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Indie Game Devs Should Give Up

Red Herring is covering an indie game panel held this week at E3, at which Warren Spector essentially told independent game developers to just give up now. From the article: "Fellow panelists echoed Mr. Spector's sentiments, telling a room full of game company representatives, industry consultants, and members of the media that the path to entering the $7-billion market is fraught with more pitfalls than Tomb Raider. While opportunities do exist, small companies and startups find it difficult to secure funding and distribution for their work. They often have to deal with past projects that pigeonhole them and potentially hamper future expansion."

226 comments

  1. Yeah by linvir · · Score: 5, Funny

    All your game industry are belong to us.
    You have no change to survive make your time.

  2. NO NO NO!! by networkBoy · · Score: 4, Insightful

    No, they should not.
    Creativity is vital, and an indi dev gets more lattitude than any shop dev would. Hopefully the big shops will be less afraid and buy indie title rights (funding the dev for their next title) and enhance it into mainstream.
    -nB

    --
    whois gawk date unzip strip find touch finger mount join nice man top fsck grep eject more yes exit umount sleep dump
    1. Re:NO NO NO!! by fm6 · · Score: 1
      Hopefully...
      Hopefully, Sarah Gellar will leave that Prinz dude and realize that I'm the man of her dreams. But let's talk reality...
    2. Re:NO NO NO!! by networkBoy · · Score: 2, Insightful

      True enough, I just don't want people to give up.
      I buy through allofmp3 for mainstream stuff often, but a good indie group, I buy the CD(or a good mainstream group for that mater, but I make an effort on the case of the indie).

      Maybe if there was some good disti method for indies that was low cost (say $3.00 overhead per title on average) then there would be more sales of small games. I know it would work for me. I rarely have time for games, but I can justify $10 for a game that I'll play for maybe 20 hours in a year. I can't do that for a $50 game that has a monthly subscription component.
      -nB

      --
      whois gawk date unzip strip find touch finger mount join nice man top fsck grep eject more yes exit umount sleep dump
    3. Re:NO NO NO!! by fm6 · · Score: 1

      Starting an indie band is nothing like developing a game. Anybody who can play and has access to recording equipment can get an MP3 onto the net. To get a game out that anybody wants to play requires a huge layout in people, software, and hardware.

    4. Re:NO NO NO!! by sheol · · Score: 3, Insightful

      Have you ever started an indie band? How about an indie software company? I think that perhaps you really don't know what you're talking about, either way.

      Anybody who can play and has access to recording equipment can get an MP3 onto the net.

      Anyone who can write a few thousand lines of code and has a computer can get a game onto the net, just the same as an indie band. You qualify the latter half of your statement with "a game ... that anybody wants to play" without also qualifying the former with "music that anybody wants to hear."

      Either of these undertakings require an incredible amount of skill, and an incredible amount of time and dedication to produce a quality result - one that people want.

    5. Re:NO NO NO!! by fm6 · · Score: 2
      Anyone who can write a few thousand lines of code and has a computer can get a game onto the net...
      Like I said, we're not talking about remakes of Tetris.
    6. Re:NO NO NO!! by KDR_11k · · Score: 1

      Not? Popcap seems to make decent money from that.

      You can make a game as a one-man dev team provided you're not expecting much beyond SNES graphics. Sure, it won't sell millions but you didn't invest millions either.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:NO NO NO!! by fm6 · · Score: 2

      You're right. But that's not the kind of game TFA was talking about.

    8. Re:NO NO NO!! by Peganthyrus · · Score: 1

      Of course, you also have to be willing to spend five years of your life polishing the thing.

      --
      egypt urnash minimal art.
    9. Re:NO NO NO!! by canadian_right · · Score: 1
      I'm a programmer with a commercial game publish. My brother is a musician. Getting a music CD made is just as much work as creating "garage game".

      To make a music CD or even an MP3 you can't just record a live a gig and put it out - no one will listen to it unless you have an established following for live concerts. Getting to the stage where a band can get regular local live gigs is HARD. You think managing programmers is hard? Try managing musicians.

      To create a good music CD you have to do the following:

      • write the song lyrics
      • write the music
      • play the new song live over and over, refining and improving it
      • lay down all the tracks, eg druns, bass, guitar, vocals, keyboards etc...
      • mix the song
      • Do all the above at least 13 times for a CD

      I can make a low-budget game all on my own, in a couple years in my spare time. It takes at least as long to make a full length CD, and the problems with keeping the band together are much worse than any programming project I ever worked on.

      --
      Anarchists never rule
  3. Hrmph by revlayle · · Score: 5, Insightful

    Certainly didn't stop PopCap... ;)

  4. Warren Spector by Threni · · Score: 0, Offtopic

    I notice all the games he's been involved with suck. Perhaps he should get back to "producing" something else, and let games designers and coders do whatever they feel like doing. The new, groundbreaking games of the future certainly aren't going to come from some twat with a beard and a suit.

    At least, that's my perception. You may have enjoyed the Wing Commander series of games.

    1. Re:Warren Spector by Serapth · · Score: 4, Informative

      Um... Ultima Underground 1 and 2, System Shock 1 and 2, Theif 1 and 2 and 3(?), Deus Ex.

      This guy has deserved his reputation and by no means did his games suck. Hell, im not even sure he was involved in the Wing Commander games, that was Chris Roberts.

    2. Re:Warren Spector by secolactico · · Score: 1

      Martian Dreams was a cool game. Savage Empire wasn't, tho.

      --
      No sig
    3. Re:Warren Spector by Anonymous Coward · · Score: 0

      Wrong person, foo. Warren Specter is the Ultima Underworld, Thief, System Shock and Deus Ex guy.

      His games kick FAR too much butt.

    4. Re:Warren Spector by Anonymous Coward · · Score: 0

      No. His games suck.

    5. Re:Warren Spector by FusionDragon2099 · · Score: 1

      Did you just imply that System Shock 2 sucked? How can you challenge a perfect, immortal game like that?

    6. Re:Warren Spector by st1d · · Score: 1

      Didn't you know? The AC guide to game quality firmly states, "Any game that runs on lesser hardware than that produced within the last six weeks officially sucks." The games mentioned didn't stand a chance...

      --
      Microsoft has just released their much anticipated hands-free cordless mouse. Warning, it may hurt a little at first.
    7. Re:Warren Spector by bigman2003 · · Score: 1

      It's easy...that person didn't LIKE System Shock 2. (Yes, I know he was actually a troll, but that doesn't matter for my arguement.)

      In the past few years I have been pushed, bullied, and convinced to buy games I didn't end up liking. Two of them were VERY highly rated-

      Knights of the Old Republic and Oblivion.

      Read just about any gaming site on the web- evidently these were absolutely fantastic games.

      I hated both of them intensely. I couldn't belive that someone would make these steaming piles of shit and even moreso, I couldn't believe that people actually liked playing them.

      Oblivion puts me to sleep. I think the graphics are crap. I think the story is crap. I haven't found a single thing I like about it.

      This is not a troll- this is really the way I feel.

      But then again, I think that Fight Night Round 3 is an amazing game with a lot of depth, fantastic graphics, great action...and generally a lot of fun.

      The only thing I am trying to point out, is that people have different tastes in games. I don't think it has anything to do with their 'sophistication' but simply the fact that people enjoy different things.

      And yes- I also hated System Shock 2 also. It just wasn't for me.

      --
      No reason to lie.
    8. Re:Warren Spector by raygundan · · Score: 1

      But then again, I think that Fight Night Round 3 is an amazing game with a lot of depth, fantastic graphics, great action...and generally a lot of fun.

      Ah, Fight Night 3. The best torso-rotation simulator game ever produced. I particularly love the graphics-- never have shiny laminated men boxing been so realistically portrayed. As fighting games go, it's my favorite-- but I'm not much for fighting games. Playing FN3 was slightly better than getting a dental implant, but there was no positive outcome when I was done.

      Hey, this "not trolling" thing is fun! ;)

    9. Re:Warren Spector by raygundan · · Score: 1

      Also, this "not previewing my post" thing is fun.

  5. Stay small and build up by 9mm+Censor · · Score: 5, Insightful

    If Indie companies want to compete with the big boys, dont try to do so as a "big boy" do so as an Indie. You dont need huge ammounts of funding to make games. If you have the talent and the ideas, then make games. Start small, self publish and re-invest in your company until it has grown until you can finance the projects you want to make. Have games you make, which you make money and hone your skills, be your stepping stones to a blockbuster, not VC funding.

    1. Re:Stay small and build up by Who235 · · Score: 0, Offtopic

      Since when do the Viet Cong fund game development?

    2. Re:Stay small and build up by greatbob6 · · Score: 2, Informative

      Obviously you don't work in the industry in any way. I work for a small yet well known game company that has a pretty good track record so I know the industry a bit, and its not something you can just ease into. Now a days, you have to have a big budget to be able to make anything that competes with games the big publishers are putting out because making games is probably one of the most difficult and expensive areas in software development. And self publishing? There's a little more to it than just putting an executable up for download on a website...things like marketing to try to get people to buy your game and customer support and distribution... All of those things mean more and more expense.

    3. Re:Stay small and build up by __aaclcg7560 · · Score: 1

      When they saw all the money the Koreans were making with online games. Besides, funding video games is just another form of jungle warfare but without the Agent Orange and napalm.

  6. Give up on your dream kids by DaHat · · Score: 4, Insightful

    Why not expand that to other areas... like music, sports and movies? Countless people want to be make it and become a professional musician, athlete, actor, etc.

    I don't think anyone would dispute the fact that few ever make it to such a level in such fields, but should that prevent a person from trying? Absolutely not? If people don't at least try to make good on their dreams they've got zero chance of making it... they just have to be realistic and recognize that they may not make it and have a backup plan... like an English or Communications major so that they can play football in college.

    1. Re:Give up on your dream kids by Chosen+Reject · · Score: 1

      Homer: Kids, you tried your best and you failed miserably. The lesson is, never try. Reference

      --
      Stop Global Warming!
      Just say no to irreversible processes!
    2. Re:Give up on your dream kids by Surt · · Score: 1

      It's not quite a parallel situation. A better parallel might be to discourage people from trying to make it as a solo unpublished musician, or a professional athlete unassociated with any professional sports franchise, or an actor making only undistributed films .... it's very hard to be independent in most fields. If popcap can't make it big with their innovative, fun games, it's going to be that much harder for someone without even that kind of backing.

      People who want their own game house should go the obvious, cheaper route: work at a small dev house on one title, move to a major dev house for a second title, and then get the VC funding to launch your own company.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  7. Sad... but True by yeoua · · Score: 3, Insightful

    Looking at where the game market is heading in terms of PC, PS3, and XBox360... more is better. People want their pretty graphics, isn't that the whole point of the PS3? HD this, Bluray that, massive res, cool lighting, explosions, gore...

    Except all of this content doesn't just magically appear when the hardware is made. Someone has to make it. And that someone has to be paid. So at this point, the entry into the big name game market is similar to the entry into the big name movie market. If you want to push out a blockbuster title in either industry, you have to put down the big bucks.

    Luckily... with the PC and Wii market, there is a chance for indy developers to make cheaper title that are still fun, similar to the small indy movie developers. It won't be huge in terms of special effects and big name actors, but it's still got a chance to be good. Good movies do not require millions upon millions of dollars, and the same with games.

    The sooner people realize a good game doesn't need great graphics (like how good movies don't need great special effects), the easier the lives of the indy guys.

    1. Re:Sad... but True by Anonymous Coward · · Score: 0

      So you're saying no "Blair Witch Project" for gamers.

      What the industry needs is a Sundance...

    2. Re:Sad... but True by 9mm+Censor · · Score: 1

      Look at XBox Arcade. Simple, small. addictively fun games are hits too. Its a great place for an Indie dev to start.

    3. Re:Sad... but True by jchenx · · Score: 2, Interesting

      You're also forgetting XBLA (Xbox Live Arcade), home to many popular indie titles: Bejeweled, Zuma, Outpost Kaloki, Wix: Fable of Souls, etc. You've got hundreds of indie developers clamoring to get on-board, which is "good thing" for gamers.

      It's still unknown whether or not the PS3 marketplace will have support for indie developers, or whether they will just continue to cater towards the big name companies. What they demoed in their press conference was Namco's Ridge Racer, downloaded onto their PSP, which is quite different than what the 360 currently offers.

      --
      -- jchenx
    4. Re:Sad... but True by Anonymous Coward · · Score: 0

      XBLA?

      BLAH BLAH BLAH I can't hear you!

      Wii will be the first game service to download games! The first! Innovation! Nintendo! Wii! Wii! Wii-mote! Wii Wii Wii! You are on Slashwii, wii don't know what XBLA is! Any game article must mention Wii. If you are not with Wii, you are against Wii. Silence the infidel!!!! ...

      I really love the irony of a downloading service downloading old games. Yeah...it certainly is _innovative_ to play almost 20 year old games. The heart of innovation right there.

  8. As always, terrible summary by JanusFury · · Score: 5, Informative

    If you actually RTFA, you see that he's specifically saying that indies shouldn't try to work with existing publishers like EA. He's not telling indies to give up entirely.

    --
    using namespace slashdot;
    troll::post();
    1. Re:As always, terrible summary by VGR · · Score: 2, Interesting

      Agreed. The Slashdot summary should have used the last line of the article (which also happens to be a floating quote in very large type on the page):

      'Look where the big guys aren't. ... Embrace the chaos.'

      That point is stressed a number of times in the article: Don't try to compete with the offerings of huge companies. The result will be all budget and no substance, if you even manage to complete it at all.

      My favorite example of game innovation is still Tetris. It reinforces that the path to success isn't likely to come from technological muscle, but from finding something truly new. There are undoubtedly plenty of undiscovered genres that don't rely on horsepower.

      --
      The Internet is full. Go away.
    2. Re:As always, terrible summary by Gideon+Fubar · · Score: 1

      Thanks for the clarification. I hold Warren's work in the highest regard, and i've heard him speak on this issue a couple of times. The summary is way out of character for him, but this clarification clears a lot up.

      also, i have to say i completely agree with the panel's comments.. as many other posters have noted, indie companies that control their own distribution model (companies such as popcap or stardock) tend to do much better financially than those tied to a major distributor. The gap IS becoming much more obvious now, as some 'next-gen' (and i use the term in a purely derisive fasion) titles push the $10mil mark in funding costs, yet the vast majority fail to offer anything like this in returns.

      --
      http://www.xkcd.com/354/
  9. That's funny, the escapist seems to think... by merreborn · · Score: 3, Informative

    ...that indie game devs stand to make _more_ money than those working at game companies.

    http://www.escapistmagazine.com/issue/8/14

    Great article.

    1. Re:That's funny, the escapist seems to think... by Serapth · · Score: 1

      Yeah, the big winners win, but thats rare these days, REALLY rare. Instead of dealing with EA and UBISOFT, your now dealing with MSN games and RealArcade, etc... that are charging upwards to 50%+ royalites just to distribute your games. The Indy market isnt what it was when bejewelled made millions.

      Dont bother coming back with the whole self publish line, as frankly without traffic driving your site, you arent going to get the sales. There are exceptions, but in the end they are exactly that, exceptions.

      Check out the postmortem on www.bookofhook about the indy game development Brian Hook ( of iD fame) started and see how it turned out. Look into MonkeyStone, the indy dev house Romero started and bombed at. Even a big name isnt a huge help anymore.

    2. Re:That's funny, the escapist seems to think... by Frag-A-Muffin · · Score: 1

      Umm .. the article says the "big" money maker is the little known guy making upwards of high 6 figures or low 7 figures. But then it has John Carmack on that list as one of the guys that work for big companies that don't make that much.

      Whoever wrote that article isn't too smart. a) John gave away one of his ferraris, how do you think thresh got his start? b) as a hobby .. he builds rockets! That's not a cheap hobby.

      read for yourself


      "I should say that after Doom II and Quake releases the id Softwareper has been not so poor a company, I could say , that its personnel have been prospering. All of them have had a lot and having been pleasing themselves with some nice things. John Carmack, for example, likes cars very much. That's why he first bought one Ferrari, then another, then ... In short it happened what should have happened : there were no more place in his garage. That's why good old John decided to make a good thing: to give back to the fighting society, that he owns his financial success to, one of his splendid cars asa a competition prize. And then to start filling his garage up with cars all over again."


      He had so many ferraris he didn't have space to keep them all! Sounds like he's doing pretty good to me :)
      Plus, iD is still a pretty small company .. I remember reading once that everyone that worked there was a millionaire! Maybe urban legend? Who knows.

      Anyways .. I'm not saying it's not possible to make big money as an indie game maker .. I'm just saying, you might want to think a little or perhaps research before you make statements like the escapist did. It reduces credibility.

      --

      AirSpeak - http://itunes.com/apps/AirSpeak
    3. Re:That's funny, the escapist seems to think... by Irish_Samurai · · Score: 1



      Man, it takes virtually NOTHING to drive traffic to your site. Games? How about putting "CHECK OUT MY NeW GAME!" link in your sig on slashdot and posting in every single videogame discussion. You get traffic, trust me.

      As horrible as it sounds, use MySpace. You can generate a disgusting amount of traffic on there.

      Cough up the $100 - $700 it takes to get a press release out on PR web. That generates a suprising amount of traffic.

      It isn't that hard.

    4. Re:That's funny, the escapist seems to think... by Jussi+K.+Kojootti · · Score: 1

      Lottery winners make even more. What's your point?

    5. Re:That's funny, the escapist seems to think... by Anonymous Coward · · Score: 0

      Man, it takes virtually NOTHING to drive traffic to your site. ...trust me.

      It isn't that hard.


      God. "Trust me" and "[what you're trying to do] it isn't that hard" are two of my favorites, and they're both rolled up into one post. The ideas you suggest may be good ones (Myspace, for example), but the conclusion you're reaching is wrong and insulting.

      Driving traffic to your site requires a lot of consistent, hard work. You have to generate newsworthy events; create and distribute press releases; generate screenshots and videos; hound editors to write about your products; contact review sites to review them; and so forth.

      It isn't that hard.

      Yeah, kids used to write us with that same phrase when they told us to add new features to our games. Same thing here.

    6. Re:That's funny, the escapist seems to think... by Irish_Samurai · · Score: 1

      Trusr me, driving traffic to your website isn't that hard. It part of what I consult on.

      That having been said, maybe it is hard in the beginning - so is everything new. The conclusion I reached isn't in any way wrong or insulting. I would love to post my hard numbers, but I have these funny NDA's I have to worry about. The trust me is a statement imploring the poster I was responding to to try it out. They will see a positive difference.

      Let's address your "difficulties" one by one and see just how simple they are.

      You have to generate newsworthy events

      Bullshit. You can create a press release for whatever you want, there is NO level of newsworthy that prevents a news agency from using your press release as a primer. Will you get on the front page of the New York Times with lame content, probably not - but there are innumerable smaller publications that need filler content for their side blurbs. Take a look at a copy of your favorite gaming mag (physical) and you will see a TON of these strewn throught the mag.

      create and distribute press releases

      $100 - $700 to one place, PRweb will do the trick. Do some google searches on PRweb results and you will see that the migration of your release to news websites is pretty fast(3 - 5 days is usually when you hit max density and start a 2 week decline.)

      generate screenshots and videos

      Wow, video capture and screen shots are NOT hard to get. Now, you want really really SLCIK ones, you have to get someone with design and editing skills. But if you're an indy game shop - I bet a copy of iLife and Photoshop CS would do it. This I can see as being time consuming and difficult if you have no art skills, so get the artist on your team to do it.

      hound editors to write about your products and contact review sites to review them

      I have never had this problem with anyone I have consulted for, but it MAY be an issue with the video game mags - I do not know. I do know that if you send a free copy of anything you want to get looked at by most online sites concerning your product, they will write a review. This is true of every client I have worked for, but to be fair - I haven't done a video game company yet. This might be true.

      It really isn't that hard. Your comparison of getting online traffic to the adding functionaliity to object oriented code that doesn't end up breaking the game or unbalancing it is ridiculous. They are nothing alike.

      Another thing, its not hard - but it takes WORK. Bringing in the groceries from your car isn't hard either, but you have to work at it. Making Macaroni and Cheese isn't hard, but you have to exert effort. The lack of labor is not the definition of easy.

  10. Wherein I Pontificate And Ramble by American+AC+in+Paris · · Score: 4, Insightful
    Don't "just give up". Instead, come to terms with the fact that you can't compete with the big guys on their home field. It's true that the bar is much, much higher for indies than it is for the big guys. A mediocre sports title from EA will still fly off the shelves; a mediocre sports title from Bob's Country Games Bunker will languish on Bob's own downloads page. You, the indie developer, have a very difficult--but entirely navigable road to success:

    1. Know your strengths and play to them.
    2. Know your weaknesses and how to compensate for them.
    3. HAVE A REALISTIC PLAN AND STICK TO IT.

    You may have a hand for sketches; put this to use in making creative game content. You may have an eye for scene; use this to construct compelling environments. You may have a knack for math and physics; use this to enhance your engine design. Basically, know what it is that you do well, and do it well. Yeah, "duh"--but it's very, very easy to lose sight of this once you get elbow-deep into game development. Your strengths can act as a catalyst to help you get through the more tedious parts of game development.

    That said, know and accept your limitations. Mine is time management; I'm absolutely miserable at keeping on schedule, and it shows in the fact that I've been sitting on a half-finished tech demo for the past couple months. If art isn't your strong suit, avoid making games people expect to be "pretty", and do something novel with words or physics instead. If you can't write dialogue to save your life, don't make a story-driven RPG.

    Finally, and most importantly, make a plan and do your best to stick to it. Avoid feature creep like the plague; it is virtually guaranteed to sink your project. If you think of something cool to add on, make note of it and do it after you finish the current version. Don't bite off more than you can chew; ask yourself what you think you could realistically accomplish in twelve months, then cut that estimate in half. Save your masterpiece for later; get a few basic titles under your belt before you embark on that grand quest. Don't get hung up on any one aspect of the game; if you're constantly unhappy with something, walk away from it for a few weeks, focus on some other part of the game, then come back to it and try again. Don't just dive headlong into making your game. You'll just end up with a spaghetti mess of nothing particularly good. (Of course, once again, I could benefit from a bit more of my own medicine, but I digress. Do as I say...)

    You're never going to be able to go toe-to-toe with the Big Boys and win. You stand just as much of a chance as running faster than a Ferarri in a 100-meter dash. Instead, poke around and find one of the many, many, many niches that the Big Boys simply don't cater to. Remember, though they'll beat you at their own game, they're not interested in anything that won't make them lots and lots of money; if they don't even show up for the game, you've got a real chance at winning. You'll never beat them at making a realistic football game. You can bypass them entirely by making a wacky football game with exaggerated physics, corny sounds, and goofy images. If people like playing it, you'll be in business--regardless of whether or not it has AAA production values!

    --

    Obliteracy: Words with explosions

    1. Re:Wherein I Pontificate And Ramble by cubicledrone · · Score: 1

      Nothing cool ever gets made by a big company.

      Ever.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    2. Re:Wherein I Pontificate And Ramble by Aaul · · Score: 1

      If I had mod points, you'd have them. This comment is dead-on and applies to more than just video games. I think a problem that a lot of people have in every conceivable field is unrealistic expectations from the beginning. For instance: becoming a musician (since I am currently training to be a professional musician) is hard work. If you want to make a career out of it (and by career, I mean your sole means of financial support), you have to bust your ass and put in the hours. You have to start from somewhere, and realize you're going to fail (probably many times). The difference between the people who give up and go do something else and the people that make it to the top is that the people that make it learn from the failures and use them to improve.

      If you start a career (such as developing games) with the expectation that your first title is going to land you a deal at a big publisher like EA or something, you're bound to failure, unless you happen to be one of the lucky freaks who are just born with massive innate talent (ie: Jimi Hendrix with guitar and music). It's going to take a lot of work, is the premise of my comment I guess.

      I think it was mentioned that Warren Spector doesn't say to actually give up, but to instead avoid trying to sign deals with companies like EA. Slightly off-topic, but the same could be said for any budding musician (avoid the record labels like the plague).

    3. Re:Wherein I Pontificate And Ramble by mcvos · · Score: 3, Insightful
      Don't "just give up". Instead, come to terms with the fact that you can't compete with the big guys on their home field.
      Although the summary doesn't sound like it, this is exactly the message of TFA. "Just give up" would make no sense whatsoever; there are tons of successful indie game companies.
      1. Know your strengths and play to them.
      2. Know your weaknesses and how to compensate for them.
      3. HAVE A REALISTIC PLAN AND STICK TO IT.
      That sounds pretty much like what I'm planning to do. I'm hoping to make a start in the game business (and I'm probably one of the millions), and I figured it's best to focus on a niche that I know and love, that'd not too demanding in areas I'm not so good at, and has lots of room for improvement and good ideas. So I'm going to make complex strategy games.

      There are lots of 2-man teams writing good strategy games, gamers are still enthousiastic about 11 year old graphicsless games like Stars!, and although I love the genre, with every game I play, I see tons of things that could be improved, the most important one being the AI; it's usually awful, while I majored in AI and am reasonably good at strategy games myself. Sounds like this is exactly where my strengths lie and where my weaknesses (graphics) don't matter too much. So it's a tiny niche, it's still big enough for me. I don't expect millions, but making a living this way would be really nice.

      The plan: choose a game that's not too hard to write, get the basics working, and release it. If it's not good enough to ask money for it, just give it away, so people can try it and want more. Meanwhile, that's what I'll be writing: better interface, better AI, more depth, possibilities and what have you, and the next version is going to be sold for actual money. If I can sell 5000 copies for $10 each, I can eat for a year. Doesn't sound too ambitious, I think. I hope.

      Ofcourse I have no idea if this will work, but hopefully you'll know in a year. Maybe two; I haven't quit my day job yet.

    4. Re:Wherein I Pontificate And Ramble by American+AC+in+Paris · · Score: 1
      If I can sell 5000 copies for $10 each, I can eat for a year. Doesn't sound too ambitious, I think. I hope.

      That's actually a pretty ambitious goal, but it certainly isn't outside the realm of possibility. More important is that you're clearly approaching this with a level head, which will be a lifesaver further down the line. While you're planning, consider some of the other essential facets of strategery games and tick off how you fare at them. A few off the top of my head: scenario-building, unit balance, and user interface. These are all areas that lean more towards "art" than "science", even though it may at first seem like a fairly straightforward matter of making the numbers match.

      The day job is an absolute necessity, unless you're lucky enough to have other means to survive. Hang onto it until you're totally comfortable letting go!

      Best of luck to you!

      --

      Obliteracy: Words with explosions

    5. Re:Wherein I Pontificate And Ramble by st1d · · Score: 2, Funny

      Oh, horsehockey. If you want to do it, do it right. First thing, go out and lease the most office space you can afford. Second, make sure the office is set up "properly", or you'll never attract the kinds of investors you need. Third, use the incoming investment money to lease the most powerful servers and workstations money can buy. Fourth, hire fresh-out-of-college kids for as much as you can afford to pay them. You want the best, don't you? Money==skill is a rule to live by. Sixth, with everything in place, spend godawful amounts of money on press releases, ads, and so on, until everyone knows your company's name, whether they want to or not.

      Lastly, set up meetings with analysts to decide what kind of game might do well in the current market, and set up meetings with your development team to begin the planning stages... :)

      --
      Microsoft has just released their much anticipated hands-free cordless mouse. Warning, it may hurt a little at first.
    6. Re:Wherein I Pontificate And Ramble by KDR_11k · · Score: 1

      A mediocre sports title from EA will still fly off the shelves; a mediocre sports title from Bob's Country Games Bunker will languish on Bob's own downloads page.

      The difference is advertising. EA spends millions on advertising, without it their games wouldn't sell either. If an indie dev could cough up for the ads they'd see a lot more success than their non-advertising peers.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:Wherein I Pontificate And Ramble by __aaclcg7560 · · Score: 1

      I'm doing something similar but a lot less ambitious. I'm still working 40 hours a week at my regular job, and planning to spend 10 to 20 hours a week on my game title for the next year. My goal is to recover my costs (approximately $3,000 or 300 copies @ $10 USD) and anything after that is pure gravy. If I make enough money to develop another title, I'll do that. I wouldn't mind doing one new title per year if possible. If it fails, then it will be learning experience for when I go full time as a consultant in five years.

    8. Re:Wherein I Pontificate And Ramble by __aaclcg7560 · · Score: 1

      You forgot to include setting up a massive booth at the Game Developers Conference and E3 with a lot of nubile college girls and wild parties after the show with lots and lots of booze. That'll put your burn rate into full throttle.

    9. Re:Wherein I Pontificate And Ramble by mcvos · · Score: 1
      You forgot to include setting up a massive booth at the Game Developers Conference and E3 with a lot of nubile college girls and wild parties after the show with lots and lots of booze.
      I'm already looking forward to my new career as game developer.
    10. Re:Wherein I Pontificate And Ramble by __aaclcg7560 · · Score: 1

      You may want to reconsider... seeing your co-workers being plastered is not a pretty sight. Or the vice president singing and dancing without his pants in fishnet stockings on stage. Or the hot marketing girl grabbing her crotch while slurring a Madonna song. You need to get just as drunk to avoid being embarrassed by everyone's behavior when they lose control.

  11. Way to go! by cubicledrone · · Score: 5, Insightful

    Give up now! You cannot overcome the intertia of middle management! Twelve publishers passed on Harry Potter! Disney passed on Lord of the Rings! Skeptics always become middle managers and when they say "it'll never work" they are ALWAYS WRONG.

    Once success is achieved the cynics and the skeptics sneer with open contempt at the new ideas and the people who build them. Nothing turns my stomach more than the entitlement attitude of tall dollars. The arrogance is so repulsive there are few words to describe it. Business builds walls around the "free market" and then tells everyone how fucking stupid they are for not being able to figure out how to be an "entrepreneur."

    The fact is we, as a society, HATE ENTREPRENEURS and we do EVERYTHING WE CAN POSSIBLY DO to THWART and DEFEAT THEM. They're either "geeks" or "nerds" or circus acts on reality television after they got fired and laughed at on the other reality show.

    It makes me fucking sick. Congratulations, gentlemen. The game industry sucks ass. You got exactly what you wanted.

    --
    Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    1. Re:Way to go! by Anonymous Coward · · Score: 0

      Who Is John Galt?

      $

    2. Re:Way to go! by Anonymous Coward · · Score: 0
      Twelve publishers passed on Harry Potter!

      I only wish it had been thirteen. That series sucks. There's so much better fantasy out there being ignored.

      Disney passed on Lord of the Rings!

      If true, that's a good thing. Can you imagine what they would have done to it?

    3. Re:Way to go! by kleptonin · · Score: 1
      Can you imagine what they would have done to it?

      Yeah, put god damn Tim Allen in it.
    4. Re:Way to go! by Jurrasic · · Score: 1

      Ayn Rand was stupid. To all her glorification of monopolies in 'Atlas Shrugged' I have one word to say. Microsoft.

      --
      Devil bunnies! I snort the nose! Lucifer! Banana! Banana!
    5. Re:Way to go! by Bent+Mind · · Score: 1

      I'm not sure if you mean the movie or cartoon. However, Disney wanted Lord of the Rings, the cartoon. J.R.R. Tolkien told them no, based on Disney's inability to follow a story line.

      As for any thoughts I may have on big-name vs. indie games, A few years ago my wife wanted to buy a PS2. Her main reason for wanting the PS2 over the XBox was the complete lack of casual games for the XBox. As it happened, I won an XBox in a contest. We did pick up a couple of games for it, that are never played. I put Linux on it and now all the games played on it are from indie developers. It seems to me that if the game consoles ever want to break out of the teenage market, they should embrace indie developers. With a $700 (or was it $800) price tag on the new PS3, I don't see a lot of teenagers buying the next generation systems.

      --
      Request a Linux Shockwave player here: http://www.macromedia.com/support/email/wishform/
    6. Re:Way to go! by poot_rootbeer · · Score: 2, Insightful

      Twelve publishers passed on Harry Potter! Disney passed on Lord of the Rings! Skeptics always become middle managers and when they say "it'll never work" they are ALWAYS WRONG.

      That's utter bullshit.

      For every Harry Potter that some publisher OUGHT to have snagged but decided not to, there's a slush pile a mile high of manuscripts that will never get published anywhere, because they're complete garbage.

      Sometimes when someone says "it'll never work" it's actually because It Never Will Work. Skepticism is healthy; embrace it.

    7. Re:Way to go! by cubicledrone · · Score: 1

      I'm not sure if you mean the movie or cartoon.

      The most recent trilogy. Disney passed claiming a "limited audience for the genre." Six billion box office. 17 Academy awards. Some limit.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    8. Re:Way to go! by cubicledrone · · Score: 1

      Nope. They're always wrong. Always. Every single time. Took Disney TEN YEARS to make Lilo and Stitch. $200 million box office. Every single major network passed on American Idol. Every. Single. One.

      For every Harry Potter that some publisher OUGHT to have snagged but decided not to, there's a slush pile a mile high of manuscripts that will never get published anywhere, because they're complete garbage.

      12 publishers thought Harry Potter was complete garbage.

      300 million people disagreed.

      The publishers were wrong.

      Like they always are.

      Always.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    9. Re:Way to go! by Anonymous Coward · · Score: 0

      Nope. They're always wrong. Always. Every single time.

      -

      The publishers were wrong.

      Like they always are.

      Always.


      Listen to you! You are so skeptical and cynical!

    10. Re:Way to go! by cubicledrone · · Score: 1

      You are so skeptical and cynical!

      Skepticism is a belief. These are facts. Just about every successful anything: book, television show, whatever, was turned down repeatedly prior to being given a chance and then succeeding. Given how often publishers are wrong, it's incredible that anyone listens to them at all. Every time one of their "it'll never work" rejects is given a chance, they are PROVEN wrong.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    11. Re:Way to go! by mgblst · · Score: 1

      The point he is trying to make is that the people who judge whether something is good or not (ie whether they will pick up the project), are not really that great judges. They have passed on making some great money -winners, so why should we listen to these people?

  12. Response from the indy dev's by arkham6 · · Score: 0

    Dear Mr Warren Spector

    Please die in a fire.

    Thanks,
    indy devs.

    1. Re:Response from the indy dev's by Anonymous Coward · · Score: 2, Informative

      Dear Mr Representative of indy devs everywhere

      Please RTFA

      Thanks,
      me.

  13. Similar 20th Century Fox talking about indy films by Willie_the_Wimp · · Score: 4, Insightful

    Really, this is like the big movie companies telling small indie movie producers that they don't have a shot in hell at getting a huge movie distribution deal. Duh. Of course the barriers to entry are monumental, but there are great indie films coming out all the time. Occasionally one will hit the radar of the big time and get picked up, but generally it is under recognized.

    However, indie film directors don't make films with the intent of securing a huge deal, they make them because they love the art. I assume the indie game producers think the same thing: I make games because I love the craft. If I happen to hit a big success, great... but it's not my driving motivation.

    Just an indication that the people on the panel are now tuned to business ideals, vs. the craft. Not surprising or unexpected, but still myopic. Fred.

  14. Pitfalls and Pigeonholes by umbrellasd · · Score: 2, Funny
    Wait a minute. My marriage feels like it costs me a billion dollars, there's definitely a billion pitfalls, and my wife has had me pigeonholed for years.

    Where were you when I needed you, Warren!

  15. As a gamer I'd like to say to Spector: by Sycraft-fu · · Score: 2, Insightful

    Shut the fuck up. There are many good indy games out there. Some of them even gain a fair amount of distribution. I like Marble Blast, I like Oasis, I like Bridge Builder. I don't care is Spector doesn't think things like that are worthwhile, I like them, I bought them.

    There's room in the market for all kind of games. There's room for multi-million dollar blockbusters that have tons of good art and music, there's room for simple, quick 2D games. There's room for games so simple you just walk around and shoot monsters, and room for games that are so complex it takes a month to learn to play properly.

    Better yet, there's room for all those on one system.

    I have a good game system and I regularly play games like Quake 4 that tax the hardware and clearly had tons of effort given to graphics and sound assets. However I also enjoy playing a simple, unintensive game like Oasis.

    There's room for both in the market. I encourage the indy developers to keep doing their things. Will you get rich? Probalby not but you'll make people happy, and maybe even make some money along the way. If that's enough for you, don't let some tool who produces as many misses as hits tell you not to do what you love.

  16. BS by i_am_the_r00t · · Score: 1

    from mobygames website:

    "Warren Spector received his BS in Speech from Northwestern University "

    no kidding!!!

  17. not entirely by snuf23 · · Score: 2, Insightful

    The "casual" game market has expanded substantially over the past few years. Companies like PopCap have been publishing lots of little games and seeing great success with ones like Bookworm and Bejewelled.
    Console networks such as Xbox Live are creating new ways for these little games to get into people's houses. Hopefully Nintendo's Wii and the PS3 will offer the same.
    Lower development costs also mean lower cost to sell the game. The same goes for distribution - no need for retail packaging and fighting for shelf space.
    I had a lot of fun playing Oasis last year. It's a great little strategy/puzzle game. It's great for busy people who don't have time to commit to a large complicated game. I think there is plenty of oppurtunity for this type of developement.
    Interestingly enough a developer can make more money if they have a casual game catch on then they would as a salaried slave for EA.

    --
    Sometimes my arms bend back.
  18. About twenty years ago... by goofyheadedpunk · · Score: 3, Insightful

    I don't know, that sounds pretty familiar. Hmm... let's try this:

    Fellow panelists echoed this sentiments, telling a room full of scruffy hackers, academics, and professional software developers that moonlight as "free" software hackers that the path to entering the $7-billion market is fraught with more pitfalls than DOS boxes running BBSes. While opportunities for hobbyists do exist, no serious software can be supported by any less than paid programmers working for corporations. Hobbyists often have to deal with past projects that pigeonhole them and potentially hamper future expansion.

    I am of the opinion that Free (think freedom) games can do very well in the current climate, assuming that you don't play the same rules as everyone. Games that are simple at their core but allow for easy community extension and are backed with a strong sense of what the eventual story should be, while putting an emphasis on the game actually being fun to play could probably get a sizable following. Sure, you won't make millions and you won't be able to animate the fur of the rats in your film-noir inspired MMORPG revenge game, but you and a bunch of other people might have fun with it.

    That's the point of games, to have fun (and maybe learn), right?

    --

    What if the entire Universe were a chrooted environment with everything symlinked from the host?
  19. Re:Solutions? by tepples · · Score: 1

    It should be possible to write a program such that you can easily develop a game.

    Clickteam makes such products, but those work only on PCs, not consoles or handhelds.

  20. Well with games by Sycraft-fu · · Score: 1

    The barrier for entry is almost non existant. Make a game, distribute on the web. Now if you mean the barrier for entry to get somethign distributed in major retailers, yes that's high, but you can just sell your game online if you like. People are used to that kind of thing and it does work. You won't get rich, but then getting rich is not the one and only yardstick of success.

    The Internet really is the ultimate equalizer for distribution. Provided what you are selling is something people accept as something that should come from the web, you need nothing else than to get the word out. Look at Red vs Blue. From a free cartoon that a couple people watched online to a huge sensation that sells a bunch of DVDs and other merchandise. They didn't have any ad deals, didn't sign with any publishers, they just made their material available such that anyone with Internet access could get at it (speaking of which I need to order my 4th season DVD).

    1. Re:Well with games by linvir · · Score: 2, Insightful
      You won't get rich, but then getting rich is not the one and only yardstick of success.
      And here we find the disconnect. To the sort of person who tells indie developers to "give up", getting rich is the one and only yardstick of success.
    2. Re:Well with games by Jeff+DeMaagd · · Score: 1

      The barrier for entry is almost non existant. Make a game, distribute on the web

      The barrier is making the game. Making comics, blogging or producing a series of very short videos is a lot easier than making a game.

      I do think getting a good game deal is getting noticed and having a compelling project idea. Getting noticed might come in the form of collaborating on an open source or shareware game.

    3. Re:Well with games by fm6 · · Score: 1
      The barrier for entry is almost non existant. Make a game...
      That particular barrier is probably a tad bigger than you realize. Assuming, of course, that your game is more than just another Tetris clone.
  21. Didn't Microsoft Just Tout Xbox Live by Anonymous Coward · · Score: 0

    Didn't Microsoft just tout Xbox Live as a starting point for indie developers to get a foothold in the market?

  22. Lockout chip business model by tepples · · Score: 2

    self publish

    On which platform?

    • PC: Typically used with a screen too small to fit four players.
    • PS2: Lockout chip.
    • GameCube: Lockout chip.
    • Xbox: Lockout chip.
    • DS: Lockout chip.
    • PSP: Lockout chip.
    • GP2X: Tiny user base, and not sold in brick and mortar stores in English-speaking countries. Not many people have an idea that's strong enough to sell a $200 system by itself.
    • Smartphones provided by Verizon: Lockout chip.
    • Xbox 360: Lockout chip.
    • PS3: Lockout chip unless you buy the $600 version.
    • Wii: The big unknown.
    1. Re:Lockout chip business model by irc.goatse.cx+troll · · Score: 1

      "PC: Typically used with a screen too small to fit four players."

      Or you could use the magic of the internet to only show one screen per person. Theres also plenty of types of games where you don't need to splitscreen to have >1 person, like fighting games, party games(You Dont Know Jack is fun for the whole family), bomberman-style games, or any other number of innovative ideas.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    2. Re:Lockout chip business model by misleb · · Score: 1

      PC: Typically used with a screen too small to fit four players.

      How is this a barrier to indie development?

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    3. Re:Lockout chip business model by Kyro · · Score: 1

      "It also will be home to new games conceived by indie developers whose creativity is larger than their budgets."

      -- From http://wii.nintendo.com/hardware.html on the bit about Virtual Console.

      --
      save the GNUs!
    4. Re:Lockout chip business model by tepples · · Score: 1

      If a PC monitor can't comfortably accommodate four players around it, then any multiplayer game must be networked. Network play within a household requires a $2000 PC because it requires four $500 PCs. Consoles, on the other hand, can fit up to four players on one screen, which isn't always split.

    5. Re:Lockout chip business model by mcvos · · Score: 2, Insightful
      If a PC monitor can't comfortably accommodate four players around it, then any multiplayer game must be networked. Network play within a household requires a $2000 PC because it requires four $500 PCs. Consoles, on the other hand, can fit up to four players on one screen, which isn't always split.
      So that's one specific style of game where indie developers are out of luck. There are plenty of other opportunities for indie devs, however.

      But since we're doing unreasonable complaints, here's mine: a friend and I want to make computerised board games that you play on a large, touch-sensitive screen laying flat on the table. But nobody is publishing suitable hardware for this kind of game! What's an indie dev to do? It's not fair!

    6. Re:Lockout chip business model by EvilIdler · · Score: 1

      If you have the homebrew stuff, you can flash GBA/DS games that will run
      in any unmodified such handheld.

    7. Re:Lockout chip business model by tepples · · Score: 1

      So that's one specific style of game where indie developers are out of luck.

      The very existence of "one specific style of game where indie developers are out of luck" due to anticompetitive actions by all major video game console makers indicates that the mandate "To promote the Progress of Science and useful Arts" is failing.

      There are plenty of other opportunities for indie devs, however.

      Which are these opportunities?

      a friend and I want to make computerised board games that you play on a large, touch-sensitive screen laying flat on the table. But nobody is publishing suitable hardware for this kind of game!

      Tablet PC. But at least your situation is obviously implausible, where "nobody is selling suitable hardware" as opposed to the console situation where "everybody is selling suitable hardware but all the hardware vendors have specifically crippled the firmware to make it incompatible with programs from startup companies". What genre and platform should I start out with so that I can raise enough money to make a four-player family/party game?

    8. Re:Lockout chip business model by tepples · · Score: 1

      If you have the homebrew stuff

      I want to move out of my parents' basement using my video game development skills. How can I do this with the help of the homebrew scene?

    9. Re:Lockout chip business model by misleb · · Score: 1

      But that is a "problem" with the PC in general, not just one for indie developers. PC and console games have slightly differnt markets. Personally, I've never considered lack of 4 players on the same screen to be a problem. I just don't play those types of games. How is this a barrier to indie developers in particular?

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    10. Re:Lockout chip business model by undeaf · · Score: 1

      PC: Typically used with a screen too small to fit four players. Ever heard of multimonitor? That would be good for both split screen type games, and even for games like bomberman. If you have an LCD screen that can rotate 90 degrees, or a widescreen, that would allow for relatively good spliting of one screen into two, and if you did have the computer plugged into a TV as well as a monitor or two, then the tables turn completely in this regard.

    11. Re:Lockout chip business model by mcvos · · Score: 1
      The very existence of "one specific style of game where indie developers are out of luck" due to anticompetitive actions by all major video game console makers indicates that the mandate "To promote the Progress of Science and useful Arts" is failing.
      I'm not sure what that mandate has to do with it, and those anticompetitive actions haven't closed all opportunities to indie developers; the PC is still wide open.

      I do agree that those anticompetitive measures for consoles suck, and I wouldn't even be surprised if they'd were illegal in the EU. I definitely think they should be.

    12. Re:Lockout chip business model by tepples · · Score: 1

      How is this a barrier to indie developers in particular?

      If an indie developer has a PC-based prototype implementation opf a party game, which could be the next Bomberman or Smash Bros., the indie developer has no suitable platform on which to market it. All the consoles have a lockout chip, and the PC's monitor is generally too small to fit four people around it.

    13. Re:Lockout chip business model by tepples · · Score: 1

      those anticompetitive actions haven't closed all opportunities to indie developers; the PC is still wide open.

      So if the option of developing a 4-player party game is closed to indie developers, then what genre should indie developers who want to eventually develop a 4-player party game start on?

    14. Re:Lockout chip business model by nutsy · · Score: 1

      Lockout chips, you say? Where there's a will, there's a way.

    15. Re:Lockout chip business model by tepples · · Score: 1

      Except the lockout chips in modern disc-based consoles (other than Sega Dreamcast) are more sophisticated than, say, the CIC in the NES. It takes a lot more than -5V to mod an Xbox.

    16. Re:Lockout chip business model by misleb · · Score: 1

      If an indie developer has a PC-based prototype implementation opf a party game,
      which could be the next Bomberman or Smash Bros., the indie developer has no suitable platform on which to market it. All the consoles have a lockout chip, and the PC's monitor is generally too small to fit four people around it.

      Ya, I get that. But somehow people still manage to make PC games without hitting this "PC screen too small" barrier. The indie PC developer is at no more a disadvantage than any other PC game developer, big or small.. at least as far as screen size goes.

      Why are you focusing on party games which would require a 4 way split screen? Is this the only kind of game an indie developer could come up with?

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    17. Re:Lockout chip business model by tepples · · Score: 1

      But somehow people still manage to make PC games without hitting this "PC screen too small" barrier.

      And you tend to get stagnation, where FPS/RTS/MMORPG is the only thing that any publisher tries to sell.

      The indie PC developer is at no more a disadvantage than any other PC game developer, big or small.. at least as far as screen size goes.

      But the PC-only game developer is at a disadvantage against the multiplatform game developer, which has access to platforms that are typically used with larger screens, and indies can't be multiplatform developers yet.

      Why are you focusing on party games which would require a 4 way split screen?

      I'm focusing on 4-player games that do not require a split screen. Games such as Bomberman, Custom Robo, and the like fit four players into one camera's view, not four cameras as is the case in Goldeneye or Halo.

    18. Re:Lockout chip business model by misleb · · Score: 1

      And you tend to get stagnation, where FPS/RTS/MMORPG is the only thing that any publisher tries to sell.

      This could actually work in favor of a PC game developer who wants to do something different and unique. The problem for the indie developer is really competition on the PC. Everyone and their brother is trying to sell games for the PC. Go to any computer store and check out the racks of games. The market is saturated.

      But the PC-only game developer is at a disadvantage against the multiplatform game developer, which has access to platforms that are typically used with larger screens, and indies can't be multiplatform developers yet.

      On the other hand, the PC is a platform that typically has access to more complex and varied input devices. Some kinds of games which require keyboard or mouse input are better played on PC. Although it is changing somewhat because consoles now have 'net access, consoles typically do not support RTS or in-depth RP games very well. Most of such titles are for the PC.

      I'm focusing on 4-player games that do not require a split screen. Games such as Bomberman, Custom Robo, and the like fit four players into one camera's view, not four cameras as is the case in Goldeneye or Halo.

      Ok, but WHY are you focusing on these types of games?

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    19. Re:Lockout chip business model by tepples · · Score: 1

      WHY are you focusing on these types of games?

      Four-player games are the games I grew up with, and they are the games that the kids stay glued to at family reunions.

    20. Re:Lockout chip business model by misleb · · Score: 1

      Four-player games are the games I grew up with, and they are the games that the kids stay glued to at family reunions.

      But clearly this is not the only type of game that an indie developer could come up with. You're totally ignoring the advantages that the PC have over the console as I pointed out in the text that you snipped.

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    21. Re:Lockout chip business model by Anonymous Coward · · Score: 0
      what genre should indie developers who want to eventually develop a 4-player party game start on?


      I hear that whining on Internet forums about how The Man is keeping you down is a popular genre. How about you try that?
    22. Re:Lockout chip business model by __aaclcg7560 · · Score: 1

      What genre and platform should I start out with so that I can raise enough money to make a four-player family/party game?

      If your idea is so hot, why don't you put together a business plan (including market research and game design document) and raise the money from investors?

      I'm currently in the process of doing that right now. My angle is a lot more different since I'm focusing on developing a small game to sell off a website business model. Since I plan to work full time at my regular job and work on this project on a part time basis, I'll probably spend $3,000 out of my own pocket. There's a lot of ways to approach this. (Whining on /. is not one of them.) You just need to do the hard work of figuring out how to make this happen.

    23. Re:Lockout chip business model by __aaclcg7560 · · Score: 1

      Are you serious? Get a job in the video game industry. Work 60 to 80 hours per week for months on end should beat some common sense into you. If that doesn't suck the life out of you, and you still want to develop video games, find the right people to share the dream with. I think the days of one person creating a game that sells a million copies to get out of your parents' basement is long gone. From all your posts that I read, it seems like you're looking for the easiest way out. As with anything in life, you need to work hard and pay your dues.

    24. Re:Lockout chip business model by MendicantMonkey · · Score: 1

      What is wrong with a PC with TV-Out?

  23. Revenue isn't everything by neostorm · · Score: 1

    Warren Spectors perspective on this subject is entirely one dimensional. He assumes that all Indie developers want to do is makes games so they can strike it rich and be successful.

    I develop and publish independant games for fun. I always set the bar as high as possible and I try to create as great a piece of entertainment as I can under my limitations. Human kind did not give birth to entertainment and media to make money. It was formed because people had stories to tell and ideas to share.

    So do not tell indie devs to give up. most of them are independant and creating games because they want to push their own ideas into a format they love and share it with an audience. Screw money and success, those are evil anyways.

  24. Counterexample: Apple by advid · · Score: 1

    The iPod and MacOS X?

    They're cool. Albeit geeky.

    --
    - "I'll probably get modded down for this."
    1. Re:Counterexample: Apple by Shai-kun · · Score: 2, Insightful

      The ipod fucking sucks.

      --
      ...or so I've been told.
    2. Re:Counterexample: Apple by cubicledrone · · Score: 1

      iPod

      Invented by an individual, approved only because Steve Jobs is smarter than the next 500 corporate CEOs combined.

      MacOS X

      Steve Jobs again.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    3. Re:Counterexample: Apple by Anonymous Coward · · Score: 0

      Yeah, well, that's just, like, your opinion, man.

  25. Re:Solutions? by Daxster · · Score: 1

    And we all know Game Maker is far superior to The Games Factory :-P

    --
    Death by snoo-snoo!
  26. software does not need an "industry" by Anonymous Coward · · Score: 0

    software doesnt need a typical "industry" with marketing and all the massive overhead

    it doesnt even need a publisher

    make a program with a free dev-environment, that is moderately useful and put in on a website

    nothing more to it

  27. Re:Solutions? by Deltaspectre · · Score: 1

    Something like Torque?

    www.garagegames.com

    --
    My UID is prime... is yours?
  28. It's the age of the Internet by Dr.+Sp0ng · · Score: 1

    Independent content authors of any kind have never had bigger opportunities to topple the big guys. Of course, by "topple the big guys" I really mean "become one of the big guys," but that's really the goal anyway.

  29. An example by Hylis · · Score: 2, Interesting

    Three years ago, I had an advice from a ultimately big publisher, responsible of european aquisition:"maybe you can try to do something else than games on PC or console" clearly meaning:"just give up".

    Now, we have sold our first half million of PC games. And with a free game released in january, we have one million new player every month. On Gamespy online players, we would always be in the top10, and first in it's gendra: car racing. Our game rank more than 80% on Metacritic. We made our first game with one graphic artist and received 80% on Gamespot. Now, we are offered millions of dollars to develop on console.

    I don't say they are wrong to warn you. Today, I would not try to pitch a game based on a an idea to a publisher or to develop a common PC/Console game from scratch. But I think of many ways to start.

    You are right to believe in what you believe, or you are wrong. That's just what I wanted to say.

    Founder of an indie studio

    1. Re:An example by Optic7 · · Score: 1

      Any chance you could tell us what your game is so we can check it out?

    2. Re:An example by Hylis · · Score: 1

      TrackMania

    3. Re:An example by Anonymous Coward · · Score: 0

      What a shame that your game uses Starforce. Otherwise, I would have loved to check it out as well.

    4. Re:An example by Anonymous Coward · · Score: 0

      You have windows, what a shame. You can look at a video http://www.noos.fr/focus/tm_nations/Trailer_TM_Nat ions_ESWC.zip

    5. Re:An example by Anonymous Coward · · Score: 0

      While you are here I'll pass on my congratulations - I only have the TMNations demo but it really is a great, fun game.
      I'll be popping out to buy the game as soon as I get that last gold medal.

  30. Who can afford a set-top PC? by tepples · · Score: 1

    Or you could use the magic of the internet to only show one screen per person.

    Then your game suddenly costs $360 per year for the upgrade from NetZero dial-up to duopoly broadband, and forget about sales to those parents who won't let their minor children use the Internet.

    Theres also plenty of types of games where you don't need to splitscreen to have >1 person, like fighting games, party games(You Dont Know Jack is fun for the whole family), bomberman-style games, or any other number of innovative ideas.

    I know that. My entire complaint is that fighting games, Mario Party style games, Bomberman style games, etc. almost always remain console exclusives, so end users never find a reason to buy a PC to connect to a TV. This is a chicken and egg scenario (no set-top PCs because no set-top style PC games, and no set-top style PC games because no set-top PCs). How do you suggest that an independent video game developer break this cycle? Does it require coming up with a title that's so attractive that it's worth spending 600 USD on a second PC to set on top of the TV?

    1. Re:Who can afford a set-top PC? by Anonymous Coward · · Score: 0

      Then your game suddenly costs $360 per year for the upgrade from NetZero dial-up to duopoly broadband, and forget about sales to those parents who won't let their minor children use the Internet.

      Surely then they're not your target market, are they?

    2. Re:Who can afford a set-top PC? by irc.goatse.cx+troll · · Score: 1

      I just find it hard to believe he was refering to console dev, considering theres really never been any indy market there. Granted for a while you had the dreamcast which would run off the shelf burned cdroms, but that wasnt until it was already pretty much dead. Before that you had the PSX, saturn, and N64. First two needed chips to run indy games(if any existed), third never did. Before that, SNES/Gen which required expensive hardware to write to.

      Meanwhile anybody can write a game on pc and be no worse off than a big name devel.

      Also, the person who said this was Warren Spector, the man behind Ultima, Theif, Wing Commander, Deus Ex, etc. All PC games(though some with console ports).

      I'll admit I didnt RTFA so maybe I missed a lot of context, but the quote as it was represented makes me think he was talking PC, not console.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    3. Re:Who can afford a set-top PC? by tepples · · Score: 1

      Meanwhile anybody can write a game on pc and be no worse off than a big name devel.

      Except I want to make a multiplayer game for Everyone, and Internet play results in a nearly automatic Teen rating due to COPPA. How do I fit four people around one PC monitor if most PCs aren't connected to televisions? Not all games benefit from being networked with a separate view for each player; games that don't benefit include Bomberman, Tetris, and Smash Bros.

    4. Re:Who can afford a set-top PC? by tepples · · Score: 1

      Then what is the target market for family/party/same-screen multiplayer games developed by independent developers? If I want to develop such a game, which platform should I choose?

    5. Re:Who can afford a set-top PC? by KDR_11k · · Score: 1

      If I wanted to make a complete simulation game that beats Spore, how long would it take?

      Some titles just shouldn't be touched while your company is still small. Work on titles that fit your platform and wait until you've got more ressources before you branch out.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  31. Sad... but True-Tilt! by Anonymous Coward · · Score: 0

    "The sooner people realize a good game doesn't need great graphics (like how good movies don't need great special effects), the easier the lives of the indy guys."

    I see that pong is the number one game just ahead of oblivion. Go gameplay!

  32. Pffff by outSource · · Score: 1

    Although I will agree that working with "big" publishers is not smart for indie developers, I wouldn't tell them to "give up", I think the overall message is wrong. Just because big publishers don't want to "waste" their money on an indie title that probably won't gross much money in the mainstream market (and I guarentee you, that's why Spector is saying to drop the idea) doesn't mean you don't have to opportunity to introduce the latest Brain Age.

    Oh, you didn't know? Brain Age is technically an indie title. Very small amount of cash went into it, there were a total of 3 (!) programmers (compare that to the usual 20+ on "big" projects) on the staff, and it has grossed a very healthy amount of cash for such a "low profile" project. Granted, Brain Age was lucky enough to be published by Nintendo, but who's to say that the big publishers aren't willing to push indie titles to the main stream? With the Wii, we might even see this, and we've already gotten a glimpse with Live Arcade. If anything, it's starting to become more feasible that indie titles will be available on consoles either through the more simple route of Virtual Console or Live Arcade, or by being published by some risk-taking company.

    Indie development is live and well - it can only get better if we push our products to the high standards required by "big" publishers, and at least try to get them published. You never know what can happen if you're persistant enough :)

  33. Warren is a great guy, but... by Anonymous Coward · · Score: 0

    He's only saying that because he has not been able to find some sucker to fund his game ideas; he's bitter, pissed off, and burned out.

  34. checked on 2 old timers i bought from in 90's by hurfy · · Score: 1

    I don't know about any others but i bought some games from william soleau long long ago. He seems to still be making out ok in his little niche. Looks like a 3+ person operation now. Great little logic puzzles and stuff. Oilcap was one of my favorite DOS games, recently bought a windows version and more from him.

    The other one i remember was Moraffware who also seems to still be around, tho pretty quiet for awhile it seems. Nonetheless i may buy a CD of his stuff :) I remember his cause i had some logic games that ran in everything from monochrome to svga+ (16 video resolutions on one of em!) very nicely at a time when vga was cutting edge.

    Very nice stuff from both, glad they are still available, think i'll buy a disk or two for support :)

    Rock on and good luck
    Never know what may happen

  35. What is Warren smoking? by BruceTheBruce · · Score: 1

    Online distribution has become pervasive enough that even the BIGGEST names in publishing are looking for content from the smallest of developers, and Warren repeatedly goes off telling the little guy to give up? I agree with some of what he says. A small team hoping to get signed to make the next Half Life or Halo just isn't going to happen, but in reality it's a great time to be a small developer with a good idea.

  36. Alternate forms of distribution by complexmath · · Score: 1

    When Valve announced Steam I'll admit I was skeptical it would be a success, but it certainly has been. The thing is, while development costs of games are undoubtedly skyrocketing with the ever increasing focus on high-end graphics and audio, new distribution avenues are coming available that are, for the first time ever, a potentially viable alternative to obtaining shelf space at K-Mart. Online distribution alone may not yet result in enough revenue to pay for the development of a modern title, but it might be sufficient for a quirky indie game developed on a smaller budget. Heck, Serious Sam was developed for next to nothing and turned out to be a resounding success despite somewhat shoddy graphics, poor audio, and limited distribution. I agree that indie developers are taking a huge risk by attempting to compete with established game developers, but that's not the same as saying they're doomed to failure. It also helps that, like Hollywood, large game developers are now ruled by misguided market research that absolutely prohibits innovation as an unnaceptable risk. Just as Hollywood is seeing the end of the blockbuster era, so too will the game companies eventually realize that gamers aren't all mindless drones intent on buying every new rehash of a tired old idea just because it's made so So And So or because it has a well-rendered half-naked girl as the main character.

  37. They are afraid of us by Anonymous Coward · · Score: 0

    Large corporations fear the Indie developer.
    They know that this is where the new ideas come from.

    So they will do ANYTHING to try and put a roadblock in
    the way of indie development. This includes payola and
    anti-competitive activities on a massive scale. When that
    doesn't work they try and purchase the company, effectively
    killing the indie spirit (though sometimes properly rewarding
    the founders). This is just rhetoric that attempts to further
    the aforementioned agenda.

    Never let anyone tell you, you can't do something you want to do.

  38. Four player PC: -1 Dumb by AHumbleOpinion · · Score: 1

    PC: Typically used with a screen too small to fit four players.

    I realized you had to stretch to find something bad about the PC but that's all you could come up with, man that's lame. Four player spit screen is a workaround for a lack of networking, of having to get everyone in front of the same console and same TV. Now that console's are getting true networking you will see a move away from that. The console is moving towards the PC in this regard.

  39. I guess you've never heard of web games by jchenx · · Score: 4, Insightful

    PC: Typically used with a screen too small to fit four players.

    That doesn't make sense at all.

    First of all, the indie dev community is alive and well. You'll find most of them working on web games: from larger houses such as GameHouse and PopCap, to your Garage Games, Reflexive Entertainment, etc. You can play a lot of these games at sites like http://games.msn.com/ http://games.yahoo.com/ http://www.realarcade.com/ and more.

    Most of the games they make are single-player, but some can be multiplayer. And you're an idiot if you think that all multiplayer games must require broadband (as you alluded to in another comment).

    As for getting on consoles, MS is leading the way with Xbox Live Arcade, where you can find a number of games by indie titles. And they're selling quite well. Both Nintendo and Sony are hinting towards having downloadable games to consoles as well, although it's still unknown whether they are welcoming indie developers the same way. I would imagine they have to, and that would be a good thing.

    Now, if you're lamenting that an indie developer is never going to be able to create the next Halo or Madden title, then that's probably true ... since those games feature high production values. But that doesn't mean indie companies can't make fun games, or make money to boot. They can, and are.

    Once the indie developers start getting larger and have more capital, then you will see them start creating more traditional console titles. They'll work with the platform companies in the usual way, so they're more like regular developers now.

    --
    -- jchenx
    1. Re:I guess you've never heard of web games by aztektum · · Score: 1

      Additionally when it comes to PC games, if you're worried about cramming four people around a monitor then you're not playing the right game. PC games have been online for over a decade. Any developer, indie or otherwise, that decides to only offer up 4 player multiplay on a PC that requires four people to cram around a monitor probably SHOULD follow the advice of the article. They obviously are not developing to the strenghts of the platform and lare doomed to failure.

      --
      :: aztek ::
      No sig for you!!
    2. Re:I guess you've never heard of web games by Zeussy · · Score: 1

      There is also plenty of room in mobile phones games, yeah they might be a bitch to make, no consistant platform/screensize/system specs/os between them BUT its the biggest growth industry. One hell of a big market, and start-up cost's arnt all that great.

      Handhelds wouldn't be too bad either, if sony and nintendo didn't have them locked down so bad.

      Also take a look at the mod community. A fair few small time mod's have made it big, Counter-Strike, Day of Defeat, more recently Red Orchestra.

      As you also said, Xbox Live Arcade, Nintendo have said there will be content develivery for the Wii (including Indie games). There is still room, and its easier than ever to reach a wide audience. Of course you won't be competeting with the big boys. You need some serious monies to do that. But why can't you release some quirky small game, say Katamari esk, that gets a huge cult following, and you have the keys to the I.P? Who will come running to you then?

    3. Re:I guess you've never heard of web games by tepples · · Score: 1

      PC games have been online for over a decade.

      Online doesn't help in all situations. For instance, we have three school-age children in the same household and fewer than three PCs. How do they all play together? Are families expected to spend $2,400 to buy a router and four PCs if they want to play a four-player game?

      They obviously are not developing to the strenghts of the platform

      If the Games For Windows platform is the wrong target, then which platform is the correct target?

  40. WE have all the ideas, you just stay put. by More+Than+Happy · · Score: 1

    I don't know exactly who Mr. Spector is, but I'm not big on MBA-types. They try to turn every process into an assembly line. Great games have evolved into being, they aren't merely pre-concieved - chess, poker, baseball, Super Mario Bros., you name it.

    1. Re:WE have all the ideas, you just stay put. by KDR_11k · · Score: 1

      I hope you're joking. Deus Ex ring a bell? System Shock?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:WE have all the ideas, you just stay put. by More+Than+Happy · · Score: 1

      No, no, and no. Never heard of any of them.

    3. Re:WE have all the ideas, you just stay put. by MemoryDragon · · Score: 1

      Then you are not a gamer... Spector is one of the handful of gaming legends. Most of his games are classics (well except for DeusEx 2 but that one was only managed on the financial side by him he did not interfere in the creative process)

  41. Indi games have to compete on a different turf by Opportunist · · Score: 1

    Face it, you can't create the next shooter smashhit with a small budget. For that, you need a LOT of good coders, good artists, good modellers, good ... everything.

    Yes, you could in theory do it as an indie project. But the time it would take definitly kicks you out of the loop. By the time you're ready for beta, the development of technology went past you.

    As an indi dev, your chance is elsewhere. Aside of the mainstream market. So instead of competing with the studios that have more money than you'll ever see, go into the less overclaimed areas. Yes, the market for strategy and adventure is way smaller than the one for shooters and RTS.

    But the competition is smaller too!

    Also, one of your advantages is that you can take a risk. You don't have shareholders breathing down your neck that call it a failure (and call for your head) if you only made a bit more than the break even. EA can't really take a risk. They can't take a cool sounding idea and try it. If it bombs, the person responsible for it can take his hat. Will he risk it? Not in this life! He'll settle for the sequel of a hit.

    Here's your slot. Breaking even is quite doable, if you don't try to overdo it. The "risk" I mean is in the topic. It's not a financial one. Don't stretch your purse too much. There is actually a market for "lunch break games". Simple, easy games that can be played right from the CD that don't require much in terms of sophisticated graphics or level design. There's a market for party games, also something that neither requires any flashy eye candy nor 200 fps.

    What you need is a good idea. Yes, of course your idea will be coped by the studios. But you made the first one, that's why it will sell.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:Indi games have to compete on a different turf by Watson+Ladd · · Score: 1

      Id software. When they were starting there were big game companies out there. Now they have the best selling games in history. And I (1 guy) am right now making an FPS in my spare time. If it sells one copy after I am done it will have made a profit. Moonlighting as a game designer is very possible.

      --
      Inventions have long since reached their limit, and I see no hope for further development.-- Frontinus, 1st cent. AD
  42. Dear Warren Spector by Anonymous Coward · · Score: 0

    Dear Mr. Spector,

    Please quit projecting your own impotence and frustration with the game industry on the rest of us. As a matter of fact, please refrain from talking until you have a game that is relevant. Yes I know you worked at Origin. Yes those *were* some stone-cold classic games. Yes, it was a long time ago.

    You have the worst relevancy to inane banter ratio in the industry since, well...you're pretty much the worst. If I had a nickel for every interview I read that had you spouting about "emergent gameplay"...as I played Deus Ex: IW I kept waiting for a good game to "emerge."

    There are so many examples of indies making great strides in Hollywood, the music business, publishing and technology- I don't know where to begin and I am completely at a loss for words.

    Either way you need to be gagged badly.

    Thanks and shut up,
    Me.

    P.S. Care to meet up for some Counter Strike later? I know it wasn't made with the Deus Ex SDK, but you understand, right?

  43. Four player != split screen by tepples · · Score: 1

    Four player spit screen

    Four player != split screen. Bomberman takes four players, but it doesn't need to split the screen, as the fixed camera shows the whole arena. Likewise, fighting games put 2 to 4 players in one shared view.

    is a workaround for a lack of networking

    If a family owns one PC, why should it need to buy three more PCs to play Bomberman?

    1. Re:Four player != split screen by Fulcrum+of+Evil · · Score: 1

      If a family owns one PC, why should it need to buy three more PCs to play Bomberman?

      There you go, assuming all games are Bomberman. It's not like you aren't aware of them.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    2. Re:Four player != split screen by tepples · · Score: 1

      There you go, assuming all games are Bomberman.

      Or Gauntlet. Or Secret of Mana. Or Smash Bros. Or any other game that puts four players into one view.

    3. Re:Four player != split screen by Fulcrum+of+Evil · · Score: 1

      Or Gauntlet. Or Secret of Mana.

      Or counterstrike, or Age of Empires, or Starcraft. The point here is that the world is not on one screen.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    4. Re:Four player != split screen by tepples · · Score: 1

      The problem with multiple screens is that multiple screens typically require multiple PCs, which require a multiple of the cost.

    5. Re:Four player != split screen by Fulcrum+of+Evil · · Score: 1

      Well duh. And multiple people often have their own computers. The point here is that PCs have the option of multiplpayer on one computer or many. You can also do multiplayer on a network where any number of people are around to play at pretty much any time. Compare with an Xbox, which requires everyone to be in the same place.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    6. Re:Four player != split screen by tepples · · Score: 1

      And multiple people often have their own computers.

      Not within a household.

      The point here is that PCs have the option of multiplpayer on one computer or many.

      Problem is that almost no current, native PC games support four players on one computer, so almost no people have their PCs set up for four players on one computer.

      Compare with an Xbox, which requires everyone to be in the same place.

      Compare with a PC, which requires everyone to be in different places and to be at least 13 (due to COPPA regulation).

    7. Re:Four player != split screen by Fulcrum+of+Evil · · Score: 1

      Problem is that almost no current, native PC games support four players on one computer, so almost no people have their PCs set up for four players on one computer.

      That's not a problem, it's a consequence of the networked nature of PCs. It could be viewed as a business opportunity, though.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    8. Re:Four player != split screen by tepples · · Score: 1

      [One player per computer is] a consequence of the networked nature of PCs.

      So what if you have four players in one household? How would "the networked nature of PCs" solve this problem?

    9. Re:Four player != split screen by Fulcrum+of+Evil · · Score: 1

      So what if you have four players in one household? How would "the networked nature of PCs" solve this problem?

      You aren't listening, are you? The networked nature of PCs allows these 4 players to each play on their own PC. The fact is, having four players under one roof where they aren't all adults isn't that common, so these four players are more likely than not to already have their own PC if they care about such things.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
  44. And get foed? by tepples · · Score: 1

    How about putting "CHECK OUT MY NeW GAME!" link in your sig on slashdot and posting in every single videogame discussion. You get traffic, trust me.

    I've tried that, but then people started foeing me for being "that guy who talks about Luminesweeper in every freakin' thread that mentions the DS or PSP".

    1. Re:And get foed? by NeMon'ess · · Score: 1

      If your post isn't worth reading, you're just spamming. Make a worthwhile post and you won't piss people off. Besides, was the traffic worth it in spite of some foes?

    2. Re:And get foed? by tepples · · Score: 1

      If your post isn't worth reading, you're just spamming. Make a worthwhile post and you won't piss people off.

      I got foed even when I found my own posts worthwhile and in direct response to other comments, specifically to comments that stated that Lumines was a PSP exclusive. (It became a misconception as soon as I published my game on the web.)

      Besides, was the traffic worth it in spite of some foes?

      They've likely got me on their foe list permanently, and when I come out with something worth buying, they won't see my posts.

    3. Re:And get foed? by Irish_Samurai · · Score: 1

      Well, don't put the link in your post, just your sig. That will cut down on that by a significant amount.

      Second, don't try to micromanage your web presence - it will drive youcrazy. If people start to foe you, well ok. There a lot more peopel who haven't foed you. Also, there are plaenty of other gaming message boards where you can link to your website in your sig.

      If you are spamming boards with links in the posts that are completely irrelevant, well - thats not the advice I gave. Use the sig, its a common area for posters to push their "hobby" agenda. I'm not calling your games hobbies, I'm just stating that people are really receptive of this practice along all subjects.

      Second, try changing the text in your sig every week. Keep it fresh. Post your opinions on everything related to games, not just those you think are related to your product. If you post well thought out points of discussion, people WILL check out your stuff.

  45. Eggs, bacon, and... by tepples · · Score: 1

    The barrier for entry is almost non existant. Make a game, distribute on the web.

    So how does one handle multiplayer in such a game if most PCs aren't connected to a monitor large enough for multiple players? And how can one efficiently handle taking the game proprietary and charging for it, or is there some other revenue stream?

    you need nothing else than to get the word out.

    Where can I find ways to start a marketing effort without sounding spammy?

    1. Re:Eggs, bacon, and... by KDR_11k · · Score: 1

      Work with your platform, not against it. Don't try to force a genre down the throat of a market that doesn't give a crap about it, give them a genre they actually want. Market analysis is a part of doing business and if you ignore it you shouldn't be surprised if you end up bankrupt.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Eggs, bacon, and... by tepples · · Score: 1

      Work with your platform, not against it.

      Then what is the proper way to do multiplayer on the PC in a house with one PC? Or do you claim that independents should make only single-player games?

    3. Re:Eggs, bacon, and... by KDR_11k · · Score: 1

      I'm saying that you shouldn't try to make a game that requires four players on one PC simultaneously. Either think up a way to allow hot seat playing, lower your expectations for the player number or add LAN and hope your users have multiple computers. Or try to get a devkit for a console, if that specific game idea is so important to you. Chance is it isn't and you should just decide on an easier goal.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  46. Different platforms=different strengths/weaknesses by jchenx · · Score: 2, Interesting
    Except I want to make a multiplayer game for Everyone, and Internet play results in a nearly automatic Teen rating due to COPPA. How do I fit four people around one PC monitor if most PCs aren't connected to televisions? Not all games benefit from being networked with a separate view for each player; games that don't benefit include Bomberman, Tetris, and Smash Bros.
    Sounds like you have a game design issue, which can't really be solved on the PC platform. Different platforms have different strengths and weaknesses. Obviously party games ARE hard to do on the PC, because computer monitors are almost always smaller than TVs, and more importantly, they reside in people's offices and not living rooms. But I don't know why you're using this to debate that indie devs are screwed, since there are many indie titles for the PC that aren't party games.

    Console games are great for party games, since you've got that "10 foot experience" thing going for you. You can do things like split-screen, or have everyone share the same viewpoint. What DOESN'T work well for console platforms are games which have to have a lot of detail, such as many RTS or strategy games, or require a fine-tuned control scheme (mice are more accurate than controllers for most people).

    Now, if you're serious about wanting to make an awesome party game, but need an entry point to the console industry, then take a look at the other replies here (including mine). There's Xbox Live Arcade and the Virtual Console on Wii. That's certainly a start.
    --
    -- jchenx
  47. Is there room? by tepples · · Score: 1

    Better yet, there's room for all those on one system.

    So there's room for four genres (1e7 dollar adventures, 2D games, mindless shooters, strategy games) on the PC, but is there room for four players around its display? Or do you expect families to buy four PCs, one for each of the 2 kids, their friend who came over to visit, and a gamer parent, and LAN them?

  48. If it means food and rent by tepples · · Score: 1

    I develop and publish independant games for fun.

    So do I, but I want to move out of my parents' basement.

    1. Re:If it means food and rent by rhendershot · · Score: 1

      I looked at your site and could not find a coherent message. What's it about, who's it for? I may be interested in TOD but it isn't immediately clear that that's something you are in control of. Many sites I visit position the same kind of message and it can be anything from a web-ring to FOSS to some forum or other irrelevant page. And those sites use the same syntactic conventions; mention the link and give a short description.

      IOW- target your web space better and you might not need to remain in the basement ;)

      PS- if you want to be taken seriously, don't mention Jesus on the home page. IMHO.

      PPS- why regurgitate news available so many other places? To which I refer to the April 27 headline.

  49. Re:Different platforms=different strengths/weaknes by tepples · · Score: 1

    Sounds like you have a game design issue, which can't really be solved on the PC platform.

    On which platform available to independent developers is such a design feasible? If not the PC, then which?

    But I don't know why you're using this to debate that indie devs are screwed, since there are many indie titles for the PC that aren't party games.

    I grew up playing party games throughout high school and college. The last first-person shooter I got into was Goldeneye. I tried Quake III and didn't like it.

    Now, if you're serious about wanting to make an awesome party game, but need an entry point to the console industry [...] There's Xbox Live Arcade and the Virtual Console on Wii. That's certainly a start.

    I'm looking forward to Wii and its business model, but NOA has historically been a stickler about who can become a licensed developer, requiring a business and marketing plan and an approved title before developers can even begin to investigate the technical aspects of the platform.

  50. he's always been a corporate man by 0biter · · Score: 1

    If you look at his career Warren has always been a corporate guy who has never tied to go it himself. he has always worked for someone else. at this point he's making an effort but is nevertheless a Steam cheerleader. does he know what the fsck he is talking about from a philosophical, cultural, or *independent* perspective? he sure as hell doesn't.

    frankly, he sounds more like an old man whining that he could have made more money.

  51. Re:Different platforms=different strengths/weaknes by jchenx · · Score: 1

    I'm looking forward to Wii and its business model, but NOA has historically been a stickler about who can become a licensed developer, requiring a business and marketing plan and an approved title before developers can even begin to investigate the technical aspects of the platform.

    Gee whiz, a console maker wanting to make sure potential developers are serious before they invest time and money in supporting them? Go figure! :P

    Now I don't know the specific details of what you're saying, but even if it's true, that sounds fairly reasonable. SDKs are not cheap. Even if you pay for one, there are support costs (calls from developers wanting answers to questions on how X works), as well as all the fees associated with getting a game actually launched to shelves (contracts, lawyer fees, game certification costs, etc.). None of the platform companies are in the business of letting EVERY Joe Gamer who-thinks-they-have-a-cool-idea an easy way to get their game launched.

    Now the best place for Joe Gamer to get involved is with PC games, where lots of titles are readibly moddable. But for it to work well, the developers have to build in modability (everything in the game is scriptable, extensible, etc.). On top of that, having it on PC makes it much easier for gamers to trade mods. This CAN be done in the console space, but it's much harder since it's a closed environment. However things like the Xbox Live Marketplace were supposed to be eventually host user-created content, so that may be something that comes to console gaming in the not-too-distant future.

    Going back to indie development on a totally original game, any platform you try to take your game to, whether it be a console, or an established games website (like Yahoo or MSN Games, or Real Arcade), is going to want to have proof that you will be a good partner to work with. Websites are probably going to be less demanding than the console companies. So if you're serious about getting into the business, even as an indie developer, I'd start there. ... and if that seems too hard for you, then bite the bullet and just interview for an existing, well-established developer. Lots are hiring.

    --
    -- jchenx
  52. Re:Different platforms=different strengths/weaknes by Osty · · Score: 1

    NOA has historically been a stickler about who can become a licensed developer, requiring a business and marketing plan and an approved title before developers can even begin to investigate the technical aspects of the platform.

    With good reason, considering the commonly held belief that a key component of the 80s game crash was the glut of crap games due to unfettered console development access (no idea if it's true or not, but it's what people believe). Microsoft is also particular about who they license, but they're at least open to the idea of indies on XBLA. What the article said about companies having such a backlog of ideas that they can never get through holds just as true for XBLA game proposals.

    However, all hope is not lost. You just need to be smart about how you go about it. For example, go get yourself a license to one of GarageGame's engines, build your game for PC, and it's a simple matter to get a 360 license for the engine (minimal to no porting required, though you'll probably still have work to do to integrate Live functionality) if you do happen to make it through the XBLA process. You're much better off going in with a completed game (or at least a very compelling demo). If all you have is an idea, or even a written down plan but no working demo, just forget about it.

  53. The Wii is An Opportunity for Indie Developers by superguido7 · · Score: 1
    Personally, I think that Nintendo's new consoles, the Wii in particular, are an excellent opportunity for indie developers. Not only are the kits lower in price than the other systems http://revolution.ign.com/articles/690/690730p1.ht ml, but with the Revmote/Wiimote there exists the possibility of new genres. It really is the case, I think, that an indie developer with a great idea really could have a breakthrough thanks to this dynamic. This, plus the ability to save money on graphic fidelity thanks to the lesser graphics abilities of the Wii make it less cost-prohibitive to design for.

    Not only that, but the people who are willing to try something new in terms of controls are probably also going to be more willing to try something from a new company that they have never heard of.

    I think the same thing holds true, to a lesser extent, to the Nintendo DS. The success of unorthodox games like Phoenix Wright, Trauma Center, Nintendogs, Electroplankton (I don't actually know if it did well, but I liked it), and Brain Age shows there are new gameplay innovations to be made, and the people who make them will likely be rewarded for those efforts.

    I mean, I suppose an indie developer could try to get something onto the PS3 and the X360, but I don't think there are many new genres to be found with the regular control scheme, nor do I think that there are many "new" gameplay innovations left to be found. I think, at best, what is mostly left in terms of innovation on a regular controller are tweaks to pre-existing forms of gameplay, and thus my belief that everything that will likely succeed for those systems will simply be the ones with the most smooth edges and polish, and most of the time it is the big companies who have the resources to provide that polish.

    I think that with the Wii, you have the opportunity to do something totally and completely different than anyone has ever done before in terms of gameplay or functionality. That, I believe is where an Indie publisher can make their mark, because it has the potential to be the ONLY game in its' genre, instead of Console FPS #452 trying to fight its' way into an oversatured genre.

  54. first molyneux, now spector. nice try guys by cliffski · · Score: 4, Insightful

    When I worked at Lionhead, I used to get this lecture every year or so. I even heard it from peter before I started work there. It goes like this:

    Indie gaming is doomed
    you wont sell any copies
    nobody wants small games
    you will end up penniless and hungry

    It always was, always is, and probably always will be total bullshit.
    Yet peter (and now warren) crank it out for one very good reason

    THEY DONT WANT TO LOSE GOOD STAFF

    the best devs you have are the ones most likely to go start their own company. Lionhead has lost its entire R&D team and most of its good coders (fable team excepted) in the last 6 months, mainly to start their own companies. Peter has always tried to tell people 'for their own good' not to try it.

    Funnily enough, when I left them, my indie game (www.democracygame.com) was successfull and profitable, and pays my living expenses right now. In contrast, Black and White 2 and The Movies made way less than they cost to make.
    I think its desperately sad that 'big name designers' who once were passionate about making great games now go OUT OF THEIR WAY to ensure other people dont do what they did.
    Fuck em.

    --
    DRM-free indie games for the PC and Mac: Positech Games
    1. Re:first molyneux, now spector. nice try guys by robson · · Score: 1
      When I worked at Lionhead, I used to get this lecture every year or so.
      ...
      It always was, always is, and probably always will be total bullshit.
      Yet peter (and now warren) crank it out for one very good reason

      THEY DONT WANT TO LOSE GOOD STAFF



      Grats on Democracy, I enjoyed it.

      However, that's not my read of the message here. I think they're saying that small developers who are reaching for the stars and trying to compete in the same budget space with big publishers are bound to fail. Some Spector quotes to this effect:
      "You can't go make Bejeweled [a puzzle game] and then tell EA you want to make Madden," said Mr. Spector, referring to Electronic Arts' lucrative John Madden-inspired football game series, a perennial hit for the entertainment software giant.

      Mr. Spector trumpeted a tried-and-true strategy for anyone looking to break into an established market. "Look where the big guys aren't," he said. "Embrace the chaos."
    2. Re:first molyneux, now spector. nice try guys by cliffski · · Score: 1

      Yes on that last bit he was spot on. But their assumption is that any game that isn't 'triple A budget' is some kind of amateurish niche. I may be overreacting, but I've heard the same 'indies are doomed, dont even try' mantra from the big boys for at least 5 years, and its less applicable now than it ever has been.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    3. Re:first molyneux, now spector. nice try guys by 91degrees · · Score: 1

      Well, yeah. You can't do that. You have to make a more generic game with original IP after the puzzle game, and then ask to do Madden. A lot of small games make a loss, so a studios need to make their next project bigger and better, and consider the small game to be essentially a loss leader to get publisher attention.

  55. no freaking way.. by AnXa · · Score: 1

    That's just bull. Without indie developers there won't be interesting, innovative, fun games to play. Either that guy is insane or his greedy 3vil twin has taken control.

    --
    -Seeing the problem is ½ of solution-
  56. Two Words by rsilvergun · · Score: 1

    Alien Hominid.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    1. Re:Two Words by Zaphod2016 · · Score: 1

      Question 1: could any old game written in Flash be ported to a console?

      Question 2: how does Flash rank among "languages" used in game design?

      Just tossing it out there for anyone with an answer.

    2. Re:Two Words by Yaotzin · · Score: 1

      AFAIK it's been ported to consoles.

      --
      Error: No error occurred
  57. Re:Different platforms=different strengths/weaknes by gwiner · · Score: 1
    Now I don't know the specific details of what you're saying, but even if it's true, that sounds fairly reasonable. SDKs are not cheap. Even if you pay for one, there are support costs (calls from developers wanting answers to questions on how X works), as well as all the fees associated with getting a game actually launched to shelves (contracts, lawyer fees, game certification costs, etc.). None of the platform companies are in the business of letting EVERY Joe Gamer who-thinks-they-have-a-cool-idea an easy way to get their game launched.
    One might argue that if platform manufacturers invested more some time and money in a more open SDK that anyone could easily get ahold of, that the influx of content from amature developers would help the platform stay viable, not become a drain. You make this point yourself by referencing the PC game market. As an example, look at the development community around the Unreal Tournament series. Because they've been supportive of community development, there is a rich community driven mod and map set that has kept the title alive for some time now. It's time that platform manufacturers wake up and allow the average joe to tweak their games and have a low cost of entry to their SDKs. The first one that lowers this barrier to entry will see a huge explosion of content to keep their platform breathing long after the "big commercial hits" have passed them by. Now that would be a competitive advantage.
  58. mod parent up! by rhendershot · · Score: 1

    I've read rumor that Nintendo will offer its Wii SDK at a cost level an order of magnitude less than those of Xbox and Playstation. I've spent the last hour looking for some contact point at Nintendo where I could sign up. While I would expect there to be some barrier to coming onboard, I expect neither free support nor marketing, just the benefit of being able to submit my offering into their QA/Alpha/Beta channels. While that cost is not insignificant, the potential return to the console maker is, as you point out, HUGE. There's been a lot of banter about the stagnation of the console gaming platform/games/experience. Too pricey. Nothing new in games. Yet it's clear from the flash/flex/web gaming market that there really are novel and interesting new ideas out there.

    The reliability defecit of the PS2 soured me on consoles in general. Sony's lack of response to my enquiries about development soured me on Sony specifically. My Son would not share those biases so it was probable that a PS3 was in our future. Wii. I *love* the idea of off-your-ass gaming. The eye-toy was a step in that direction but suffered from technical compromises. So long as his PS2 continues to function -an unknown quantity considering our previous 3 PS2's reliability- his favorite Playstation games will continue to function. Virtual Console and the old Nintendo games we already have make the Wii an interesting propostion. Its wiimote and nunchuck make it, in my mind, a very probable scenario. I'd have bought one, sight unseen, today if it were possible.

    I think gaming in the physical space, similar to first-person VR but second-person by-proxy, that the Wii will offer is a huge step forward in gaming evolution. It has the potential to actually make a golf or baseball simulation accurate. fun. At maturity I can imagine specialized controllers that might simulate motorcycle handlebars/throttle/clutch/brakes. Now, how much fun might that be?!

    The one trick I think Nintendo is missing is multiPOV. While recent effort has been towards distributed, client/server, architecure (socomm is a good example) where each player has his own console and video, this suffers latency that realtime simulations (a la motorcycle madness) must compromise to overcome. Split-screen has its own limitation. Multi-head console play, with wireless motion sensing controllers set the stage for ad-hoc game play more similar to basement D&D of a bygone age. Imagine my monitor showing the ball as it's pitched and your monitor showing the scene from the POV of the pitcher. The game has to calculate the physics of all that in any case, it's the graphics generation that's the holdup. Few C/S environments will allow realtime depth for this. IMO.

    In any case... I look forward to our new Nintendo Overlords... blah blah blah ;)

    1. Re:mod parent up! by __aaclcg7560 · · Score: 1

      If you're still looking for a place to sign, it should be this page. It doesn't list the Wii yet but should eventually show up here since this is Nintendo's developer website. If the price of admission doesn't scare you off, understand that Nintendo has typically been a pain in the ass to work with. I heard that supposed to be changing with the Wii since they learned the hard way that the GameCube/GBA/DS market share is really dependent on keeping the developers happy. If developers are unhappy, they develop for all the consoles except Nintendo.

  59. addendum by rhendershot · · Score: 1

    >>realtime simulations (a la motorcycle madness)

    In typical Microsoft fashion, multiplayer required that you have as many original game CD's as players. How often does that happen? It's a shit simulation to begin with so we never met anyone who also had this game. Never able to verify that multi-player actually worked. Knowing Microsoft, it's reasonable to presume that it does not, or that it works very badly.

    Though I'm sure Microsoft Support has a script to handle calls about that.

    With that and my experience with Flight Simulator, I resolved to *never* have an Xbox.

    YMMV.

    But it's the antithesis of ad-hoc multiplayer game play that I see in Wii.

    1. Re:addendum by jchenx · · Score: 1

      In typical Microsoft fashion, multiplayer required that you have as many original game CD's as players.

      I'm not sure I get you, because most PC multiplayer games are like that. It's not something that Microsoft "invented". If you wanted to play multiplayer with your friends, ideally each one of you should have bought the game. Many games, regardless of developer, check that your CD is in the drive in order to let you play. Now some will let you take the CD out once the game is running, so you can then hand it to a friend ... but this workaround didn't work for all titles.

      I know this first-hand because in high school and college, my friends and I ran into the same problems as you did. But it wasn't for any MS titles.

      Some companies (I think Blizzard was one) did let you spawn multiplayer-only versions onto other computers, which was especially useful for LAN parties and such. I do wish more game companies did something like this, although it's obviously a non-trivial work item to do. If it was between more levels in a game, better gameplay, fewer bugs, or multiplayer-only-spawned versions for LAN play, I'd ditch the latter.

      --
      -- jchenx
  60. OT:Ayn Rand by rhendershot · · Score: 1

    Her work revolved around a Hero. Bill G of Microsoft was never the only factor and at times not even the deciding factor. Rand, to my rememberance, always put the Hero in a moral and ethical situation to which he/she responded gracefully. That's not something you can say about Gates specifically, nor Microsoft generally.

    IOW- bullpuckey

  61. Re:Similar 20th Century Fox talking about indy fil by robson · · Score: 1

    Really, this is like the big movie companies telling small indie movie producers that they don't have a shot in hell at getting a huge movie distribution deal. Duh. Of course the barriers to entry are monumental, but there are great indie films coming out all the time. Occasionally one will hit the radar of the big time and get picked up, but generally it is under recognized.

    If this were a publisher speaking, I'd agree. However, it's developers, who're having their own tough times getting their games funded.

  62. mod parent up! by rhendershot · · Score: 1

    >>Not only that, but the people who are willing to try something new in terms of
    >>controls are probably also going to be more willing to try something from a new
    >>company that they have never heard

    That's a critical factor. Given that some of the indie work might appear on Virtual Console, the SDK (and whatever its inherent costs) becomes a loss-leader. Say Xbox offers a total of 1500 games. Say PS3 offers a total of 2000 games. Say Wii offers a total of 23000 games.

    To which would you subscribe?

    The sheer momentum is an attraction that closed-shop platforms cannot gain.

  63. Re:Different platforms=different strengths/weaknes by rhendershot · · Score: 1

    There's a fair amount of anecdotal evidence (http://www.monroeworld.com/forums/showthread.php? t=1561) that the prices dropping set the stage fotr the next generation of consoles. The glut of consoles, not games, provided a critical mass of adoption in the home where it was then accepted that 'everyone had an NES'. The market settled on a few winners (dropping the TI, Commodore and other bit players) in favor of Nintendo and Sega, and drove Sony's entrance into the market.

    IMO, it was not a crash so much as an adjustment. A consolidation.

    I doubt that it was in any way influenced by the quality or number of the games themselves. Generally, increased choice drives increased adoption, no matter the pin-point exceptions.

  64. Typecasting by tepples · · Score: 1

    Work on titles that fit your platform and wait until you've got more ressources before you branch out.

    The problem is that if I make titles that are too different from the genre that I eventually want to make, then publishers will tend to typecast my firm. From the article:

    Companies that originally intended to develop sports games but ultimately broke into the puzzle or casual games market won't find it easy to return to their original area of focus. "You can't go make Bejeweled [a puzzle game] and then tell EA you want to make Madden," said Mr. Spector.
    If you were planning on making a PC game as a way of obtaining funding for a subsequent family party game, which genre would you choose?
    1. Re:Typecasting by KDR_11k · · Score: 1

      I'd start with a singleplayer (or two players at most) game that's aimed at the family and later ask the publisher if I could make a related title using the same IP but a different genre (that, by the way, is pretty profitable). I think the publisher is very likely to let you do that as long as you can position it as a sequel or related game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  65. Re:Different platforms=different strengths/weaknes by tepples · · Score: 1

    Now the best place for Joe Gamer to get involved is with PC games

    So how do I make and sell a party style PC game that supports four players on one monitor if the markets for 1. PC games that can be played on a TV-size monitor and 2. PC games that can be played on four PCs owned by a single family are so tiny?

    bite the bullet and just interview for an existing, well-established developer. Lots are hiring.

    I've wanted to do that, but none have been even close to willing to advance me the money for relocation from my parents' basement in Fort Wayne, Indiana, to the State of Washington.

  66. Modding console games and creating amature titles by jchenx · · Score: 1

    One might argue that if platform manufacturers invested more some time and money in a more open SDK that anyone could easily get ahold of, that the influx of content from amature developers would help the platform stay viable, not become a drain. You make this point yourself by referencing the PC game market. As an example, look at the development community around the Unreal Tournament series. Because they've been supportive of community development, there is a rich community driven mod and map set that has kept the title alive for some time now. It's time that platform manufacturers wake up and allow the average joe to tweak their games and have a low cost of entry to their SDKs. The first one that lowers this barrier to entry will see a huge explosion of content to keep their platform breathing long after the "big commercial hits" have passed them by. Now that would be a competitive advantage.

    I'm glad you replied, because I did want to talk about opening up platforms, but didn't know if anyone would be interested in hearing my thoughts.

    I totally agree that the PC market is an example that opening up games turned out to be a BOON for developers. Take World of Warcraft for example. Blizzard did a fantastic job of letting modders do almost anything they wanted to the UI. The community has created an amazing set of new features that Blizzard developers didn't have to spend one minute on (aside from making the interface moddable). Morrowind and Oblivion, by Bethesda, are also great examples of extremely moddable games. As for original games, Counter-Strike is probably the best example (yes it's a "mod" of HL, but it's essentially a whole game itself).

    So I'm a big fan of user-created content. However, the way I see it, the barrier to entry for consoles is high ... not because the platform companies WANT to lock users out, but due to technical and cost limitations. Some of the issues, and potentially how they can be solved (especially in this generation) ...

    1) Controller interface sucks for creating content/writing code: Newer consoles now allow you to plug in a USB keyboard and mouse, so this is now solved
    2) Need place to store content: Arguably, memory cards weren't large enough to hold user-created content. But now that hard-drives are becoming fairly standard, this is no longer an issue
    3) No easy way to allow users to share content: This is tricky, since platform companies don't want their box to be hackable/moddable, so this needs to be secure (can't just be a matter of letting users stick discs in the system that run arbitrary code). Fortunately with central online services and marketplaces, such as Xbox Live Marketplace and what Sony demoed for the PS3, this is solved. Let users create in-game content and then share it on Marketplace. Heck, they could even set up a mini-economy, where gamers use points to buy/sell items. I think MS talked a lot about this at E3 last year, although most gamers seemed not to care. But that leads me to the next issue ...
    4) Average CONSOLE gamer doesn't seem to care about creating their own content: This is a tricky one. I would agree that the average console gamer is probably less technical than your average PC gamer, so they're not apt to dive into script languages and such. But that can be solved by creating better tools. Spore is a great example of this. From what we've all seen, it looks dead easy to create fairly complex creatures and environments.

    So modding console games? I'm totally for it, and I think it's now possible with the newest generation of consoles. But is it going to happen right away? Of course not. Sony and Nintendo are still focused on launching their systems (and they NEED to be). Ironically, MS might be leading the way here. I've heard that Viva Pinata will have user-created content that's sharable on Marketplace, but we'll see if that actually happens. It would be really cool if it did, and the nex

    --
    -- jchenx
  67. wrong by simonloach · · Score: 1

    This game is coded by one person, a few volentary artists. Look for yourself at what has been achieved so far: http://fl-tw.com/

  68. Re:Different platforms=different strengths/weaknes by jchenx · · Score: 1

    So how do I make and sell a party style PC game that supports four players on one monitor if the markets for 1. PC games that can be played on a TV-size monitor and 2. PC games that can be played on four PCs owned by a single family are so tiny?

    You don't. The same reason you don't make highly detailed games requiring fine control (ie a mouse) on consoles.

    If you want to make a party style game that supports 4 players on one monitor, then you have to bite the bullet and try to find a way to break into the console games business. As I've mentioned before, the best way to do this currently is via Xbox Live Arcade. But apparently they are inundated with requests from hundreds of developers, so it won't be easy to get their attention unless you have a killer game. In the future, there may be a similar option with Sony and Nintendo's consoles, although you may want to start making phone calls now.

    And if you don't have a killer game in the first place, then why bother? There isn't a market for mediocre/poor console games done by an indie/amature developer. (Well I wouldn't pay for one ... there are a ton of them on free web game sites)

    I've wanted to do that, but none have been even close to willing to advance me the money for relocation from my parents' basement in Fort Wayne, Indiana, to the State of Washington.

    I hope you're joking. But if you're serious and you're still just a kid dreaming to get into the games industry, what you need to do is focus on your skills and studies. Get into a decent college, learn CS the right way, and in your spare time, work on modding existing games. Then when you graduate, interview at a games company somewhere and get your foot in the door. Once you've got experience and made enough contacts, THEN you can think about trying to develop and publish your own titles.

    --
    -- jchenx
  69. And MS? by Tablizer · · Score: 1

    Does this also spill into other specialties? Should I give up trying to take on Gates with my "Joe's OS" and "Joe's Office"? I was just about to come out with my genealogy product, called "Joe Mamma".

  70. Most home PCs are not hooked up to TVs. by tepples · · Score: 1

    Ever heard of multimonitor?

    Most PC owners haven't, and they're not willing to buy a second monitor and replace the video card just to run a 4-player party game.

    and if you did have the computer plugged into a TV

    If most PC owners had the computer plugged into a TV, then there wouldn't be a problem. The problem is that most PC owners are not willing to move the computer to the TV room every time the kids want to get together and play the game and then move it back to the home office when they are done.

    1. Re:Most home PCs are not hooked up to TVs. by undeaf · · Score: 1

      Most PC owners haven't, and they're not willing to buy a second monitor and replace the video card just to run a 4-player party game.

      In another post you were just complaining that people wouldn't spend $2400 on a network of 4 computers, now that were talking about a much lower price they just won't bother anymore or won't know and can't be informed about it? What about all those that have a spare older monitor? It wouldn't be just to run a multiplayer game, multimonitor is also very useful for things other than multiplayer games, or so I'm told very enthusiastically. Video cards have for a long time had multimonitor support.

      If most PC owners had the computer plugged into a TV, then there wouldn't be a problem.

      So you're cassually dismissing 5 or more player games? Just what makes 4 the magic number?

      The problem is that most PC owners are not willing to move the computer to the TV room every time the kids want to get together and play the game and then move it back to the home office when they are done.

      So no one has a TV anywhere but the living room? My understanding and experience is very contradictory. It would even be possible to use a TV in another room, although in some cases it would be too much of a hassle.

  71. Re:Different platforms=different strengths/weaknes by tepples · · Score: 1

    Get into a decent college, learn CS the right way, and in your spare time, work on modding existing games.

    I have a degree but no job. Which games do you suggest I mod which run on an 0.866 GHz PC with 128 MB of RAM?

    interview at a games company somewhere

    There are no games companies in Fort Wayne, Indiana. Do you suggest that I move? If so, how?

  72. Building a marketing plan... by tepples · · Score: 1

    multimonitor is also very useful for things other than multiplayer games, or so I'm told very enthusiastically.

    Do casual home PC users tend to do these things that require multiple monitors?

    So you're cassually dismissing 5 or more player games? Just what makes 4 the magic number?

    Four players is the magic number because players in the market who would play multiplayer party games are accustomed to setting up play dates around the four player limitation of the N64, Dreamcast, GameCube, Xbox, and Xbox 360, and I'm guessing that the reason no multitap accessory came out for any of those five consoles is that four is the magic number for fitting human bodies around a typical living-room television monitor. The PC could overcome this, but then you'd need an even bigger TV.

    So no one has a TV anywhere but the living room? My understanding and experience is very contradictory.

    So are you claiming that it is viable for an independent developer to make and sell a PC game that depends on having multiple joypads connected to a USB hub connected to a PC connected to a 21 inch or larger display? If so, where should I look next in order to learn how to form a business and marketing plan for this venture?

    1. Re:Building a marketing plan... by undeaf · · Score: 1

      Do casual home PC users tend to do these things that require multiple monitors?

      I'm sure they'd like the option to do some of those things, things like:
      -playing a game in one window and having an IM app and/or an audio player open in another window
      -playing a slow paced game in one window and watching a video/TV or doing something else in the other
      -using both monitors for a game
      -browsing the web or using some other app in one window and having IM, audio and/or video in the other
      -doing something while someone else is using the other screen for video or maybe even a game

      Four players is the magic number because players in the market who would play multiplayer party games are accustomed to setting up play dates around the four player limitation of the N64, Dreamcast, GameCube, Xbox, and Xbox 360, and I'm guessing that the reason no multitap accessory came out for any of those five consoles is that four is the magic number for fitting human bodies around a typical living-room television monitor.

      Okay, but even if it is for most people, some people would still like the option to offload one or two of those people from the TV onto a monitor or two, especially if the TV was rather small.

      The PC could overcome this, but then you'd need an even bigger TV.

      No you wouldn't need one(how would you even divide a single screen into 5 or 7 pieces?), a large TV and a monitor would allow for 5 players, a large TV and a decent sived widescreen or rotatable monitor would allow 6 players.

  73. small market niche games by jbolden · · Score: 1

    I think the solution is small market niche games. Back in the 1980s people wrote games and the most successful games sold a fraction of what a disaster sells today. Popcap is a great example of a successful niche player. There are tons of niches, from speciality interests (think about the diversity in games that existed 15-20 years ago), to specialty platforms (why isn't there even one good Solaris game?), to training type games. Small staff, small budgets, limited interests, small sales that easily make a profit.

    I don't know why the indies go after general interest titles. There still is not a really good bridge engine on the market. There are something like 18 million people who like to play bridge once per month or more. There are some very untapped markets.

  74. Re:Different platforms=different strengths/weaknes by jchenx · · Score: 1

    Somehow I feel you're just trolling, but I'll bite ...

    I have a degree but no job. Which games do you suggest I mod which run on an 0.866 GHz PC with 128 MB of RAM?

    There are lots of older games that run on that hardware. The original Half-Life game did, and that's what the incredibly successful Counter-Strike was based off. So you can start there. Or save up, get a better computer, and try working on more recent titles.

    There are no games companies in Fort Wayne, Indiana. Do you suggest that I move? If so, how?

    You want me to give you life advice or something? Or did you want people to give you fricking handouts? For most folks, there is no "easy button" for life. Get a job. If you want to go to a place with lots of games companies, save up and move to Washington or California, where there are a lot of them. But only do so if you've actually got skills.

    --
    -- jchenx
  75. Cost by richman555 · · Score: 1

    The high price of transitioning to xbox 360 and PS3 is starting to take its toll on the industry. Things in the gaming business aren't going too well. The big crash is coming.

  76. Re:Different platforms=different strengths/weaknes by Fulcrum+of+Evil · · Score: 1

    Do you suggest that I move? If so, how?

    Live cheap, save money, and drive once you have enough to live on for 3 months. Set up interviews with the line 'I'll be in the area from [date] until [date]'. If you learn how to do this, it'll help you in life. Actually, you need to learn how to plan things: you're in your 20s.

    --
    "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
  77. multiplayer priorities by rhendershot · · Score: 1

    >>because most PC multiplayer games are like that

    I sit corrected. I only ever bought or played a handful of PC games, most of which were bargain-bin. This one sticks in my mind since nothing about needing another purchase is mentioned on the box. This one I bought at full price when it was fairly new, and I checked it's capabilities closely according to that which was printed on the box.

    I'm sitting here looking at the original box.

    On the back: " * Wild multiplayer competition - Race with your freinds via LAN, direct modem, or over the Web on the MSN (tm) Gaming Zone."

    On the bottom: " Requirements for multiplayer play: * ...modem, LAN...connection to other systems * Internet access required for internet play...charges may apply * ...Gaming Zone...web browser..."

    It seems that the philosophy of Wii is the complete opposite (which I heartily welcome) and that was my main point. Taking a shot at Microsoft was apparantly unwarranted. But you have to admit that I was suckered by their false packaging.

    As an aside, this was the one and only time I've ever tried to copy an original game disk and the only time I've ever considered actually downloading a cracked version. Play fair with me and I'll reciprocate. The opposite also stands. But that's me.... ;)

    >>non-trivial work item
    My turn ;) Some games just *imply* the capability for multiplayer action. I've played some that were buggy but had a great time with them nonetheless (Machine Hunter comes to mind). I don't assume any such support though.

    Adding the protections against re-using the same disk to spawn another player, while supporting TCP/IP play, seems to me to be the non-trivial task as well as an opening toward more buggy behavior, not the other way around.

    In any case, the vendor makes this priority decision long before we have the product in our hands. If they advertise multiplayer play they should allow multiplayer play. If that requires another purchase, either in controller or other hardware or subscription or downloadable key or a whole other boxed distribution then that should be apparant from their packaging. And it should be as bug free as to allow 'most' installations to run it without problems.

    1. Re:multiplayer priorities by jchenx · · Score: 1
      Adding the protections against re-using the same disk to spawn another player, while supporting TCP/IP play, seems to me to be the non-trivial task as well as an opening toward more buggy behavior, not the other way around.
      Incorrect. Doing things like checking if the CD is in the drive before the game is launchable, is something that can be shared across many games. If you're a large game developer or publisher, I imagine there's some common DRM code-base that you can share across all your titles, regardless of genre. It essentially just wraps the game. Heck, there are companies that will do this for you, most notably (and infamously) Starforce.

      Do I LIKE that type of draconion DRM? Heavens no. It usually does more harm than good. But it definately is more trivial than adding in "multiplayer spawn" functionality to your game. The former is something you can just license or share across games. The latter is something that can't be abstracted out so easily, so it's non-trivial work for every game.

      In a world where there was unlimited time and money, then yeah I'd love for all games with multiplayer to have that type of option. Unfortunately that doesn't happen. What we DO get a lot, though, are multiplayer-only demos. They let you try out the game (even though they're usually limited in some way), and ultimately should encourage you to buy the game.

      If a game is good enough, I'm fine with spending money to buy it. And I'll encourage my friends to do the same. What's wrong with that?

      In any case, the vendor makes this priority decision long before we have the product in our hands. If they advertise multiplayer play they should allow multiplayer play. If that requires another purchase, either in controller or other hardware or subscription or downloadable key or a whole other boxed distribution then that should be apparant from their packaging.
      I think you're confusing multiplayer play with LAN-play. Most multiplayer games now are done over the Internet, with either some sort of embedded matchmaking system or server list, where you choose who you want to play with. Everyone in this system is a fellow owner of the game, and that's to be expected.

      Now the problem is when you have a bunch of friends who you want to do multiplayer with that don't own the game already. This happens most often at LAN parties. Well, that's definately more of a corner-case scenario nowadays. For one thing, LAN parties don't happen all that often anymore because they don't NEED to. With broadband availability, I can play relatively lag-free games of Counter-Strike with my friends over TCP/IP. Heck, with things like Ventrilo and TeamSpeak, I won't even lose out on the verbal trash-talking either.

      And even in the case where I do get my buddies together, all it takes is making sure everyone brings a copy of their game. Sure, there are times where I really want to play game X, but no one else owns it. Do you know what? We just don't play it. My friends usually wouldn't want to play something they're not that familiar with ... so we'll default to something else. I imagine that's the same with most other folks.

      So in summary, most games don't require "multiple purchases" if you're going to do multiplayer the usual way (finding opponents who already own the game). The only scenario I can imagine where that's necessary, LAN gaming, isn't exactly super popular anymore.
      --
      -- jchenx
    2. Re:multiplayer priorities by rhendershot · · Score: 1

      Addmittedly it's harder to create the code to allow the game to run against one shared disk than it is to play with a dedicated source disk in the local drive. And addmittedly there probably isn't even a fraction of the need for that as there is support for TCP/IP multiplayer play.

      This one, however, advertises LAN, modem and MSN Web use which made me think that only one source disk would be required. This is Motorcycle Madness 2 (circa Windows 95 - pentium 233) so perhaps my perception is of the old-school.

      Its motorcycle simulation provided that it wasn't worth worrying about in any case, it was that bad. I'm sure I'm old school in this too. A motorcycle simulation I really liked I played on the Commodore 64 and it reacted as a real bike would in the real physical world. Yes, I understand this game is not marketed as a simulation. The reviews painted it as such IIRC, and described it as best-of-breed. Not what I was looking for.

      But I'd have felt I got some value if it would have allowed us to play against each other on the home LAN....

  78. Horseshit. by stonecypher · · Score: 1

    I was at this panel, and that's not what Warren Spector said at all. I don't have the recordings yet, so I can't get him verbatim. However, it's worth noting that Warren is creating a startup right now, something he said when they asked him to introduce himself; he clearly wouldn't have done that if he believed this was the wrong time. What Mr. Spector actually did say was that this was a difficult time for startups. He gave some brutal truths in particular as surrounds funding. He said that this wasn't a good time for free games, and that anyone making a startup in this climate needed to have a business model built in from day one even if they had a lot of capital to burn.

    Yes, he was a bit of a wet blanket, but in a good and common sense fashion. Anyone who took away "indie games should give up" should - if you go from "you can't start a business without a business model" to "you can't start a business," then frankly you specifically cannot.

    --
    StoneCypher is Full of BS
  79. OSS hasn't reached gaming yet, but they're scared. by Qbertino · · Score: 1

    Wrong.
    OSS/Indie gaming will shake the market. Just not right now. One of the most successfull games ever, Counterstrike, is a friggin *freeware* mod. Now imagine an OSS 3D engine like CrystalSpace combined with a tool like Blender. That scares the piss out of publishers like EA.

    Who is going to buy Unreal Tournament 2009 when you can build it? Gamingbusiness will be all about services just like the other parts of IT and Media, it will only take longer because leveraging the technology takes more work.
    You won't be paying for games or content, you'll be paying for access, maintainance and proactive hack/cheat prevention. And the membership of a professional league. It will be just like sports. I don't have to pay some company to explain to me the rules of soccer, do I? No. But I do need to pay to get access to training and a good stadium in order to play at a certain level. That's how it will be.

    --
    We suffer more in our imagination than in reality. - Seneca
  80. Minors by tepples · · Score: 1

    The fact is, having four players under one roof where they aren't all adults isn't that common

    I guess I must have a distorted view of the world because the situation in which I was raised "isn't that common".

  81. Nintendo developer site by rhendershot · · Score: 1

    I am, thanks millions!

  82. OK, I need some life advice now by tepples · · Score: 1

    Get a job in the video game industry.

    What job should I get in order to save up enough money to move to a state that has a video game industry?

    1. Re:OK, I need some life advice now by __aaclcg7560 · · Score: 1
    2. Re:OK, I need some life advice now by geminidomino · · Score: 1

      Or Best Buy. Or Albertson's. Or Borders. Or picking fscking fruit.

      ANY job is better than sitting on your ass with no job, and bitching how that's holding you back from your "dream job." At least that way you'll be working towards something.

    3. Re:OK, I need some life advice now by BenjyD · · Score: 1

      Get a job in the non-games software market first. Learn coding, good practice, project management, the importance of having good testers, make some contacts. All while working sensible hours and making a decent wage. Then consider getting into the gaming market.

    4. Re:OK, I need some life advice now by tepples · · Score: 1

      When applying for near-minimum-wage jobs, how do I not appear overqualified on the application or the interview?

    5. Re:OK, I need some life advice now by geminidomino · · Score: 1

      Near Min-wage jobs normally have a high-to-very high turnover rate anyway, so odds are good they won't care whether you're overqualified. They want someone to do trained-monkey work, you're willing to do trained monkey work, it's a match made in necessity.

  83. Good idea. Now how do I go about it? by tepples · · Score: 1

    If your idea is so hot, why don't you put together a business plan

    Short of going back to school to get an MBA, how do you suggest that I or any other aspiring video game developer learn how to write an effective business plan? Is Business Plans Kit for Dummies (ISBN: 0764597949) a recommended book?

  84. hobby devindy dev by Augmento · · Score: 1

    as a guy making a game as a hobby, i pay 75$ a month for a server (it would be less if Realmcrafter ran on Linux), i paid 55$ for the Realmcrafter engine. I pay anywhere from 5-50$ for model packs. I have a team of 3 people who work for the promise of future profits someday. total cost over 2 years of dev will be 4k with a recurring costs at just under 1k once we go 'gold' so in order to cover recurring costs we only need 500 subscribers paying 2$ a year. To recover costs, we need them to pay 4$ a year and to make a small profit. We would have to convince 500 subscribers to pay a whopping 5$ a year. more and more the tools needed to make games are in the hands of little guy. the suits are worried and are closing ranks. next they will be telling us that Iraq has weapons of mass destruction.

  85. They're right by Anonymous Coward · · Score: 0

    I have met with both Spector and Walton (mentioned in the article) and they're right... you can't expect an indie game to be as big UNLESS you get a big publisher which is very hard to do BUT they also said that IF YOU BUILD A DEMO you can WIN.

    There's an opportunity right now where you can see Spector and Walton for $90 in Austin... http://txindiegamecon.com/ - why not express your opinions there?

  86. Well if the comercial model won't work by Blinocac200sx · · Score: 0

    for indie game devs, try starting out with a non comercial, and perhaps even open source model.

  87. Re:Different platforms=different strengths/weaknes by Anonymous Coward · · Score: 0
    So how do I make and sell a party style PC game that supports four players on one monitor if the markets for 1. PC games that can be played on a TV-size monitor and 2. PC games that can be played on four PCs owned by a single family are so tiny?

    You don't, you make whatever games you have to. Eventually you may get to make the game you want to, but not a lot of people get that chance. You can always just make the game you want to, but don't expect it to make you any money (or even have many people play it, period).
    I've wanted to do that, but none have been even close to willing to advance me the money for relocation from my parents' basement in Fort Wayne, Indiana, to the State of Washington.

    I will get marked troll (who cares I'm anonymous)

    You disgust me.

    On what basis should they advance you enough money to move to washington? Work your ass off and save your money, work at mcdonalds if you have to. When you have enough money to live for a month in washington start interviewing.

    If you really wanted to be in Video games, you would make it happen. You wouldn't sit on the slashdot forums bitching because someone hasn't handed your life to you on a silver platter.
  88. Here it comes by eronysis · · Score: 1

    I would like to be the first to welcome our new gaming overlords of the VGIAA!!!