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GDC - The Importance of Self-Publishing

Eric Zimmerman, head of the Gamelab development project, has announced on the eve of the Game Developer's Conference that they're moving to a self-published format. From the article: "I think we have something else to offer ... and we've decided that it's hard finding partners that share this kind of vision and that want to take the risks that we're talking about to really create new sorts of games. And additionally we're working in a field right now of online games with a downloadable distribution model, which means that we can self-publish. It's relatively straightforward for a small company to publish."

34 comments

  1. valve by buhatkj · · Score: 1

    well, it seems to be working pretty well for valve. best of lucks guys!

    --
    sometimes, i wonder if i'm the only conservative on teh intarweb. ah well, back to mah hogs and warmongerin'....
    1. Re:valve by ZephyrXero · · Score: 2, Insightful

      Self-publishing really is the only way to go if you're an independent developer and you'd actually like to make a sizable percentage of the profits. Although I hate to use the term publish, as it has become so ambiguous in the game industry. The common perception of a "publisher" is the company who pays for the development and marketing of the game, as while the industry would be much better off if publishers just published, ie...print and distribute the physical media the games are stored on.

      As for Valve, steam would be great if it were open source, cross platform, and DRM free....it's a shame no one's came up with an alternative yet...

      --
      "A truly wise man realizes he knows nothing."
  2. Duh Duh Duh...Another One Buys the Dust by richdun · · Score: 1

    What good is self-publishing when EA will just buy you in a couple years if you get big/good enough?

    1. Re:Duh Duh Duh...Another One Buys the Dust by Nataku564 · · Score: 2, Informative

      Two possibilities to avoid buyout.

      #1 : Dont go public. This does deprive you of initial startup money, but leaves you free to do whatever you want.

      #2 : Go public, but dont relinquish the majority of shares. You lose some initial revenue, but you are safe from buyout.

      I prefer 1, personally.

  3. Thi is the promise of the internet by ChenLing · · Score: 4, Insightful

    The promise of the internet is that we all become publishers (if we choose)...from news, blogs, games, music, and movies....this is the "New Economy". The "Old Economy" is dominated by the gatekeepers, the middlemen--the ones that own the means of distribution, starting with railroads.

    Let freedom ring!

    --
    "You have the option of insanity. I do not. And that makes me crazy!" - Brian to Angela, My So-Called Life
    1. Re:Thi is the promise of the internet by LordKazan · · Score: 0, Troll

      Nice sentiment, little reality. Private entities own all the "pipes" that transfer data over the net, they only play nice still because the government hasn't whored out to them enough yet. With the current crop of criminals in washington i fully expect them to sell out the internet if they can.

      --
      If you cannot keep politics out of your moderation remove yourself from the Mod Lottery.. NOW!
    2. Re:Thi is the promise of the internet by Metaphorically · · Score: 2, Informative

      The bitter truth may be that there's growing restrictions by huge companies learning that they can squeeze a few more bucks out of all the participants, but that's not a good excuse to sit back and do nothing. If you have a dream of making a game, have a dream of publishing yourself or have a dream of spreading your maniac manifesto, the best time was four years ago. The second best time is today. Last time I checked you can still set up a site with shared hosting for less than 10 bucks a month and put up a pretty wide range of whatever the hell you want with little or no hassle.

      If you want to publish games and the web is your medium then there's plenty of time before that door slams shut. Get off your ass and get to work. That's what I'm going to do when I'm done complaining here. You need some help getting started? My vehicle is SVG and DHTML, there are lots of things you can build with free open source tools. Some quick examples: Freecell, Connect 4, and a simple templated puzzle example.

      --
      more of the same on Twitter.
    3. Re:Thi is the promise of the internet by Methuseus · · Score: 1

      Be careful. MS might sue you over the patent to Freecell. It comes with every copy of Windows so they have to have the rights to it, right? ;)

      --
      Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
    4. Re:Thi is the promise of the internet by Metaphorically · · Score: 1

      Apparently FreeCell has some history well before Windows. Whether there are rights to be owned or who owns them I don't know.

      --
      more of the same on Twitter.
    5. Re:Thi is the promise of the internet by Damek · · Score: 1

      the gatekeepers, the middlemen--the ones that own the means of distribution, starting with railroads.

      Am I confused, or do we not still have these in the form of ISPs, the telecom companies, etc?

    6. Re:Thi is the promise of the internet by Boronx · · Score: 1

      You're right, but their services are cheap enough that a devoloper can buy them and maintain content control, instead of having to partner up and relinquish some content control.

  4. Another approach by Opportunist · · Score: 4, Insightful

    Go public, rake in every kind of startup money, shell out some mainstream games and wait for the buy out. Sell them the brand and head off with the dough.

    Then take the buy out money and go for #1. And THEN start to make the games you like!

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:Another approach by ZephyrXero · · Score: 1

      Ahhh....wouldn't the world be so much better off without publicly traded companies?

      OK, so here's another idea. When creating your games, make sure to contract everything where the rights to any franchises and whatnot go back to the original employee who came up with them in the event that your company goes out of business or is bought by another one ;)

      --
      "A truly wise man realizes he knows nothing."
    2. Re:Another approach by biocute · · Score: 1

      In the ideal world, this would have been perfect, but I suspect most people either:

      1. Go public and mainstream, and keep on going not knowing when (or wanting) to stop.

      2. Go public and mainstream, sell out and stop.

    3. Re:Another approach by ZephyrXero · · Score: 2, Interesting

      PS. Just to elaborate a little more on my idea. By restricting the copyrights like that, all a buyout would accomplish is the big company obtaining the name of your company pretty much, thus making a buyout unattractive and most likely, fairly unprofittable to anyone trying to bully you through your shares.

      If "publishers" want to make money off the games you make, then they should invest in funding particular those particular games, not gobbling up your whole studio... Diversity in the game industry is dying out while the EA's and Microsoft's of the world are killing it with their boring in-bred sequels :(

      --
      "A truly wise man realizes he knows nothing."
    4. Re:Another approach by servognome · · Score: 1

      Diversity in the game industry is dying out while the EA's and Microsoft's of the world are killing it with their boring in-bred sequels :(

      When was there really a significant amount of diversity from mainstream publishers? Innovation has long been the realm of shareware/freeware.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    5. Re:Another approach by KDR_11k · · Score: 1

      Poaching employees is much easier than buying a company out, they'd just offer your franchise owners better conditions and pay and some of them may defect.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:Another approach by Opportunist · · Score: 1

      Well, 1 will certainly be stopped by one of the big players sooner or later. If you have THE killer game that sells without having to sell it, you'll get bought. See "The Sims". A self-selling game where you can spew out a billion add-ons and all of them will be bought. EA just had to scoop it up.

      2 depends on you. If you make games to make money, don't even start. The market's saturated by the big players. Your chances as an independent to land a smash hit are so tiny that you're usually better off playing lottery. Less work and almost equal chances.

      If you make games because you want to make games, would being rich stop you?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    7. Re:Another approach by Anonymous Coward · · Score: 0

      The idea is that the company owns the rights to the franchise and characters, etc... until the company either goes out of business or is bought by another company. If that happens, then the franchise goes back to the individual, but if they just leave the company while it's still active and self-owned, then they can't bring it with them.

      -ZephyrXero (didn't feel like logging in)

  5. Comments From Another Self-Published Pro by spidweb · · Score: 5, Interesting

    For the last over a decade, my company has done quite well for itself self-publishing our role-playing games. (Spiderweb Software, http://www.spiderwebsoftware.com/ If you can pull it off, it's a great way to make a living. With electronic distribution and a huge profit margin, you don't have to sell too too many copies of your game to buy a house.

    The problem is getting off the ground. Once you write your great game (oh, and it does have to be great), you have to get that first group of people to notice you. Then, hopefully, this core group will turn, through word-of-mouth, into an actual audience.

    Once that very difficult thing is accomplished, you, like me, can live your basement-dwelling dream life.

    Best of luck to Gamelab!

    --
    - Jeff Vogel
    Spiderweb Software
    Fantasy RPGs for Mac and Windows.
    http://www.spiderwebsoftware.com
    1. Re:Comments From Another Self-Published Pro by SlamMan · · Score: 1

      Holy crap, I used to love your games. I must have wasted more time playing Exile back on my old Mac IIfx that any all the other games I had put together. Since I was unable to buy a copy back then (I was somewhere around 12), I think I'll be putting an order when i get home.

      --
      Mod point free since 2001
    2. Re:Comments From Another Self-Published Pro by Sigma+7 · · Score: 1
      For the last over a decade, my company has done quite well for itself self-publishing our role-playing games. (Spiderweb Software, http://www.spiderwebsoftware.com/ If you can pull it off, it's a great way to make a living. With electronic distribution and a huge profit margin, you don't have to sell too too many copies of your game to buy a house.


      The only problem is that you have to make sure that your interface is "bullet-proof". If a person plays Exile for a while, moves onto a competing product (e.g. Angband), and whacks into interface issues on a return to your game, then that's a potentially lost sale.

      Large game companies have enough weight that they will get orders no matter what - smaller game companies are do-or-die, and don't have agility. The only hope is to make the gameplay good enough that any small or medium bugs become marginalized. (Not only that, but you will encounter hardware problems that manifest themselves bugs in the game. I had one myself - it plaged several different games.)

      Of course, Exile is done right - it has a group of fans.
    3. Re:Comments From Another Self-Published Pro by cliffski · · Score: 1

      I think the difference is that you wrote original games. Anyone who reads the article and reckons that 'diner dash' is an original game, should downlaod and play "wild west wendy" written a short while beforehand. DD looks to be just a reskin of a great game by a genuinely independent 1 man developer (cant remember the name).
      These days, if you write a successfull small indie game, some bigger VC-funded company comes along and clones it instantly, and its their game, not yours, that gets the publicity.

      --
      DRM-free indie games for the PC and Mac: Positech Games
  6. Re:Games are for obese shutins by __aaclcg7560 · · Score: 0, Flamebait

    When the article mentioned self-publishing, it doesn't mean go self-publish here on Slashdot. Unless it's a book review.

  7. Well Garage Games is an example of a blending by Rifter13 · · Score: 2, Informative

    Self Publishing isn't always easy, but Garage Games seems to have hit upon a good balance. They release game engines as a sandbox for developers, let them create great games, and then help the developers distribute the game. Some of the top developers are showing up on Xbox Live, and before that were quite successive. (Marble Blast, Dark Horizons: Lore, Tube Twist, Orbz are a few)

  8. My two cents by Teppy · · Score: 4, Insightful

    We almost had a major publisher for A Tale in the Desert. They projected around 30,000 subscribers. Now, 3 years after release, the actual amount of money we put in our pockets each month is just a bit less with ~1300 subscribers than we would have made with a large publisher at 30,000.

    And, no bureaucracy, no suits second-guessing me, and I can try any crazy thing in the game that I want. My advice: If you can self-publish, do it. If you can't, find a way that you can ;)

    1. Re:My two cents by Homestar+Breadmaker · · Score: 2, Funny

      In hindsight, do you think it might have been a good idea to add a game to atitd? I know alot more people would have subscribed if there was an actual game to play.

    2. Re:My two cents by Anonymous Coward · · Score: 0

      Ah, ignorance truly is bliss.

  9. valve-Human Nature. by Anonymous Coward · · Score: 0

    "As for Valve, steam would be great if it were open source, cross platform, and DRM free....it's a shame no one's came up with an alternative yet..."

    It's called P2P. Copyright holders just love it.

  10. Re:Games are for obese shutins by Anonymous Coward · · Score: 0

    wow u r fat

  11. Yeah by TheMacZealot · · Score: 0, Redundant

    It's worked well for Valve, and don't forget all the horrible things you hear about Publishers. Rushing the unfinished game, Stuff like that whole StarForce fiasco to "Protect their investment", etc. It'd be stupid to say Publishers are all Evil, but I think that Self-Publishing is a very working model.

  12. Self-publishing is a high adrenaline experience. by Lejade · · Score: 1

    At Mekensleepwe're thinking exactly the same way. We wanted to work on persistent, social, online games. And we wanted to release it all as Free Software. Unsurprisingly, publishers were not in a hurry to follow us there (not that I cared) and, from my previous experience, I had learned about the dangers of vulture capital.
    So we decided that working on a small scale product was the way to go. With a little luck, it will provide a sustainable stream of revenues and at a minimum, it got us further along on the technological side of things.

    So far, things are looking good.

    Indeed, the futur looks rosy for independent, self published, developpers. If the Korean and Chinese markets are any indication, there will be some massive successes. And for the less successful - those who won't have enough pull to attract players by themselves - online distribution structures like Manifesto Games will help. Also in-game advertising seems about to become a big trend, at least for a certain type of games. I'm not saying it's a good (or bad) thing for gaming, only that smart indy developpers will take advantage of it.

    To sum it up, if you can afford it and you know were you're going, I highly recommend self-publishing.
      `It's an extreme sport.

  13. Same wolf, different sheep's clothing. by Anonymous Coward · · Score: 0

    OK first of all, there's a little bit of naivety going on here. Finding independant investors to fund a game's developement does NOT necessarily mean more creative freedom. Any smart investor will want facts and figures to back up any claims on potential ROI (return on investment). That means, ultimately, unproven concepts will be a hard sell unless you're a REALLY, really good salesman (or con artist!).

    That means that generally, the game ideas that will get most investment will still be "proven" genres. As always risk is risk. Doesn't matter who the money is coming from, risk is always a deciding factor when large sums of money are involved.
    It's easier to sell someone on "the next Bejeweled" than with "it's not like any other game ever made".