

      I'm also aware that the story pretty much makes or breaks a movie, BUT the difference in visual quality in home-recorded/16mm-film vs. 32mm-film is no where near the difference u seen between indie games and games by bigger developers. The actors in movies, still look like actors. The "actor" in a tripple A title today is a lean mean 8000polygon guy, in the indie verion of the game he's a 16-coloured block sprite.

      And while I do agree that gameplay and story is the most important factor, I simply just don't alot of people who wanna pay for something that looks like it should run on a Amiga 500.

      And if you need further proof that graphics don't matter, try Nexus (nexustk.com), which despite a tiny team and 2D side-scrolling graphics, manages to be one of the more interesting MMOs I've played.

      Sorry for being forward, but how does that "prove" anything? Yeah, its a indie game, which u like. If you want to convince me that graphic really doesn't matter. Then link the computergame counterpart of Clerks, Blair witch or whatever. A underdog production that because international hits.

  64. Independents need to band together by Anonymous Coward · · Score: 0

    Seriously, why not approach the independent games market the same way that independent filmmakers do it? Games and movies are so closely interconnected these days anyhow. There should be an independent games festival, sites devoted to indie games, etc. Band together and distrubte compilations, etc. Yeah, you'll probably never afford to pay the licensing fees to get on a console, but the PC is open season.

    You could also create mini-games to promote the real game, like the way Cry_Wolf has an online game to promote the movie. You don't need tons of money to capture the public's interest. Just a clever marketing scheme.

    1. Re:Independents need to band together by KDR_11k · · Score: 1

      Are you joking about the Independent Games Festival or are you really not aware that it already exists?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  65. You assume a perfect market - perfect information. by Anonymous Coward · · Score: 1, Insightful

    How does one find out about the indie games?

    Marketing and distribution channel of course, and this is the achilles heel of independent anything.

    It has to be not only fun, but fun for a lot of people, enough to create a buzz.

  66. Yes, there is... by MaestroSartori · · Score: 1

    ...it just doesn't involve consoles.

    Big publishers have the console market pretty much sewn up, because consoles are expensive to develop for. Especially now they're moving away from relatively standard chips and architectures, it really requires a dedicated development effort to get stuff running on it. From what I see of homebrew console stuff, most of the effort is targetted at emulation. Fine, but hardly a sign of originality.

    So, given the really low barrier of entry for development, PC/Mac is where it's at for indie development. It's been like that for a while now, and I don't see it changing too much in the future.

  67. Programmer "collective". by hotsauce · · Score: 2, Interesting

    Actually, the specialized skills you mention being needed for a game are available in programmer "collectives" like Ambrosia (see my post to parent).

    So if you have a great idea for a game, but need others skills, you can probably find people willing to help in collectives like these. Or make one of your own.

    These guys aren't billionaires, but they say they make a very nice life, and have fun at it.

  68. indie game are like low-budget movies by SpecialAgentXXX · · Score: 1

    Every once in a while a good low-budget movie comes along that does quite well at the box office. It doesn't have the big flash-bang special effects of a Hollywood blockbuster, but does have a good story, good directing, and good editing.

    Indie games are no different. If something is good, word-of-mouth will increase sales. Just because a game is an "indie" doesn't mean it's anything special. I subscribe to PC Gaming and they review all sorts of games every month, including indies, which get the lowest ratings because they suck compared to the rest of the competition. To be fair, a lot of big studio games also get mediocre ratings as well. Cool-looking graphics alone does not make for good game.

    What it comes down to is if the game is fun to play. Your average gamer doesn't care about corporate politics, "starving" programmers and artists, etc., etc. when playing a game. They just want to have fun.

    The days of shareware games are over. Games like Apogee's Commander Keen will never be anything more than a small blip on the gaming community's radar. This industry has matured, just like all other industries. You don't see or are unaware of indie car makers, indie beer breweries, indie toiletries manufactures, etc. The vast majority of people only know Ford, GM, Budweiser, Coors, Procter & Gamble, and Gillette. Just the same way most games only know EA and Vivendi.

  69. Price! by RWerp · · Score: 1

    The game is just too expensive. In my country a normal price for a PC game is around $50 or less. $83 is one hell of a ripoff.

    --
    "Long run is a misleading guide to current affairs. In the long run we are all dead." (John Maynard Keynes)
    1. Re:Price! by kasin · · Score: 1

      You are aware that price is typical for a game in Australia? That the price you quoted is in Australian dollars not US dollars?

    2. Re:Price! by RWerp · · Score: 1

      Australlian dollars, you say. How much would that be in koala skins?

      --
      "Long run is a misleading guide to current affairs. In the long run we are all dead." (John Maynard Keynes)
  70. Nintendo talked about this by MMaestro · · Score: 1
    These days, most types of games need good production values as well as a good concept. Hardly any game can get away with simple graphics like Tetris.

    With development costs being so high on consoles and PCs, why not just develop for a handheld or a cellphone? Bad graphics? Chalk it up to weak hardware. Bad design? Blaim it on limited interface. Bad execution? Release it at a budgeted price and may the buyer beware.

    1. Re:Nintendo talked about this by Seumas · · Score: 1

      . . . blaim . . . ?

    2. Re:Nintendo talked about this by servognome · · Score: 1

      . . . blaim . . . ?

      Too much beer

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  71. Vendetta Online by Roguelazer · · Score: 1

    Here's an "indie game quasi-success story": Vendetta Online is a space-based MMORPG developed by 4 people (Guild Software). It has been online for about a year now, and has a few players (several hundred, maybe more). The fact that it's made by such a small company is part of its charm- regular content updates and bugfixes, quick support from the dedicated devs, lots of personal contact, etc. We even get new features for free (like the upcoming player-controllable capital ships). Can a large company beat that? I think not. And, hell, it's only $10/month. Less if you buy multiple months. The tech's not bad- high poly models, high-resolution textures, some purty pixel+vertex shader effects. w00t!

    1. Re:Vendetta Online by patio11 · · Score: 1
      Here's the trouble with that business model: they've got to get bought out by a big guy, quick, or they're not going to make it (or, I suppose, grow massively, but its very hard to grow a game without a marketing budget and, whoops, catch-22 here). Lets say you've got a thousand paying subscribers. Great, thats $10,000 a month. Oh wait, its not -- deduct bandwidth costs, whatever they're paying for billing services (35 cents a debit plus a couple of percentage points, likely), and all the other various and sundry things you have (and don't forget taxes, because even if you forget your taxes on $120,000 of corporate income the relevant agency will not). And even if you had no costs, $10,000 a month divided by four developers is $30k a year, which is below what a freshly graduated CS student expects to make (factor the costs back in and you're closer to the actual poverty line than the engineering poverty line).

      Puzzle Pirates made it: they developed IP which was interesting enough to attract about 5k paying subscribers and then got into an arrangement with Ubisoft. So there is hope. And maybe there is hope for an indie MMORPG in a niche that can support 5k -- but there just isn't at several hundred.

  72. Re:Does it suck or does it not suck is the questio by Anonymous Coward · · Score: 0

    > Books are too time wasting to consume.

    Plus they might actually *teach* you things aboute life, the universe and everything! Scary...

  73. There is definitely a future by TheSifters · · Score: 2, Interesting

    There is definitely a very promising future for indie games, and there are lots of developers and portals which are already doing this and doing very well at it. The market is growing every day.

    I've seen this with my own site Sortasoft.com, which has been growing at a very rapid pace. The fact that I can distribute games at almost 0 cost allows for a very high profit margin. It also allows me to distribute games for promotional purposes such as contests, etc. at no cost.

    As evidence of this... mod me up and then drop me an email (promo +at+ sortasoft +dot+ com) and I'll give you a free copy of my game Funky Farm. Well see if we can get this shameless plug up to a 5.

  74. Independent vs indie by cgenman · · Score: 3, Interesting

    It seems to be a question of degrees. And I say this for the people reading, not necessarily to the parent poster who seems to know how it works.

    You have an idea. You let it mull around the back of your mind for a few years. You get maybe three friends and associates interested in the idea, and over the course of quite a few weekends you pull together a very rough demo. At this point you may need to finagle some art resources either by schmoozing or paying someone. You hit every industry contact you know with your demo, and many that you don't. Look for a "champion" who really likes your game and will help drive it through. While you do that, on the strength of your demo get some fundraising going. VC's are nice, but really hit up small businesses, people, friends, family, etc. Now scale up production, moving into a low-cost but rat free office space, and hiring artists, developers, an office manager, a business manager, etc. Appoint yourself project director (or somesuch), and get to work making that game. Hit your milestones, piggyback into your publisher's E3 booth, and ship. There is nothing in the above scenario that prevents people who are genuinely interested from breaking in.

    Most independent studios really are indie studios that got funding and scaled up. The studio that released Alien Homonid, for example, started as a few guys working their tales off, found investers, scaled up, created a great game, shopped for a publisher, and released. Other studios get a publisher involved earlier to mitigate risk.

    And these aren't rare: somewhere in the realm of 1/2 of all games are created by independent developers. See that logo that pops up on the screen after the EA title? That's the developer. Not all of those are independent, but many are.

    The difference between and indie and an independent developer is just that an independent developer wasn't afraid to grow. At some point they may get bought out by a major studio and enter what is somewhat pessimistically known as a "decline phase," but that's also another step in the natural evolution of things. I believe parent poster pointed out the "craploads of cash..."

    If you want to be independent, and all of the risks / control that entails, you can do it. Or perhaps more strongly, that is how it is done.

  75. Hard... by PhoenixDragon0 · · Score: 1

    It Will Be Hard, Because Of The New Systems, More Work Will Be Needed To Be Put Into A Game, So It will make indie games a lot harder to produce, but being able to distribute them online instead of paying for the CD's would help with the costs...

  76. It was a love story? by Dire+Bonobo · · Score: 2, Insightful

    > Maybe there was some deeper stuff in there and it was
    > the greatest love story since Romeo and Juliet

    The notion that it was supposed to be a love story didn't even occur to me until days later when I read someone complaining about that in a movie review.

    IMHO, the movie was not a love story at all, but was a character piece---an examination of two people who feel lost, both within their lives and between cultures. I didn't feel any romantic tension between the two main characters, at all---they were two lost souls tossed together by the tumultuous waves of their lives, finding (in that brief moment before life pulled them apart again) a sense of understanding and companionship that people rarely find, and that steadied them through some particularly rough seas.

    For that, the movie was brilliant. But if you were watching it as a love story, then, yeah, it was bad - it sucked as a love story because it wasn't one.

    1. Re:It was a love story? by KDR_11k · · Score: 1

      I watched it as a comedy (because, well, they claimed it was a critically acclaimed comedy) and they didn't deliver. It felt like one of those bog standard hollywood romance movies and it was boring as hell. I admit I didn't look for any characterization but how many comedies have those anyway?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  77. Answer by notoriousE · · Score: 0

    No.

    --


    And then there was E
  78. cell phones are just as 'closed' by Anonymous Coward · · Score: 0

    cell phone development is just as closed as console development. sure you can get the dev kits for free, but there are still as many hoops to jump through in order to get your titles into the market.

    1) you have to pass certification for whatever platform you are developing for (true brew for qualcomm phones, j2me has it's own, as does symbian)

    2) you need to get carrier buy-in in order to even have the option of downloading the games to the phones - this involves digital signatures of the apps that the phones recognize, etc...

    the 'big' catch with mobile development, and something that has been very rarely mentioned in any of the hype / news about 'mobile gaming' recently is that there is no single 'cellphone' platform - there are literally hundreds and hundreds of handsets that you are required to port your game to in order to get it out to market.

    we recently finished one of the biggest launch titles for a major publisher entering the mobile space, and just for the 'brew' side of things (for qualcomm phones), we had to port our game to 4 different phones to meet the publishers requirements, and then they outsourced the rest of the porting to literally 100+ unique handsets, each with their own performance, memory & display differences...

    a major title for cellphones has to not only be released for the 100's of handsets for one specific app type, but it needs to be ported to j2me & likely symbian in order for it to be successful (ie get a publisher), depending on where you are looking to release the game.

    j2me is the biggest nightmare - sure there is a 'java spec', but EVERY single phone has a custom version of the JVM with it's own idiosyncracies, and even different firmware versions on the same phone can respond completely differently, breaking your application.

    add on top of this all of the extra localization issues, etc

    all for a miniscule amount of money

    i personally believe that mobile development is a waste of developer time - the revenue streams & business model simply are not there yet and the platform is way to fragmented to develop on.

    we were lucky (and the only reason we go near mobile development) because the publisher is managing all of the localization as well as the bulk of the porting for us - all we have to do is provide these 4 key ports (baseline ports) which essentially give them a starting point for the hundreds of other phones that they need to port the game to.

    it's a big, fragmented nightmare really.

    1. Re:cell phones are just as 'closed' by Hast · · Score: 1

      Of course, since the market isn't mature enough yet for big developers that means that it's time for home-brewers to step up to the plate.

      BTW that you can't download programs is not the fault of MIDP/J2ME. It's because your operator has crippled the phone. I can install midlets on my SE K750i both from memory stick and by drag-n-dropping over Bluetooth.

      For a small developer it would problably make more sense to target a few of the best selling phones instead of eveyone. I bet those consumers are more likely to get games as well.

  79. This article could be ten years old by Junks+Jerzey · · Score: 1

    Indie games? Direct download? Where has the submitter of this piece been?

    1. Re:This article could be ten years old by Anonymous Coward · · Score: 0

      There is no way direct download doesn't generate the revenue create a competitive mainstream title ($4-10m), and how do you pay for the dev in the first place?

      Plus it puts the current consoles out of the picture, and PC only is looking pretty poorly

    2. Re:This article could be ten years old by Pestilence · · Score: 0

      No kidding... Anyone remember that little indie game company call id software that used to sell using the shareware model??

  80. It's not the market, it's you by 68k+geek · · Score: 1

    You grow up, that's why

  81. Prepaid? by tepples · · Score: 1

    Those without J2ME are the exception rather than the rule.

    And unfortunately, the majority of phones on prepaid plans seem to be exceptions, either having tiny monochrome character-cell displays or, if they do look like J2ME capable phones, being locked into being able to use only content that has been signed by the service provider.

    1. Re:Prepaid? by Hast · · Score: 1

      Can't you buy a separate phone and then get a pre-paid sim for it? Otherwise I would hope that the operators wisen up after a while. It does seem like they are giving up on their war against "the rest of the world" wrt mobile phone standards at least.

      Personally I'd never buy a phone that's branded by an operator. In Sweden then tend not to completely remove features but they do ugly up the interface pretty bad.

    2. Re:Prepaid? by tepples · · Score: 1

      Can't you buy a separate phone and then get a pre-paid sim for it?

      I for one haven't seen any SIM cards for sale next to the prepaid mobile phones in Wal-Mart, Best Buy, mall record stores, or even mobile phone providers' own store fronts. Where should I be looking? And is there a SIM-free MIDP-capable mobile phone available for less than 300 USD?

    3. Re:Prepaid? by Hast · · Score: 1

      I don't live in the US so I can't give you any specifics. However perhaps you could use your current SIM or just buy the cheapest phone with pre-paid sim you can find?

      Do research for which MIDP phone is best for you. Specifically what java extentions you want to use. Eg JSR-82 is Java Bluetooth, without it you can't use Bluetooth on your phone from MIPD (something which pissed me off when I got my SE T630).

      For me the SE k750i was a good choice. In Sweden you can get it for $300-ish without SIM. That's a high-end phone though so I bet that there are cheaper ones too. And I'm not sure how well it'd work in the US (it's triple-band GSM 900/1800/1900 FWIW).

      For Sony-Ericsson you need to go to their developer web to get full specifications for what they actually support. I imagine the same is true for many other manufacturers.

  82. Alien Hominid! by MaXiMiUS · · Score: 1

    I say there is, I mean, who hasn't heard of Alien Hominid!? Pfft, non-believers.

    --
    It's never just a game when you're winning. - George Carlin
  83. The problem with games. by patternjuggler · · Score: 1

    The thing about the indie movie market is that I'm quite willing to watch a movie for 2 hours even if I don't like it that much, because it is only 2 hours and doesn't require constant user intervention. I can doodle, glance at a magazine, carry on an unrelated conversation, ridicule the movie, or try to find some redeeming quality about it (some actor I particularly like for instance). For this reason I can watch a wide assortment of movies, develop obscure tastes, and in general help the indie movies market continue to succeed.

    I have a much lower tolerance for bad games than bad movies, every time the game requires user interaction I might reevaluate whether I want to continue playing or not, or at least every time I die, save the game, or otherwise get interrupted.

    I set very high standards on what games I purchase- a mention in a slashdot article doesn't do it, it takes some combination of positive reviews, personal recommendations, a good demo, a good positive experience with a previous game in the series or genre, and even hype and marketing to even make me even consider playing it. I don't feel it's a big loss when I set my standards so high I occasionally miss good games- I know I'm going to miss good games because I just don't have time to play them all. If it's really good and successful, it will have imitators and sequels that may improve upon the original.

    For that among other reasons I don't really think there will be a viable indie games market. Every once and a while there may be a breakthrough that results in a upstart company or dev-team or game concept being propelled into the mainstream, but otherwise probably not much of a self-sustaining niche outside of the main market in which many people could have a career in. But if you are going to try to prove me wrong, think niche- adult games, games for people with disabilities, or whatever you can come up with- and make the games short, cheap, and well-tested.

  84. There will always be infie games by dtfinch · · Score: 1

    The number and quality will just vary from one year to the next. It's like asking if there's a future for B-movies.

  85. Greg Costikyan is an IDIOT by cmotd · · Score: 1

    Unfortunately you get one in every area, in every walk of life and this Costikyan guy is the Idiot of Indie Gaming. Where the hell does he get off saying that no one has 'got it right' until he came along, what a WANKER. There are plenty of succesful indie developers and publishers selling directly to the public. Have a look at most of the MMOG's out there Greg YOU IDIOT. Bad mouthing everyone else in indie game development is hardly a contructive way to go about trying to promote indie gaming, moron. That's what a blog can do to a person already overburdened by an overstuffed ego. Make them think that they're some kind of legend whose every utterance is gold. Guess what Greg, I wrote an article almost identical in subject matter and conclusions to yours, except I did it TEN YEARS AGO in 1995. TEN FUCKING YEARS AGO! Does that make me ten times more legendary and cool than you? MORON. Ego's like yours are NOT wanted in Indie games development, why don't you go and get yourself a gameshow or something?

  86. Depends what you're going for, though by bypedd · · Score: 1

    Just because it doesn't get out to millions doesn't mean it's not valuable - take fiction writing, slam poetry (live, not televised), or street music/theatre performers. There are huge industries around each of those media, but I don't think you're going to walk up to someone who's making their living in a creative art and tell her she's a failure because some people are making way more money than she is. If you're looking to make a programmer's salary, you have to be disciplined, but there's no reason an indie game that does OK won't suit you for a year when you only have to pay yourself. Maybe marketing makes it more likely that the game will sell, but word of mouth is a powerful thing - and free, to boot. So I don't think it's a competition with the big companies and their marketing, it's a completely different avenue of business.

  87. Great Indie games developer: Andrew P. Ewanchyna by GSwarthout · · Score: 1

    Starships Unlimited is a fantastically additicting 4X game. Battleship Chess isn't too shabby, either.

    Both can be found at http://www.apezone.com/

    Greg

    --
    It is the 21st century and the time for Klax has passed.
  88. No. by jotaeleemeese · · Score: 1

    Why?

    --
    IANAL but write like a drunk one.