Slashdot Mirror


Why There Are No Hit Indie Games

Slate is running an article on why indie games are still such small potatoes in today's game industry. From the article: "In today's movie business, it's possible for an indie film like Napoleon Dynamite to become a sensation. Saw, which cost a mere $1.2 million, grossed 100 times that amount. That just doesn't happen in video games. The average PlayStation 2 game costs about $8 million. Studios often need large development teams--usually 40 or more people--to meet their tight deadlines. They spend money to license everything from comic book heroes to graphics engines. They record A-list actors. And if they burn their own CDs or do their own marketing, costs can really soar."

267 comments

  1. No indie hits...?! by JediLow · · Score: 4, Interesting
    What about games like Galactic Civilzations II? Sure, it isn't the highest grossing game ever, but its an indie game which outsold the publisher/developers goal within a week of being released, not to mention it made it to the top of Walmart's sales charts for games and to the charts of nearly every other retailer out there.

    Whats the definition of a 'hit' game anyways? Besides the Napoleon reference The article only talks about how much money is spent on games, not if they make money or anythin gelse, doesn't that get to the whole problem we're having now of games just looking good but (most) playing like crap?

    1. Re:No indie hits...?! by Marcion · · Score: 2, Informative

      Well 'Indie' is perhaps not really the model we want to be thinking about but rather 'open source'. A collaborative and distributed 'game houses' will emerge in time. So far all the attempts at open-source games have seemed somewhat behind the very big companies.

      However, if you read between the lines of the fine article, you will know that there are some types of game which would suit the open-source model and some that won't.

      Good example - A sports game - the rules of Soccer or Ice-hockey do not change much, so this would suit the open-source model. The game would be naff to start with but as more people play it then more people would want to improve it, and over time would emerge into a great game.

      Bad example - A film tie-in - this would probably never work as by the time the game is at a playable state, everyone has long forgotton the film. However some open-source game engines might develop that allow for quick and easy re-theming.

    2. Re:No indie hits...?! by StarvingSE · · Score: 4, Insightful

      Also, with movie tie-ins, you have to pay for a license. I'm willing to bet that is out of a lot of open source project's budgets. Some game studios also have exclusive rights to certain movies or characters, which would also stop an open source project using the material faster than you can say "cease and desist."

      --
      I got nothin'
    3. Re:No indie hits...?! by Marcion · · Score: 2, Interesting

      >"with movie tie-ins, you have to pay for a license. I'm willing to bet that is out of a lot
      >of open source project's budgets."

      Well it could be a tie-in with an open source movie!! Or at least a smaller movie that was happy for the free publicity. However, there are some enlightened TV shows that allow 'fan art' and the like. So there may be some hope.

      Do not forget that it is always easier to get permission for something that will never make any money. This side of the pond, there ere are also public service broadcasters like the Beeb or whoever who often are very keen to get the public involved.

      Many things are also in the public domain, such as the rules of football (soccer) and generic ideas such as cops and robbers or cowboys and Indians, Historical events and so on.

      So it is probably best to start with to focus on more timeless projects as open-source games work better when they are upgradable and expandable.

    4. Re:No indie hits...?! by jacksonj04 · · Score: 2, Informative

      I was thinking "Darwinia". Take a look at the Steam (Gasp shock horror proprietary lock-in yadda yadda) games list and it's definately got a fair few which are close to being hits in their own sphere. Rag Doll Kung Fu, for example.

      The reason there are no hit indie games in a wider scope is because they don't have anything to draw people's attention. People just don't buy games unless they:

      a. Have a good history of games with that same name, for example the UT series, The Sims, Half-Life, Halo.

      b. Come from a studio with a reputation who can market the "From the makers of ..." line, for example Bullfrog with Theme Park/Theme Hospital/Dungeon Keeper

      c. Are associated with a film, and are hence buoyed by its marketing budget.

      This rule becomes more true as you move towards consoles, since there is no way to grab an indie game demo on a quick download for your 360, and hence there is no development for consoles. In a similar vein, this influences buying decisions on PCs, leading to a lack of people willing to try other things because their console gaming buddies have never heard of it.

      (Shameless plug) Encourage people to look at mods to bring them back into the 'give it a go' way of thinking. http://www.moddb.com/ is a good starting place, or just Google for "Mods [game]".

      --
      How many people can read hex if only you and dead people can read hex?
    5. Re:No indie hits...?! by NeoThermic · · Score: 1

      I have to add a 'd' to that list.

      People don't buy games unless they look realistic.

      Running the Darwinia forums has turned up a fair few intresting topics relating to the graphics in Darwinia. people saying things from they are ace to they are a cop out of doing any work (which may or many not be true ;) ). Then there's those who hate the game because it doesnt look like {insert high budget/really really new game here}.

      While those people are welcome to their own opinion, sometimes I find it rather shallow. For example modern games these days lack a good compelling story that backs the game up. Darwinia has a powerfull story, and if you stick with it for a level or two, you'll find that it is very powerfull.

      It also might do good to look at the industry from how indy games studios see it. Introversion recently did a speech at Imperial College in London about how they did it, and they also provide an insight into why they did what they did. Entitled 'How do you leave Imperial College and not become a banker', you can pick up a decent video of it here:

      http://oblivion-script.org/bytelink/IV.avi

      NeoThermic

      --
      Use my link above, or to view my server, NeoThermic.com
    6. Re:No indie hits...?! by Anonymous Coward · · Score: 0

      People don't buy games unless they look realistic.

      That's not true. There hasn't been a single game to date that looks realistic.

      Maybe you meant "looks cutting edge"?

    7. Re:No indie hits...?! by NeoThermic · · Score: 1

      Exactly my point, but the people who go for 'realistic' don't see that.

      NeoThermic

      --
      Use my link above, or to view my server, NeoThermic.com
    8. Re:No indie hits...?! by sydb · · Score: 1

      I think there is an issue for sports simulation type games. The big games in the market feature voice overs from professional commentators, real world teams and players, advertising hoardings round the pitch with real world adverts, and competitions with real world names. These make the games more realistic - despite the inherent deplorability of selling a game containing adverts - and even with good gameplay I think many gamers would spurn a totally virtual soccer game, because "it's rubbish" compared to games with these features.

      Now, I don't think it would be impossible to release a Free Software game with these features, but the work involved in obtaining permission and original artwork is not insignificant, and the Free Sofware community is not used to doing it.

      On the plus side, maybe real-world tie-ins could be a way of funding Free Software games. However, I think the original artwork for company logos and people's faces, names and voices etc. would have to be covered by a non-free license, for fairly obvious reasons.

      --
      Yours Sincerely, Michael.
    9. Re:No indie hits...?! by Marcion · · Score: 1

      I think you need to think about fair use a little more. Well the fact that say Beckham plays for England is in the public domain so making a little player with a generic blond head and calling him Beckham is surely fair use.

    10. Re:No indie hits...?! by sydb · · Score: 1

      Well, I don't think it has anything to do with fair use. We don't even have fair use in the UK, the equivalent is called fair dealing and has different rules than fair use in the US (though I can see you are probably from the UK.)

      However having thought about it someone's face can't be copyright protected because it's not a covered work; but you've ignored all of my other points...

      --
      Yours Sincerely, Michael.
    11. Re:No indie hits...?! by Hott+of+the+World · · Score: 1

      Do not forget that it is always easier to get permission for something that will never make any money.

      Absolutely. Just don't plan on making any money with it. Because as soon as someone smells a buck to be had, the lawyers come in.

      --
      | - | - |
    12. Re:No indie hits...?! by Marcion · · Score: 1

      >Because as soon as someone smells a buck to be had, the lawyers come in.

      That's the golden rule in Open Source, just have no money at all and then the leeches have nothing to grab on to. Whereas if you are IBM then everyone and his mum will have a go at you.

  2. No hit indie games? by DrMrLordX · · Score: 5, Funny

    I have no idea how large Popcap Games was back when they released it, but Bejeweled was a hit. In fact, a lot of their games have proven to be popular. Obviously they can't be thought of as an indie game studio now. And then there was that old puzzle game before it that was a huge smash hit created by that Pazhitnov guy in Russia . . . what was that again? I forget.

  3. 40 ppl by stew77 · · Score: 4, Funny

    Studios often need large development teams--usually 40 or more people--to meet their tight deadlines.

    And Napoleon Dynamite was shot by 3 guys?

    1. Re:40 ppl by Musteval · · Score: 1, Insightful

      I wish 3 guys had shot him at the beginning. That movie sucked.

      --
      Note to mods: I'm probably being sarcastic.
    2. Re:40 ppl by joe+155 · · Score: 1

      I think the real issue here is that it could have been shot by 3 people... I think the Blair witch project only had about 6 people working on it all in all; also even I could make a film (it might not be very good) but with a good idea and a camera anyone can easily make a film; a game takes a lot of specialised knowledge of all sorts of areas which the average person just couldn't do.

      come to think of it I might make a film... I'll open source it : )

      --
      *''I can't believe it's not a hyperlink.''
    3. Re:40 ppl by 70Bang · · Score: 1



      Just make sure your definition of movie exceeds The Magic Chex Box on YouTube.


    4. Re:40 ppl by pete-classic · · Score: 1

      You might be able to hand-pick three people out of the entire world who, collectively, could do everything but act in a marketable movie. Maybe.

      For a more realistic view look at the credits of Clerks, which has been described as "barely a movie".

      Oh, and here are some of the people who worked behind the camera on Blair Witch. (From IMDB)

      Neal Fredericks - Cinematography
      Daniel Myrick & Eduardo Sánchez - Writing, Directing, Editing
      Ben Rock - Production Design
      Ricardo Moreno - Art Direction
      Laura Stuart - Production Management
      Patricia DeCou - art technician
      Brigan Docking - scenic artist
      Andrew White - scenic artist
      Harry Cohen - final sound mixer
      Gerry Lentz - final sound mixer
      Dana Meeks - sound mixer
      Jack Sherdel - sound
      Rich Weingart - final sound mixer
      Eddie Bydalek - sound recordist (uncredited)
      Paul Curtis - dialogue editor (uncredited)
      Elisabeth Flaum - sound effects editor (uncredited)
      Shawn Kennelly - foley mixer (uncredited)

      -Peter

    5. Re:40 ppl by colmore · · Score: 4, Insightful

      Here here. Independant cenema is as expensive as all but the most expensive big-budget games. The better question to ask is "why does independant gaming lack the financial backing and infrastructure of independant cinema, publishing, music, etc.?"

      --
      In Capitalist America, bank robs you!
    6. Re:40 ppl by irc.goatse.cx+troll · · Score: 2, Insightful
      but with a good idea and a camera anyone can easily make a film; a game takes a lot of specialised knowledge of all sorts of areas which the average person just couldn't do.


      Thats where modding comes in. Some of the biggest and most popular games out there were created as mods with teams of under 10 people, sometimes as few as 1 or 2.

      3wave CTF, Team Fortress, Counter-Strike, etc.

      The problem is most consoles just arnt accessible to third party developers-- It doesn't matter how capable they are, if they can't produce media that will play on the masses consoles, they can't compete. The only exception to this was the dreamcast which was so easy to write for there was an unofficial port of quake1 to it. Once you have a good open engine on it like quake, you can do whatever you want pretty rapidly.
      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    7. Re:40 ppl by fermion · · Score: 4, Insightful
      read a bit further into the summary, and you will see that the question of why indie games fail.
      They spend money to license everything from comic book heroes to graphics engines. They record A-list actor
      First, indie films are generally somewhat original and mundane ideas. They do not depend on popularity of concept to compensate for lame writing. This measn that indie films do not spend money on licensing. Niether do they generally spend the millions on licensing books and then millions more on rewrites of the script. Often even music is not used due to costs.

      Indie films also do not tend to have license technology. The creators use what can be had on the budget. This has become much more sophiticated, but still not what big studios have. As far as actors, many will cut thier pay to scale to work on a indie film. This has lead to some aggrivation when the film is really succesful, as the actors then kick themselves from not negotiating a part of the sales.

      In the end an indie film has few if any big name actors, few if any popular characters, shots that are out of focus, lame special effects, and, except in the case where a big studio picks up the picture, no promotion budget.

      An indie film is usually high concept, good script, and personal. Given that video games for the most part are about cool special effects, mass murder, and pushing technology, the two do not seem to be comparable.

      So, why are they not indie games. Becuase indie films are possible because films can be produced on a low budget and there are a network of indie film houses that will show them, even though they is little money made. Console vendors want to sell games, so why bother with a game that is not going to be blockbuster? Stores want to sell games so why stock games that may not sell. Moviegoers will tolerate out of focus shots, unknown actors, and less than ideal theatres just for the hope to see something slightly original. Will gamers make the same compromises?

      --
      "She's a scientist and a lesbian. She's not going to let it slide." Orphan Black
    8. Re:40 ppl by JourneyExpertApe · · Score: 1

      It doesn't take a genius with a college degree to point a camera and press "record". (OK, it's probably a little more complicated than that, but the point is that there are people willing to work on movies for a lot less than skilled programmers are willing to work on games for.) A lot of the cost of big-budget movie development is due to the unions and guilds (in Soviet California, workers control YOU!) Making a good movie relies more on innate talent, which doesn't take the better part of a decade to develop. Making good games takes a team of highly skilled programmers, and a bunch of artists, level designers, and testers.

      But there were some indie hits. Duke Nukem 3D was really successful; so successful, in fact, that they haven't needed to produce anything for the past decade in order to keep the company afloat. Quake was produced by a relatively small company driven by one rockstar programmer (John Carmack). But games have just gotten to big and too complex to be produced by "indie" studios.

      --
      If you can read this sig, you're too close.
    9. Re:40 ppl by Anonymous Coward · · Score: 0

      Eep, no. We have film schools for a reason, and its not just to create future pornographers. Film is very difficult and *extremely* technical, just like game development. And just like in game development, there is a heirarchy of creative talent, usually most of the artistic decisions are made by a few people high up. The rest of the people involved - cameramen, setbuilders, lighting engineers, film editors, special effects artists are all there to see those decisions through, much the same way low-level programmers on game projects are there to implement the game decisions that the designers make.

      There are just as many people willing to do crappy grunt work on a video game as are willing to be cameramen or lighting techs on movies, simply because they have a need to be involved somehow. And I somehow doubt that the game industry pays or treats it grunts significantly better than the movie industry does.

    10. Re:40 ppl by magicchex · · Score: 2, Funny

      HOW DARE HE STEAL MY NAME?!

      --
      How many fulltime jobs can one man have?
    11. Re:40 ppl by JourneyExpertApe · · Score: 1

      The rest of the people involved - cameramen, setbuilders, lighting engineers, film editors, special effects artists are all there to see those decisions through, much the same way low-level programmers on game projects are there to... So I see you're under the impression that it took $300M to make the latest Bond movie. By the way, there is no such thing as a "lighting engineer". Mechanical Engineers, Chemical Engineers, Electrical Engineers, Aviation Engineers, and Civil Engineers all have something in common that "Lighting Engineers" don't: then went to the trouble of getting a real college degree and they understand the basic principles of engineering. Maybe you'll keep that in mind the next time you decide to proclaim the virtues of the film making industry.

      --
      If you can read this sig, you're too close.
    12. Re:40 ppl by binarybum · · Score: 1

      But there were some indie hits. Duke Nukem 3D was really successful; so successful, in fact, that they haven't needed to produce anything for the past decade in order to keep the company afloat. Quake was produced by a relatively small company driven by one rockstar programmer (John Carmack). But games have just gotten to big and too complex to be produced by "indie" studios.

          I hope you're not trying to say that there will never be a "Duke Nukem Forever"!!

      --
      ôó
    13. Re:40 ppl by zrenneh · · Score: 1

      Moviegoers will tolerate out of focus shots, unknown actors, and less than ideal theatres just for the hope to see something slightly original. Will gamers make the same compromises?

      Moviegoers have to tolerate the movie's foibles for a couple of hours.
      Gamers spend a lot more time with a game.
      The originality may wear off, but the foibles are there to stay, and they get annoying.

    14. Re:40 ppl by amilham · · Score: 1, Insightful

      -- engineering Pronunciation Key (nj-nîrng) n. The application of scientific and mathematical principles to practical ends such as the design, manufacture, and operation of efficient and economical structures, machines, processes, and systems. The profession of or the work performed by an engineer. Skillful maneuvering or direction: geopolitical engineering; social engineering. -- I don't think you understand what goes into lighting for photography/filmmaking. It's not a simple matter "plug in the light".

    15. Re:40 ppl by mwvdlee · · Score: 2, Informative

      Going out on a limb here, but I think the general audience of independant movies would be somewhat more into cultural things than cheap thrills.

      I don't really think there's an equivalent audience for independant games, at best this potential audience would probably spend most of their money on more cultural activities.

      Unless independant studios can make games which have significant gameplay values to become widely accepted as an art-form, I just don't think there is any audience to justify bigger budgets.

      Those popcap games are surely great fun (I play some of them myself regularly), but they don't engage the player in at a level the cultural arts do. I hope they someday will, but right now they don't.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    16. Re:40 ppl by noidentity · · Score: 1

      "Moviegoers will tolerate out of focus shots, unknown actors, and less than ideal theatres just for the hope to see something slightly original. Will gamers make the same compromises?"

      I hate those out-of-focus shots in games! And don't get me started about having the microphone visible. Ugh!

  4. I was hit by Anonymous Coward · · Score: 0

    Yeah, Napolean Dynamite hit me like a brick. I was stunned having fully spent an hour and a half in front of the biggest non-sense ever created.

  5. StepMania by Ilex · · Score: 2, Interesting

    StepMania seems to be a very popular game. There's an active modding community and a multiplayer add-on. Haven't played it myself but looking at some of the clips on youtube.com it looks very polished.

    Must be great fun at a party.

    1. Re:StepMania by Anonymous Coward · · Score: 0

      I didn't realize Konami was considered an indie developer...

    2. Re:StepMania by packeteer · · Score: 1

      You are talking about a non-commercial game. Stepmania is a really good program but it is really only directed at an audience that already plays or knows about Dance Dance Revolution.

      --
      unzip; strip; touch; finger; mount; fsck; more; yes; unmount; sleep
    3. Re:StepMania by Vacuous · · Score: 1

      Konami doesn't make Stepmania.

    4. Re:StepMania by APLowman · · Score: 1
      As a Stepmania/Stepmania Online Dev. I know for a fact that Stepmania is "successful" and indy. SM has even spawned it's own arcade game, In The Groove, which has had two iterations, both were also released on the PS2. Stepmana also supports many Bemani(rythm) games other then it's Dance Dance Revolution clone, including:
      • PUMP (DDR w/ Center and Diagnoal based Pad)
      • TechnoMotion (DDR w/ Normal and Diagonal based pad)
      • Pop'n (A bongo style game)
      • IIDX (A DJ/scratching game)
      • Para Para Paradise (A hand motion game)
      • Guitar Hero (A guitar based game)
      • And anything else somebody makes a theme for



      Check out Stepmania Stepmania Online
    5. Re:StepMania by Amouth · · Score: 1

      another good example is pyDDR - i know they guy who wrote it.. and it was a pet project to teach him self python

      --
      '...if only "Jumping to a Conclusion" was an event in the Olympics.'
  6. Not many console games, but... by Ardeocalidus · · Score: 5, Interesting
    Sure there are, especially with the advent of internet publishing. Look at two of the hottest online FPS games, Day of Defeat and Counter-strike. Both were originally made by indie mod groups. However, both became so popular that they were bought up by a corporate entity. Look at Dystopia and Empires, two HL2 mods that are walking in the footsteps of DoD and CS. Though I must say that its much easier to make an independent game using a modification tools.

    We can't rate hit indie games by their fiscal gross alone. Some of the most popular games out there (Continuum, anyone?) are free.

    1. Re:Not many console games, but... by ObsessiveMathsFreak · · Score: 2, Insightful

      Though I must say that its much easier to make an independent game using a modification tools.

      This is telling us two things.

      One, developers are continually reinveting the wheel.
      Two, game engine licences still cost afr, far too much money.

      I think it's only a matter of time before open source game engines and frameworks begin to replace overpriced and overrestrictive proprietary solutions. This will happen first in "basic" areas such as i/o, toolkits, small physics simulations and will work its way up to entire engines. It's in effect already happening with frameworks like OpenGL, OGRE, Wings3D and SDL.

      Proprietary engine makers such as id or Valve will have the resources to keep somewhat ahead of the curve for a while, but as moores law outpaces their ability to overtake it, long established concepts and techniques will be all anyone needs to make a sellable game. But like a bulldozer, the open source engine will simply steam past them as they bog themselves down with restrictive licences and things like Steam.

      --
      May the Maths Be with you!
    2. Re:Not many console games, but... by Anonymous Coward · · Score: 0

      "Some of the most popular games out there (Continuum, anyone?) are free."

      Uhh, that's probably why they're popular...

    3. Re:Not many console games, but... by UnrefinedLayman · · Score: 2, Insightful
      One, developers are continually reinveting the wheel.
      Two, game engine licences still cost afr, far too much money.
      The wheel gets reinvented because if every game used the Source engine every game would play exactly like Half Life 2 and CounterStrike Source and DoD Source. If every game used the Doom III engine every game would play exactly like Doom III and Quake IV. Variety is the spice of life, and it's the variety of game engines that make games different from each other. There's already a chorus about how every game is the same, there's no innovation, nothing's original anymore--how much louder would those protests be if engines were more uniform?

      Commoditizing game engines is one of the ways that game developers recoup costs; the biggest expense isn't the voice talent, it isn't the artists, it isn't the modelers, it's starting from absolutely nothing and making a framework to create huge 3d environments and manage user-interaction. So yes, they cost a lot of money. But they cost a lot of money to produce and the field of potential buyers is small (for a lot of reasons, not only because the cost is high).

      Your further ideas about open source game engine development taking the lead are not sensible. With high cost licenses from the major graphics card makers, constantly shifting APIs, extremely expensive computer hardware, the broad fields of expertise required to create an engine, and the knowledge that within two to three years the entire engine--from top to bottom--will be worthless in the context of new hardware and APIs, the very idea of open source engines taking off (especially in the context of all games looking alike) isn't feasible.

      Game engines are not like operating systems. They're not like Window Managers. They're not like servers. They're highly specialized to use specific generational hardware implementations and have a short shelf life.

      Your invocation of Moore's Law doesn't make any contextual sense. It's not even a law in the general sense you appear to be using it, and your example of id and Valve only furthers the idea I've been pushing all along here: game engines are not like operating systems. Windows is the cruft of Windows from 1995 until now. Linux is the cruft of Linux from 1999 until now. Source is the cruft of Source; Doom III is the cruft of Doom III; engines are constantly rebuilt from scratch, are very nimble, and don't thrive on the incremental change model of open source (or Windows).
    4. Re:Not many console games, but... by Propaganda13 · · Score: 1

      Console are not setup to run independent homebrew games without modification. Indie mod groups have made some fantastic PC games or added new life to old games. Sure, mod groups use existing engines, but so do a lot of industry groups. The big reason for investing time in making an engine is to license it to others. If I want to make a great game in a short period, I'm going to use someone else's engine.
      I think indie groups' biggest problem isn't attracting talented individuals, but attracting committed talented individuals in one group.

    5. Re:Not many console games, but... by UnknownSoldier · · Score: 1

      > One, developers are continually reinveting the wheel.

      That is true, but you need to understand why this happens.

      It's about over coming techincal issues in an engine to provide a more realistic game.
      Every game engine is a kludge'd "reality simulator". Even representing color as the popular 3-tuple: red,green,blue is an APPROXIMATION of what happens in the real world, because the only way to get a fast frame rate, is to cheat on the simulator like crazy. As computers get faster, we can do less cheating. Meaning less hacks, to achieve the "proper thing." -- but we still have a LONG ways to go.

      Here's a practical example:

      In order to provide more visual detail, one could simply up the vertex/poly count for a model. The problem is, this chews up bandwidth, and provides decreasing returns. A clever 'hack' (normal mapping) lets you achieve the same visual look, but FAR cheaper.
      Simple Bump Mapping Tutorial

      Game Engines are constantly being pushed to their limit. When you can no longer shoe-horn a feature in, it is far better to start with a clean slate.

      The hard part is designing an engine that is both
      1) Fast
      2) Flexible

      Usually, 3) Cost is involved, so pick which 2 of the 3 you want.

      Thus decrying developers keep re-inventing the wheel, is mis-leading. It sweeps all the problems under the rug, instead of looking at all the reasons.

      --
      Game Design is about the unholy trinity: Realism, Logicalness/Consistency, Convenience
      Unfortunately, far too mamy players are argueing about the wrong thing, usually the red herring of realism.

    6. Re:Not many console games, but... by smash · · Score: 2, Insightful
      The wheel gets reinvented because if every game used the Source engine every game would play exactly like Half Life 2 and CounterStrike Source and DoD Source. If every game used the Doom III engine every game would play exactly like Doom III and Quake IV. Variety is the spice of life, and it's the variety of game engines that make games different from each other. There's already a chorus about how every game is the same, there's no innovation, nothing's original anymore--how much louder would those protests be if engines were more uniform?

      Surely you jest? For that to be the case the cs:source engine must have no configurable parameter (even in the source) for tweaking game physics, and the no ability to change weapon damage, viewpoint, etc.

      Which i'm quite sure it does. The only excuse for the game playing "exactly like" any other source engine game is developer laziness.

      Example: quake3 and urban terror both use the quake 3 engine. They play nothing alike. UT2k3 and Vampire: Bloodlines both use the UT2k3 engine and they play absolutely NOTHING alike. They're not even the same genre of game...

      smash.

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    7. Re:Not many console games, but... by senatorpjt · · Score: 1

      The wheel gets reinvented because if every game used the Source engine every game would play exactly like Half Life 2 and CounterStrike Source and DoD Source. If every game used the Doom III engine every game would play exactly like Doom III and Quake IV.

      It's hard to imagine that Adventure Pinball plays exactly like Unreal Tournament, despite using the same engine.

    8. Re:Not many console games, but... by dalutong · · Score: 1
      We can't rate hit indie games by their fiscal gross alone. Some of the most popular games out there (Continuum, anyone?) are free.

      Not to mention freeciv.

      --

      What comes first, finding a teacher or becoming a student?
    9. Re:Not many console games, but... by Fulcrum+of+Evil · · Score: 1

      Two, game engine licences still cost afr, far too much money.

      How's a $100 dev license sound? $395 for indie licenses.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    10. Re:Not many console games, but... by Anonymous Coward · · Score: 0

      Um Didn't Bloodlines use the Source Engine.

      Whats happened to the SP total conversions? plenty for MP (DOD CS etc etc) but i dont see much for SP. Nehahra stands out a bit but that dates back a while.

    11. Re:Not many console games, but... by smash · · Score: 1
      Um Didn't Bloodlines use the Source Engine.

      My bad actually, you may be correct (i work away, not at home, not 100% sure now you mention it).

      However, that only strengthens my point - it doesn't play anything like CS: source either :D

      smash.

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    12. Re:Not many console games, but... by Mac+Degger · · Score: 1

      "if every game used the Source engine every game would play exactly like Half Life 2 and CounterStrike Source and DoD Source. If every game used the Doom III engine every game would play exactly like Doom III and Quake IV"

      This is simply not true; you can change so many settings for movement and program in different actions, as well as use your own style of models/shaders to produce totally different games.

      Case in point: Civilisations 4 and GTA:San Andreas. Both made with the middleware engine Gamebryo/NetImmerse. The two games cou;d hardly be more different :)

      Fact of the matter is that you can differentiate your game easily even just by having a particular style (cellshaded, superdeformed, painterly, what about black and white?), but that's a hard thing to pull off consistently within a game. However, the payoff is huge when pulled of correctly.

      --
      -- Waht? Tehr's a preveiw buottn?
    13. Re:Not many console games, but... by EvilIdler · · Score: 1

      >If every game used the Doom III engine every game would play exactly
      > like Doom III and Quake IV
      Then again, Alien Swarm doesn't play anything like Unreal Tournament 2004,
      which is the engine it's using.

    14. Re:Not many console games, but... by Anonymous Coward · · Score: 0

      Umm, I count at least 750 people playing Continuum right now (and my list doesn't have every server in the game). I doubt freeciv matches that...

    15. Re:Not many console games, but... by dalutong · · Score: 1

      i was kiding.

      --

      What comes first, finding a teacher or becoming a student?
  7. Storyline maybe? by dedeman · · Score: 1

    I don't know, anymore all I play are FPS like BF2.

    However, in the past I've played one or two storyline based games. Needles to say, it was a story any freshman in Comp 101 would have laughed at.

    I think that, in many ways like movies, more emphasis is placed upon things blowing, huge guns, hell, even celebrity voice overs, title namesake, time to market (console release dates?) are making for crap games, much in the same way that there have recently been a spate of bad movies, IMHO.

    I'll use a poor example, Tron. I saw it when I was about 7, and was mistified ever since. The sight of the arcade cabinet still gives me goosebumps. Has anyone played the travesty known as Tron 2.0? It made me cry, especially after the price two months after release was approx 14.99 (during a time when 49.99 was roughly the release price limit, which I paid for that POS). Not even one celebrity voice over (I think Bruce Boxleitner may be cheap these days).

    FP?

    1. Re:Storyline maybe? by moonbender · · Score: 2, Insightful

      First you seem to complain how developers are only interested in graphics and celebrity voice overs. Then you say how Tron 2.0 sucked and that it lacked - celebrity voice overs. Maybe you were kidding. FWIW, Tron 2.0 is considered to be a fairly good game, to quote the Eurogamer review: "It certainly isn't going to win any awards for pushing the envelope, but it's a damn sight better than most of the generic FPS tripe we've seen pass through the office over the last year or so."

      --
      Switch back to Slashdot's D1 system.
    2. Re:Storyline maybe? by Anonymous Coward · · Score: 0

      You have no idea what you are talking about. Not only did Tron 2.0 have celeb voive actors, it had Cindy Morgan (from Tron) and *Bruce Boxleitner* (who you were just bemoaning not being in the game). It was also the best damn game that came out in 2003 according to myself and Play Magazine. Not only was the gameplay fantastic, but they really did justice to the 'inside the computer' theme of Tron. The entire world was filled with little 'inside jokes' that any computer geek could love. Some were obvious, and others were hidden extremely well. One of my favorite parts was visting the original Tron mainframe (where all the old programs still think they reside in the fastest computer ever built) and needing to overclock the CPU, while fighting off the 'resource hog' programs (All of which are named similarly to MS Office programs). It's one of the few FPS games I can go back and play through time and again and not get bored of.

      Other awards for Tron 2.0:
      - Play Magazine, PC Game of the Year
      - Computer Gaming World, Best use of License
      - Computer Gaming World, Editor's Choice Award
      - PC Game, Editor's Choice Award
      - Computer Games, Editor's Choice Award
      - Computer Games, Top Ten Game of 2003
      - GDC Award Nominee, excellence in Visual Arts
      - GameSpy, Best Storyline
      - GameSpy, Top Ten Game of 2003
      - Game Chronicles Magazine, Best movie/TV PC game
      - Action Vault, Outstanding Achievement in Art - Direction
      - Action Vault, Outstanding Technical Achievement in Graphics
      - IGN, Best graphics Runner-up
      - Time Magazine, Top Ten Video Game of 2003

    3. Re:Storyline maybe? by KDR_11k · · Score: 1

      while fighting off the 'resource hog' programs (All of which are named similarly to MS Office programs).

      I think I even fought one that was called "emacs". Seriously.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  8. Galactic Civilizations II by Zarhan · · Score: 1

    Galciv 2 would be a proof to the contrary. As are many strategies published my Matrix Games. There ARE hit indie games (there may not be much in the way of REVENUE, but the profits are good). Galciv II of the starforce fame was (and still is) on the RETAIL Top 10 lists in US, Canada and also in Europe (at least in play.com). Total budget was something on the order $500000 or so, IIRC. Ok, not just two guys in a basement, but still, very small developer and in my books an "indie".

        When something is good, the word-of-mouth advertising can do wonders.

    1. Re:Galactic Civilizations II by patio11 · · Score: 1

      Yep. And GalCivII sold 30% of its copies online according to their blog post. Many game developers would have to split the $49.95 with a retailer, distributor, and publisher, eventually seeing somewhere between $10 and $20. When Stardock sells GalCiv online, they split the $49.95 with Stardock, Stardock, and Stardock (well, OK, kick in something like $.80 for credit card processing).

  9. I beg to differ... by XXIstCenturyBoy · · Score: 2, Interesting

    Its not because you don't hear about a game in the mainstream game review site that they aren't hits. Its just a question of exposure. Take Hexic or Crystal Cave on XBox Live. They fare pretty well for games with 0$ in marketing budget.

    Some games have a niche market and are quite recognized among players. Cave story, Tumiki Fighter or even some *band variant comes to mind.

    In the end its only a question of marketing. Just like Open Source, suffers from a lack of "Open Source Marketing", Indie suffer from a lack of "Indie Marketing". But things are picking up IMHO.

  10. PC Games by colmore · · Score: 5, Interesting

    The natural market for indie games is the PC, the structure of console gaming assumes large publishers; back in the day console games were either first party titles or arcade ports. In the 80s and 90s the majority of PC games were "indie" studios like Maxis, Id, and Sierra: small-staff affiars that occasionally produced mega-hit games, but also subsited quit well on sleepers and more nich titles.

    This all changed after the indroduction of dedicated graphics processing and of online gaming, and the resulting arms race for whiz-bang excite-the-fanboys-with-screenshots features. The arcade culture moved online and onto PC gaming, and the idea of PC games being something that an adult might want to play on their office machine began to die. Megapublishers moved in, purchased the formerly independant studios, and homoginized the industry.

    And now you have an absurd situation where Nintendo is seen as being some sort of guiding visionary for thinking that video games could be intertainment for people who aren't hard-core gamers, when, in fact, before recently, PC gaming had been serving a diverse audience for over 20 years.

    Anyway, I'm of the opinion that video games have become much more narrow and catering to a specific audience, one that no longer includes me. I'm no luddite. I appreciate good graphics and advances in technology, however games that use all these new features in ways that actually interest me are few and far between, and I find myself looking toward abandonware for new (to me) games.

    I have a kind of generic critique of capitalism as a mode of cultural production that relates to this. It seems that commercial art is best when it is part of an immature market. The genre of the summer blockbuster saw a lot more creativity and inventiveness in the 70s and 80s, while the parameters were still being explored. Once Hollywood figured out the basic formulas of that game (e.g. "Die Hard" is a reproducable success, "E.T." is not, etc.) creativity dropped through the floor and you start seeing more and more sequels, licensed adaptations, and such. I'm not saying that profit is incompatible with art, just that it doesn't scale infinitely, when the producers get too greedy and refuse to accept the risk of not having a hit, the fun dies out.

    --
    In Capitalist America, bank robs you!
    1. Re:PC Games by cubicledrone · · Score: 1

      the structure of console gaming assumes large publishers

      Anti-competitive.

      It seems that commercial art is best when

      Business doesn't drain all the air out of the room. Remember: they're not happy with just their share. They want your share and the other guy's share too. Otherwise they don't want to participate.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    2. Re:PC Games by colmore · · Score: 4, Insightful

      My initial reactions to business are usually the same as yours, but you have to remember, without these businesses, the videogames we're discussing don't exist. "Business" represents a lot of people doing a lot of different things. I'm an independant software developer, I work on a contract to contract basis. While I usually consider clients to be bosses of sorts, I'm self-employed. Am I "business?" Do I want your share and the other guys too? Well sure... I'd like to make more money, I'm not a rich man, and it would be nice to travel more and live better.

      The left is generally correct in the belief that allowing market forces to work unfettered creates excellent markets, but they will only be optimized along a limited number of parameters, and that business does need to be kept in check if values that don't easily translate into a bottom-line are to be preserved in our society. However, the recurring error of the left is to treat business as a criminal element merely for being business. Like it or not business is the cornerstone of our society. Nobody is employed without it. Food doesn't get grown without it, the internet doesn't exist without it (the internet mind you, the multi-trillion dollar communications infrastructure, not the web, a vague collection of data stored and transmitted on that network) etc. etc. etc. If you make yourself the enemy of business, you're making a pretty powerful enemy. The challenge for the left in the globalization era is to come up with creative approaches to dealing with modern problems that utilize the forces of capitalism without succumbing to their excesses. Seven-times watered down Marxism isn't really serving us very well, and the public rightly finds little resonance in a class debate cloaked in the language of the Industrial Revolution.

      --
      In Capitalist America, bank robs you!
    3. Re:PC Games by cubicledrone · · Score: 1

      without these businesses, the videogames we're discussing don't exist.

      But an entirely new universe of games would exist, of a type and quality unimaginable to the current industry.

      Like it or not business is the cornerstone of our society.

      Fair enough. Cruelty is not the cornerstone of business, however.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    4. Re:PC Games by Frogmanalien · · Score: 1

      I think everyone is missing where the indie market is- Flash Games. There's lots of creative, small companies releasing games that are played by millions and recouping money through advertising and sponsorship. Ok, they aren't necessarily all small companys working alone, but many are small design studios that fit the title indie (although sometime the overly commerical nature of Flash animation may taint this idea a little bit).

      --
      The only thing that saves us from the bureaucracy is its inefficiency (Eugene McCarthy)
    5. Re:PC Games by Anonymous Coward · · Score: 0

      Okay, maybe the political overtones were a bit much for some world views, but I agree with the grandparent completely and believe that he sees the essence of the situation. TV is made for sub-12 year old intellects. Why?, because this is the largest mass audience. In the last 5 years we have seen a ramp-up in migration of 12 year old intellects from TV to games. This has coincided with graphics improvements. I don't think this is a coincidence. I have nothing against pretty stuff per se, just the consequence of the market it attracts.

      The consequence is that perfectly rational, clinically psychopathic corporations have maximised profit by dumbing down games. It's not just that games are unoriginal - they are dumb. When was the last time you saw witty conversation in a game - written or spoken? How much text is there in games in general? The indie developers are competing in the wrong space - they should be appealing to the guys who played games 10 years ago and are waiting for a brunette.

    6. Re:PC Games by Mac+Degger · · Score: 1

      "However, the recurring error of the left is to treat business as a criminal element merely for being business."

      But it is. Business doesn't have morals except for those which are imposed on it. If we didn't do that, business would still be dumping toxic waste and paying as little as they can get away with (which would be less than subsistence...look at the 'economic free zones' around the world). Sure, the people behind a business can have morals...but as Enron and Halliburton prove, the larger business gets, the more divorced from reality those morals get. The free market practically is built to produce monopolies/oligarchies, but when the system is built around the idea of 'collect money to win/you keep score with money', the winner is invariably the guy who gets all the money. The 'free' market is one which by it's own conception /needs/ morals imposed on it, as it does not have them inherently.

      "Like it or not business is the cornerstone of our society. Nobody is employed without it. Food doesn't get grown without it, the internet doesn't exist without it"

      Odd to pick those two; agriculture/the food industry is heavily subsidised by the state, and the internet was a government funded project, developed by military think tanks and universities. Furthermore, industry isn't such a good one with education. They want their employees to have the the minimum education they need to work, which is why industry financial involvement with education invariably sees a decline in that education; a university department funded by industry stops giving an all-round education but focusses heavily on what that industry segment wants it's employees to know. Industry has little interest in bussinessmodel-changing technology; it's too much work :)

      --
      -- Waht? Tehr's a preveiw buottn?
  11. Very true by Metaleks · · Score: 2, Insightful

    Very, very true... However, the big-shot movies don't learn anything from indie films like Napolean Dynamite and continue to overproduce movies that have a ridiculous budget. In a game though, the big-shot game developers can learn things from indie games like Spiderweb Software's: Avernum and Geneforge.

    1. Re:Very true by CaptainCarrot · · Score: 1

      Geez, Spiderweb Software deserves a link at least, doesn't it?

      --
      And the brethren went away edified.
  12. Tight deadlines by DavidLeblond · · Score: 2, Insightful

    Studios often need large development teams--usually 40 or more people--to meet their tight deadlines.

    Yeah, but indie developers usually don't have tight deadlines.

    They spend money to license everything from comic book heroes to graphics engines. They record A-list actors. And if they burn their own CDs or do their own marketing, costs can really soar.

    Again, you don't need to do this to make an indie game. Games on CD? Thats so 1999.

    If you spend next to nothing to make a game, its easier to make a profit.

    Take this guy for example.

    1. Re:Tight deadlines by Anonymous Coward · · Score: 0

      > If you spend next to nothing to make a game, its easier to make a profit.

      Except that in the example you give, the guys bragging about making $12,000 from $900 investment somehow calculate that the game was developed for $0.

      Nowhere in the $900 is the cost of development mentioned. From what I have seen, paying programmers and artists is a big part of the cost of making gmaes. Their low cost includes marketing costs, plus a small cost paid to port the game to Mac. But the 160 or so hours they spent could have netted them $16,000 to $24,000 in contracting fees. By my math, they are still in the hole.

      I think it's great they did this, and their time probably is cheap if someone else is paying their living expenses right now, but if I were in their position I wouldn't call this a career quite yet.

      AC0528

    2. Re:Tight deadlines by DavidLeblond · · Score: 1

      From what I read, the game was developed by one guy after work. He probably already had the dev software. Therefore, yeah, the cost of the game was probably $0. And it wasn't his career, he clearly states he has a full time job.

    3. Re:Tight deadlines by jozmala · · Score: 1

      Games could be nice side business though. It could be something more like ARGH I don't want to spend 60 hours/week just doing these stupid custom business apps, I'll split the hours 30 hours for business and 40 hours for game developement.
      Uh. Those figures don't add up but if you get exited, of something there is potential for you spending more time on that hobby than just the dull business app side, if you choose to do it instead of management pushes you up in bigger company.
      2ndly its rare that first installation hits that well in independent software, its more or less long term plan for becoming full time ISV. The more or less the routine looks like.
      First 5 months of sales could bring in way under 1000$/month. But after 5 years of refining the application, sales and marketing etc... you could bring in exess of 12 000$ /month .
      Its you do something, you learn something you do something more, you learn more. After few years you have become quite good in your specialty, and have learned enough in the 80% of being in software business that doesn't deal with programming but how to get people buy your programs, and supporting them and everything else.

      --
      ©God :Copyright is exclusive right for creator to determine the use of his creation.
    4. Re:Tight deadlines by sholden · · Score: 1

      Where do I find these $100-$150 an hour jobs that only require me to work a few hours a day for a month?

      Can I do all the work in a big chunk on the weekend - I'm willing to give up 4 weekends a year to fund the scotch for the other 48.

      You have a strange idea of "in the hole" too. Because someone else could earn 40% more what I earn doing something different that I find amazingly boring means I'm in the hole?

      I hear Bill Gates made more money than you. Does that mean you're a few billion in the hole?

  13. Distribution by ximenes · · Score: 2, Interesting

    The indie movies that are successful are those that manage to reach a wide audience. They get picked up for distribution (art house or even multiplex), advertised, reviewed, and otherwise get very similar treatment to studio movies. There are lots of indie movies that aren't successful and don't get this treatment, but it is a possibility. There are movies out there that everyone has seen and never realized that they were indie.

    This is not true at all for indie games. There is no getting picked up by a distributor, getting reviewed, advertising or anything of the kind. They're either available for free from some site filled with indie games of dubious quality or they try to get sold by some new method (electronic delivery, serialized gaming, etc.). Its hard enough to be successful going against the flow in one aspect (indie vs large developer), and its even harder when you add a new distribution/payment scheme to that.

    How am I supposed to find out which indie games are good? Without totally immersing myself into the scene, its next to impossible. Advertising, reviews and utilizing the existing distribution medium let people find independently produced things in the way that they're accustomed to finding establishment things.

    Also: the game world does not have a clearly defined establishment in the same way that the movie world does. Just because EA is the behemoth now doesn't mean that they have the same kind of history as MGM (used to), and so being independent of them doesn't carry the same connotations in the consumer's mind.

    1. Re:Distribution by cubicledrone · · Score: 3, Insightful

      How am I supposed to find out which indie games are good?

      Well that would normally be a function of the gaming media...

      HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    2. Re:Distribution by Henry+V+.009 · · Score: 1

      You've hit the nail on the head.

    3. Re:Distribution by flooey · · Score: 1

      They're either available for free from some site filled with indie games of dubious quality or they try to get sold by some new method (electronic delivery, serialized gaming, etc.).

      That's an excellent point. One major difference between indy games and indy movies is that indy movie houses have limited screen real estate. As a result, they have to pick and choose what movies they play, and thus there's at least some amount of selection that goes on. Your average indy game site has effectively unlimited "shelf space", and as a result there's no way to find the gems among the garbage.

  14. Indy software is far harder than indy films. by Anonymous Coward · · Score: 1, Insightful

    The average star in an indy film is able to get by far easier than the average indy software developer.

    First of all, even after one popular movie, the indy star will likely be able to make some money speaking at various events. They'll be able to star in theatre productions, even those running just a few weeks.

    Second of all, it's far less costly for an individual actor or actress to make an indy film. That's why they can often star in four to five indy films per year! An indy game developer will often spend a year or two per game, if not more (for a larger project).

    Those advantages rarely exist for a software developer. The individuals themselves are far less visible than indy actors or actresses. Nobody will want them to speak at events, let alone pay them to do so. Working part-time at other software firms to cover the expense of living while developing their indy title may be impossible (due to NDAs, etc.).

    When you consider how much harder it is for an individual indy developer (or small group of developers) to get by financially, especially compared to indy actors or actresses, it's no wonder there are fewer popular indy games out there.

    1. Re:Indy software is far harder than indy films. by some+guy+on+slashdot · · Score: 2, Insightful

      badanalogyguy? Is that you?

      The actors are just one part of the creative pipeline for a film, and usually work on the film for about 1/10th of the total production time. I could just as easily say that indie games are easier because its easier for an artist to create assets for an indie game than it is for an indie filmmaker to write, cast, direct, produce, advertise and distribute a movie.

      We should be comparing the indie game developer to an indie film director/producer; in which case, you see that they are about equivalent in difficulty, except that the indie filmmaker has to organize a lot of people whereas the indie game developer does not; indeed, he may be doing the entire game himself.

  15. It's sad really by Daimando · · Score: 0, Redundant

    We're living in a country where the mighty dollar dominates over true talent. What was once a community where small developers can design their own games with no problem has turned into big business where pleasing the average consumer is the ideal goal. Hopefully, Nintendo lets Indie developers take off with the Virtual Console.

  16. Not apples and oranges by pkinetics · · Score: 1

    The article is more vaguely about console games than PC games. His comparisions between film and console video games is very flawed. Anyone can grab a camera, and edit the video. All the hardware is readily available. Same as with music. Take a console game, and its big bucks to get the development, and then the deployment. PC games are completely different as there is not as much overhead, as compared to consoles, with development and distribution. But have companies like EA lost their creativity. Oh yeah.

  17. Think outside the box. by BaronSprite · · Score: 0, Troll

    Well one of the problems is across the whole industry, lack of imagination. Stop using comic book characters, record some talented local voice actors, distribute through secure bittorrent, etc.. Want free marketing? Get your game /.ed as the next big indy hit. Or try sending promotional copies and news to every gaming site you see. Don't complain about the system when there are ways to get around it, that just require some effort and imagination instead of whining for big bucks.

  18. It's simple by cubicledrone · · Score: 2, Insightful

    That just doesn't happen in video games. The average PlayStation 2 game costs about $8 million.

    That's called a "barrier to entry." It's a feature of the non-free market which is inaccessible to 99% of business in order to limit or abolish competition (see "insufficient huevos") and deny small business access to the capital markets.

    Let's recap:

    1. There is no free market
    2. There is no competition
    3. There is no access to capital

    Not bad for a capitalistic free market based on competition, don't you think?

    Cue Slashdot apologists for the Neo-Darwinian game show status-quo "get more marketable skills" economy.

    --
    Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    1. Re:It's simple by toadlife · · Score: 0, Troll

      Jesus, you're like a fucking broken record.

      Congratulations on figuring out that life isn't fair fuckwad. Are you jsut going to troll slashdot for the rest of your life from your cubicle or do something about it? I hear Cuba is a nice place to live.

      --
      I don't always use unix-like operating systems; but when I do, I prefer FreeBSD.
    2. Re:It's simple by Anonymous Coward · · Score: 1, Insightful

      "Congratulations on figuring out that life isn't fair fuckwad."

      Perhaps it should be. Perhaps we should send people like you to that capitalist paradise in Somalia and let you live out your "life isn't fair" fantasies the way it should be lived out.

      America doesn't need corporate lapdogs like you around any more.

    3. Re:It's simple by toadlife · · Score: 1

      There is no such thing as "fair".

      --
      I don't always use unix-like operating systems; but when I do, I prefer FreeBSD.
    4. Re:It's simple by cubicledrone · · Score: 1

      Well, there is if you can have free unlimited slave labor, markets with no competition, access to unlimited capital and an industry with guaranteed revenue. That's "capitalism" according to middle management.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    5. Re:It's simple by soulhuntre · · Score: 1

      That's called a "barrier to entry." It's a feature of the non-free market which is inaccessible to 99% of business in order to limit or abolish competition (see "insufficient huevos") and deny small business access to the capital markets.

      Or it could be that things are - you know - expensive. The time and expertise fo the people with the skills and talent needed to make a AAA title these days for a console is huge. Thats going to happen any time skills are relatively rare (and talent is).

      What your essentially saying that the only way to have a zero barrier to entry is for people to:

      * Give you the hardware
      * Donate their labor, talent and skills
      * Produce the finished product for free
      * Transport the finished product for free
      * Advertise the finished product for free

      Thats just silly. It's like saying that your inability to start a international airline without spending more than the 300$ you have under your mattress is a sign of a vast conspiracy.

      Get a grip.

      --
      --> Fight tyranny and repression.... read /. at -1!
    6. Re:It's simple by Surt · · Score: 1

      Fortunately, none of these is actually true in the game market:

      1. There is no free market

      But publishing on the internet is essentially free. You can't get your title onto a console without a licensing cost, but that has been true since the 80's, and is actually improving today as the 360 and the PS3 are both going to offer cheaper licensing access to the platform through their network services.

      2. There is no competition

      There are tons of small game studios that get founded each year. Most are failures due to competition from superior products. The lack of competition exists purely in the publishing market, making it difficult to get your game onto walmart's shelves. But there has been a lot of good success in advertising through CGW and gamer magazines for direct download games.

      3. There is no access to capital

      Many small game studios get startup funding from the major publishers, vc, subscription loans, and bank loans.

      Indie games are not doing well not because of these factors, but simply because their product sucks. Relatively few people want to play a fun game with crummy graphics anymore, and that's where low budget games are always the weakest. They don't sell because there is no market, not because they can't reach the market.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  19. Retailers are the key by EMB+Numbers · · Score: 2, Insightful

    If a game is not available on the shelf at Walmart and Best Buy, it is very unlikely to be a hit. However, shelf space at Walmart and Best Buy is so limited that game publishers have to rent the shelf space. The publisher pays for shelf inches or an end-cap, and the retailer doesn't care so much if the game sells or not. The retailer makes money from shelf rent regardless.

    Small developers and small distributors do not have the capital to pay Walmart $8M for a national role-out. Therefore there is no shelf space for the games. Therefore they don't sell well.

    A manager at Vivendi once told me that they could sell 50K units of an empty box at Christmas because the parents have no idea which games are good. They buy them randomly, and having and end-cap and a pretty box will result in more sales than any amount of game play quality.

    The problems with electronic distribution have still not been overcome: Separating the good from the boring, handling payment, limited bandwidth, and game magazines won't review or publicize unless the publisher advertises.

    1. Re:Retailers are the key by cubicledrone · · Score: 1

      If a game is not available on the shelf at Walmart and Best Buy, it is very unlikely to be a hit.

      Anti-competition.

      However, shelf space at Walmart and Best Buy is so limited that game publishers have to rent the shelf space.

      Anti-free-market. Barrier to entry.

      The publisher pays for shelf inches or an end-cap, and the retailer doesn't care so much if the game sells or not.

      Anti-competitive.

      Small developers and small distributors do not have the capital to pay Walmart $8M for a national role-out.

      Anti-capitalist. Barrier to entry. Anti-competitive. Anti-free-market.

      Therefore there is no shelf space for the games. Therefore they don't sell well.

      Note the absence of discussion of the quality of the product? Anti-competitive.

      They buy them randomly, and having and end-cap and a pretty box will result in more sales than any amount of game play quality.

      Yet you have to be the video game equivalent of Speilberg to get a job. When are people going to realize how much BULLSHIT is being shoveled in the modern workplace and marketplace?

      and game magazines won't review or publicize unless the publisher advertises.

      Anti-competitive. Anti-free-market. Anti-capitalist. Barrier to entry.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    2. Re:Retailers are the key by tomhath · · Score: 1

      You're correct that there's a high barrier to competing with the major players in the gaming industry. But that's true of pretty much every industry. Big business is big business.

      And the solution you propose is?

    3. Re:Retailers are the key by Anonymous Coward · · Score: 0

      Renting out retail shelfspace to the hightst bidder is pretty much the definition of capitalism, Mr Engles.

    4. Re:Retailers are the key by cubicledrone · · Score: 1

      You're correct that there's a high barrier to competing with the major players in the gaming industry.

      Yet we all glory in the "free markets of competitive capitalism."

      And the solution you propose is?

      For openers we could stop horseshitting ourselves.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    5. Re:Retailers are the key by cubicledrone · · Score: 1

      Renting out retail shelfspace to the hightst bidder is pretty much the definition of capitalism

      Renting out shelf space has nothing whatsoever to do with capitalism, competition or a free market.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    6. Re:Retailers are the key by pete6677 · · Score: 1

      What is the solution? Do all large stores OWE shelf space to every game developer?

  20. Self Fulfilling? by peterpi · · Score: 3, Interesting
    Most indie games are created at least partly as a job application excercise. There are two outcomes from this situation. Either the game is good, and the developer gets a job (and so leaves the indie scene), or it is not, and then we have one more example of a poor indie game.

    I'd speculate that the indie scene is far, far larger than it ever has been at any point up to now. In the 'good old days' a one-man bedroom project could rock the industry, but the industry was very very small at that time.

    Today's indie scene is probably far larger than the whole computer games scene of 20 years ago. (I have no figures to back that up, BTW)

  21. Tux Racer by Andrew+Tanenbaum · · Score: 4, Funny

    End of discussion.

    1. Re:Tux Racer by Anonymous Coward · · Score: 0

      Hey, that game didn't stink. Racing down the ice pushing 200km/h, what fun.

    2. Re:Tux Racer by crossmr · · Score: 1

      A single example doesn't end the discussion. Its only a working point to expand it. What made Tux Racer a hit? Can it be replicated? Is it anything an indie game designer can learn from?

    3. Re:Tux Racer by Eideewt · · Score: 3, Funny

      People love penguins?

    4. Re:Tux Racer by crossmr · · Score: 1

      There we go. Every indie game from now on must prominently feature penguins.

    5. Re:Tux Racer by Anonymous Coward · · Score: 0

      ...Yeah, except Tux Racer wasn't really a groundbreaking indie game as much as it was basically a Mario Kart ripoff for Linux...

    6. Re:Tux Racer by Eideewt · · Score: 1

      I'm proud to have been a part of making it happen.

    7. Re:Tux Racer by Tim+Browse · · Score: 1
      What made Tux Racer a hit?

      Tux Racer was a hit?

    8. Re:Tux Racer by crossmr · · Score: 1

      over 1 million downloads..thats prety popular.

    9. Re:Tux Racer by Tim+Browse · · Score: 1

      Wasn't that like a million people going "Ooh, an open source game...wonder what that's like! Oh...hmm" :-)

  22. Lemme fix that for you . . . by Rachel+Lucid · · Score: 3, Informative

    No Hit Indie Games ON A CONSOLE.

    PC, anything and everything goes. Gaia, YoHoHo! Puzzle Pirates, anything PopCap seems to touch . . . Hell, anyone up for running through Exmortis or the Viridian Room, anyone?

    1. Re:Lemme fix that for you . . . by JonGretar · · Score: 1

      And lets not forget EVE Online.

    2. Re:Lemme fix that for you . . . by samkass · · Score: 2

      Katamari Damancy? Or is that game not as indie as it seemed?

      --
      E pluribus unum
    3. Re:Lemme fix that for you . . . by Rachel+Lucid · · Score: 1

      Namco. Innovative, sure, but more likely to fall under the 'import' scene than indie, even with it's shallow roots and the fact the game basically had to get a write-in to get distributed outside of Japan.

    4. Re:Lemme fix that for you . . . by Glonoinha · · Score: 1

      Come to think of it, id was a company with no history and no massive bankroll - an indie game company if I ever heard of one.
      Didn't they come out with that Doom game, the one they gave away (the first few levels) for free, and not open source (to double address issues in one post, lest I go back to answer Marcion with the 'open source' thing he wrote a few posts up) and not a sequel to something that was already a massive hit ...

      So how did that turn out anyways?

      --
      Glonoinha the MebiByte Slayer
    5. Re:Lemme fix that for you . . . by Anonymous Coward · · Score: 0

      and not a sequel to something that was already a massive hit ..

      Didn't they fund development of Doom with royalties from Wolfenstein 3D, though? Not strictly a sequel, but their profile was pretty high already.

    6. Re:Lemme fix that for you . . . by DrMrLordX · · Score: 1

      Bejeweled and Tetris both had console incarnations as I recall.

    7. Re:Lemme fix that for you . . . by Red+Alastor · · Score: 1
      No Hit Indie Games ON A CONSOLE.
      Well, let's hope Nintendo can turn the tides somewhat. From their webpage : http://wii.nintendo.com/hardware.html
      Virtual Console: Wii will have downloadable access to 20 years of fan-favorite titles originally released for Nintendo 64, the Super Nintendo Entertainment System (SNES) and even the Nintendo Entertainment System (NES). The Virtual Console also will feature a "best of" selection from Sega Genesis titles and games from the TurboGrafx console (a system jointly developed by NEC and Hudson). It also will be home to new games conceived by indie developers whose creativity is larger than their budgets.
      Making S/NES games should be affordable to indies. I hope it will be sucessful.
      --
      Slashdot anagrams to "Sad Sloth"
  23. Errr... by TheNoxx · · Score: 1

    Pretty sure that the "free market" before the anti-trust laws prevented competition just a tad more than the regulation of today's economy. Please be more specific.

    Also, the reason there aren't many indie games now is the same reason there weren't many indie games a few decades ago. We're just getting into the medium and have not developed methods to cheaply streamline the process of game making, whereas movies have become much, much, much less expensive to make. We just have to wait and improve upon methods and make them more affordable.

    --
    Ex nihilo nihil fit.
    1. Re:Errr... by cubicledrone · · Score: 1

      the "free market" before the anti-trust laws prevented competition

      The "free market" prevented competition? Huh?

      whereas movies have become much, much, much less expensive to make

      I'm sorry, you must be on some other planet.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    2. Re:Errr... by radtea · · Score: 1

      The "free market" prevented competition? Huh?

      Go read your Adam Smith: "Never do two or three men of the same profession sit down for a pot of ale together that it does not end up as a conspiracy against the rest of mankind" (quoted from memory but the gist is correct). He knew perfectly well that combines and associations (trusts) were possible and dangerous in a market that was not designed or regulated to prevent them, although he didn't live to see just how monsterous they could become.

      Markets are machines like any other, human-made artefacts intended to fulfill particular needs. "Free markets" should really be called "low-regulation markets" or something--the myth of the "natural" free market should be dead by now, as it has been shown empirically time and again that there is an optimal non-zerol level of regulation that is required to generate the benefits we want from the market-machine.

      --
      Blasphemy is a human right. Blasphemophobia kills.
    3. Re:Errr... by MurphyZero · · Score: 1
      Your sig has problems. Especially for being on a techie board.
      It is a statistical certainty (p < 10e-11) that there are innocent people being held at Guantanamo Bay.

      A 'statistical certainty' would be 1-p < 10e-11, not what you wrote. Your statement would be in favor of the president, which I am pretty sure you are not.

      Also, if you are so in favor of fixing injustices, there are innocent people being held in jails in every country. For one, just check the recent record of DNA evidence in capital punishment in the US. Not here to argue moralities, just statistics and probabilities and sorry state of mathematic knowledge.

      --
      Our founding fathers removed the guys in charge. Be American. Vote incumbents out.
    4. Re:Errr... by cliffski · · Score: 3, Informative

      Games are very cheap to make. What you mean is 3D games with the latest graphics tech. Thats a totally different situation. A good game is a good game, even if its *shock* a 2D one. If you accept from the start that you are going to make a 2D game, youll be suprised at how cheaply and quickly you can make something fun and popular. At least thats my experience from making these two:
      http://www.starshiptycoon.com/
      http://www.democracygame.com/

      --
      DRM-free indie games for the PC and Mac: Positech Games
    5. Re:Errr... by Anonymous Coward · · Score: 0

      No free market exists while copyright and patent monopolies continue to be granted.

    6. Re:Errr... by tomhath · · Score: 1

      Yea, last time I checked, zero was less than 10e-11. But I disagree with your sig too. In a democracy, if you didn't participate in the democratic process, you fully share the blame.

    7. Re:Errr... by DAldredge · · Score: 1

      Your post makes the assumption that their are only two parties/people to vote for...

    8. Re:Errr... by tepples · · Score: 1

      In a democracy, if you didn't participate in the democratic process, you fully share the blame.

      I don't participate in the Democratic process nor the Republican process. Should I be faulted for participating in the Libertarian process when I vote?

      ObTopic: Which party should I vote for if I want the entry barriers against independent games for consoles, gaming handhelds, and mobile phones, to be eased?

    9. Re:Errr... by Anonymous Coward · · Score: 0

      Stop pretending to be "fair and balanced" shitstain, and go back to fucking your Dick Cheney Real Doll.

  24. Do Indies even do Consoles? by stereoroid · · Score: 1

    I've been under the impression that the development kits for XBox & PlayStation are hellishly expensive, aren't they?

    Besides, don't the real indies develop for Linux? TuxRacer would be huge on any other platform IMHO..!

    --
    (this is not a .sig)
    1. Re:Do Indies even do Consoles? by cubicledrone · · Score: 1

      expensive, aren't they?

      Yes! Otherwise, why, there might be competition! Can't have that! It might demonstrate conclusively how fucking stupid some middle manager is!

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    2. Re:Do Indies even do Consoles? by Drinking+Bleach · · Score: 1

      Well, at least until somebody makes a GCC port and (usually) breaks the console's lockout mechanisms to run code. (Game Boy Advance is probably the last system where running homebrew code is easy and cheap)

    3. Re:Do Indies even do Consoles? by petermgreen · · Score: 1

      yeah sure the protection can be cracked but unless the crack can be conviniantly packaged for mass use that doesn't help indie developers sell thier games. The only realistic way to sell software for a console is to go via the manufacturer.

      nintendos other trick (at least with the GB and GBC i dunno about the advance) was to require a nintendo trademark to be in a particular place on the cart (and is read and displayed on startup by the systems boot rom) or it simply won't run. Which brings up the nasty possibility of a trademark violation lawsuit.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
  25. Correction: by TheNoxx · · Score: 1

    "weren't many indie games a few decades ago" should be "weren't many indie movies a few decades ago". Just a little spur of the moment dyslexia, my apologies.

    --
    Ex nihilo nihil fit.
  26. Doesn't count. by Rachel+Lucid · · Score: 1

    Stepmania does not count because Stepmania is a DDR CLONE. In order to be indie, it has to at least add something to the game, and I fail to see where Stepmania, aside from porting to the PC and allowing new songs to be created and made, adds anything.

    1. Re:Doesn't count. by Anonymous Coward · · Score: 0

      SM has a bunch of new step modes, and more customisability than any DDR I've ever played (though I've not played any of the more recent ones, I admit). It goes beyond clone, but not far beyond.

    2. Re:Doesn't count. by Anonycat · · Score: 1

      StepMania has support for arbitrary numbers of columns, allowing it to switch from DDR to PIU, IIDX, or some random custom game with a different control scheme. It adds mods not seen in DDR, such as Dizzy, Flip, Tornado, and "C"-class speed mods. It has a metrics system where just about anything you want can be re-skinned the way you want it.

      Roxor Games, which is a studio that includes some of the StepMania developers, essentially took an altered version of the StepMania engine, fitted it out with a 3D theme and a set of songs, and released it as In the Groove. Give it a look.

    3. Re:Doesn't count. by DahGhostfacedFiddlah · · Score: 1

      Yeah, because commercial studios *never* have hits that are just some cheap knockoff of an existing game.

    4. Re:Doesn't count. by kubrick · · Score: 1

      Yeah, but there's not much "indie" about letting major corporations do your design work and release a first implementation to test the market for you.

      --
      deus does not exist but if he does
    5. Re:Doesn't count. by DahGhostfacedFiddlah · · Score: 1

      Indie is just short form for "Independent". Just saying - don't give indie developers more credit than they're worth. There are a lot of hacks out there who don't happen to work for major corporations.

    6. Re:Doesn't count. by KDR_11k · · Score: 1

      They rarely get this blatant. When they do it usually ends with legal action. Look at Manfred Trenz's biography, for example.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:Doesn't count. by kubrick · · Score: 1

      They aren't being very independent in thought if they are just slavishly following the market, though. These hacks may as well be working for the major corporations as far as consumers are concerned, as it's just more crappy thoughtless slush in the marketplace -- the only link in the chain missing is the corporate paycheck.

      --
      deus does not exist but if he does
  27. Uhhh, BS? by Doytch · · Score: 1

    Like others have said, TFA is full of shit. CS and Bejewled are just two examples.

    Most recently, look at Geometry Wars. As anyone with a 360 will tell you, this game has a stellar conversion rate(30%+), meaning that 30% of people who download the demo, buy the game.

    Also, what about the Shareware games back in the day of DOOM? How can TFA say that those weren't hits?

    1. Re:Uhhh, BS? by smash · · Score: 1
      Also, what about the Shareware games back in the day of DOOM? How can TFA say that those weren't hits?

      Because it wasn't "why *were* there no indie game hits". Doom was 10 years ago. Thats the whole point... where have the indie game hits *gone*?

      If you RTFA, it mentions games like Doom, Ultima, etc by name as being pioneering leaps forward...

      smash

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
  28. Simple economics by maxpwr · · Score: 1

    There are probably no 'hit' indie games for the simple reason that game rental companies don't purchase games from small publishers - how much revenue would that bring in per game? Any rubbish game under a big label will inevitably have a copy per Blockbuster store or whatever, hence, the smaller publishers don't get as much exposure, etc, etc.

  29. Tetris by SuperBanana · · Score: 0
    And then there was that old puzzle game before it that was a huge smash hit created by that Pazhitnov guy in Russia . . . what was that again? I forget.

    I hope you're joking....Tetris. Pazhitnov's Wikipedia page. Interesting that he's still "in the scene" with one of his games included on some of the Xbox 360's...

    1. Re:Tetris by Anonymous Coward · · Score: 1, Funny
      I hope you're joking....Tetris. Pazhitnov's Wikipedia page.

      Wikipedia? What is that? Some sort of online reference tool?

      Thanks for your help!

    2. Re:Tetris by Anonymous Coward · · Score: 1, Funny

      of course he wasn't joking. He was only able to recall the name of the inventor (a rather obscure fact) of the most famous puzzle game in history but somehow forgot the much more well know fact that said game was in fact "Tetris".

      If it weren't for sharp and astute individuals like yourself who wisely realized it was not a joke, he would have languished forever unable to reacll the name of that game. Thank you kind sir!

      The above post was NOT a sarcastic rebuttal.

    3. Re:Tetris by Tablizer · · Score: 1

      Too bad they rejected the original title: "Falling Chunks" ;-)

    4. Re:Tetris by kfg · · Score: 1

      Too bad they rejected the original title: "Falling Chunks" ;-)

      Although the official explanation is that the word is derived from the Greek for "four", it turns out that "Tetris" translates as "Falling Chunks" in Vogon.

      Coincidence?

      KFG

  30. It's very simple. by popeguilty · · Score: 1

    Indie developers lack the funds and connections to bribe Wal-Mart's buyers to purchase and stock the game and to bribe EGM's editor to hype up and cover the game, where Wal-Mart = "the stores" and EGM = "the gaming mags."

    In an economy in which bribes are an integral part, people who can't afford bribes get fucked. That goes for the market in games, safety, governments, and everything else.

    1. Re:It's very simple. by JonGretar · · Score: 1

      Well... EVE Online is self published and they are making it ok.
      Not a cheap game. But not all Indie movies are cheap.

    2. Re:It's very simple. by popeguilty · · Score: 1

      EVE, meanwhile, is a PC game, which, as has been repeatedly stated, is not the focus of this article.

  31. The shareware days? by Anonymous Coward · · Score: 0

    Apogee, iD games, Epic MegaGames were pretty much independed in the beginning

  32. Hardware hardware and software by foniksonik · · Score: 1

    Films are finally able to be made Indie style for low budgets and reap huge returns, because you can shoot one with what is now low-cost hardware and relatively low-cost editing suites of software.

    Games will arrive at the same point when great game engines (which are starting to crop up) become available for relatively low-cost... ie: you can get a few people together with a good script, a good concept and some decent artists and create a game using off the shelf 3d engines and minorly tweaked, configured game mechanics systems.

    Really the console gaming systems should be the target of choice for these ventures, given that they are not a moving target and that there is a lot of known variables.

    What is needed is an API and a toolset that doesn't change every year. Then you'll see some game developers spin off and do an Indie game with a few friends and a small budget. Until then it's such a risky venture to develop for a platform that may change dramatically by the time you're ready to release the game, that no one can afford to try.

    --
    A fool throws a stone into a well and a thousand sages can not remove it.
  33. snood by Anonymous Coward · · Score: 0

    what about games like snood? in college, i'd estimate that 70% of student pcs had a desktop link to it. sure it didn't make a lot of money, but far more people were playing it (and freecell and minesweeper) than quake. i'd estimate that only 30% of pcs had quake installed. i'm sure that snood's cross gender appeal had a lot to do with the difference. economics probably had little to do with it, since i hardly knew anyone that had paid for a copy of either.

  34. Virtual Consoles by Stalyn · · Score: 1

    I think we could see a somewhat indie appearance through the use of Virtual Consoles. Geometry Wars was a big hit even though it did come from a major "game studio". If there could be some sort of open market for Virtual Consoles, like the development kit is free or relatively cheap and game makers get a certain cut of the profits perhaps 50%. That would definitely lead to some interesting games.

    --
    The best education consists in immunizing people against systematic attempts at education. - Paul Feyerabend
  35. The real reason by Loconut1389 · · Score: 1

    The real reason there are no indie console games is a bit of shoulder-work by the big boys. They have their party and the doors are closed. A couple years ago I tried to organize a console version of BZFlag and hit brick walls everywhere. To develop legally and efficiently, you need the development kits for the console(s) you're targeting. To get the dev kits, you need to already be an established game developer to get your own licenses or to even get signed under someone else. Sense the catch 22? The escape? Make a bunch of hit PC games first. So things aren't entirely hopeless, but its still a lot of proving to do before you can get anywhere close to a dev kit. You can go homebrew, but then you need to void your warranty and everyone who wants to play your disk does too. It's crap.

    1. Re:The real reason by Loconut1389 · · Score: 1

      Meant to add- if someone wants to shell out the money and dev time for a dev kit, sign a few NDA's or whatever, who cares?

  36. Serious Sam by Anonymous Coward · · Score: 0

    I'm not a big gamer, but I had loads of fun on Serious Sam I and II. Great independant game!

    1. Re:Serious Sam by 9Nails · · Score: 2

      Yes! Thank-you! Serious Sam is a great example of an upstart having a solid game.

      Far-Cry is another that comes to my mind.

      Before that, Presto Studio's. (Makers of Myst)

      Maybe that problem is that these developers are only labled as an indie until their games blow up and become well known. Then we forget who they were.

  37. Brain Training by Anonymous Coward · · Score: 0

    I'm sorry, the real reason there are no indie developers is not because they don't have the access to capital (as this article argues) it is because most indie developers believe they have to produce a big-budget game.Using the movie analogy, most indie developers believe that they have to make a Starwars movie that costs $100,000,000 when they should be looking at producing small budget drama or comedy movies for $1,000,000.

    I'll give you an example of a game which (although it was made by a very large developer) demonstrates how even small budget developers can survive. Nintendo's Brain Training for the Nintendo DS was produced by (at its largest) a 9 person development team for 3 months and has sold millions of copies.

    Want to make Millions of dollars ...
    1) Produce a reasonably accurate golf swing tutor for the Wii (The same people how watch golf TV will pay $50 for your game and Wiimote attachment)
    2) Bring you (completed) game to a publisher for distribution (if they are only covering distribution and no development cost publishers are reasonably willing to take a risk)
    3) Call it Home Driving Range
    4) Profit

    1. Re:Brain Training by cubicledrone · · Score: 1

      if they are only covering distribution and no development cost publishers are reasonably willing to take a risk

      Yeah? Twelve publishers turned down Harry Potter.

      Try again.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    2. Re:Brain Training by Gideon+Fubar · · Score: 1

      Yeah? Twelve publishers turned down Harry Potter.

      Quality != Profit

      --
      http://www.xkcd.com/354/
  38. Console, PC? by crossmr · · Score: 1

    Are we talking about just console games, or are PC games included?
    Console games are more understandable because there is a higher initial investment. As well you only have a single model of distribution available to you. Which is also expensive.

    On the other hands, PC games have a much lower initial investment (free tools if you really want) and by selling things electronically via a shareware method, you can keep distribution costs low.

    Spiderweb Software still sells shareware games. You can get the demo for Avernum 4 released not to long ago on their website. Personally I'm more of a fan of the retro look of the Exile games (same game with slight changes, Avernum is just a completely updated engine). From what he's said he does okay on them, not hits, but they should be. The games are huge and engrossing. I used to play the demos endlessly when I was a teen in the mid-nineties.

    I think the big obstacle is marketing. Indie movies seem to be able to get more exposure if they're even just reasonable. Critics, film festivals, independent theatres, etc.

    A good indie game gets word of mouth, people pick it up, then some company buys them.
    PC Gamer once devoted a whole paragraph to spiderwebsoftware. Huge. Compared to the pages other inferior games get because they come from an established publisher.

    The guy has been making quality CRPGs for over a decade, and thats the best he gets. Gamespot hasn't even gone to the trouble of having someone review the games, or do anything else of value with their entries.

    You can't compare indie movies and games becuase they're not of the same world. You can't even compare indie PC games and indie Console games. Two completely different environments. I think on the PC (windows or linux, or even a mac I guess) indie games completely have the possibility of becoming hits.

    1. Re:Console, PC? by Gramie2 · · Score: 1

      SpiderWebSoftware must be a indy developer. That's why the links to their NEWEST GAME on the FRONT PAGE of their website are broken!

      Kind of mean, I know, but come on!

    2. Re:Console, PC? by crossmr · · Score: 1

      uhm?
      every link works fine for me... I'm not sure what site you're at, but I have no problem getting to Avernum 4 or Geneforge 3 from the main page.

  39. Plot Vs. Production Values by Dankling · · Score: 1
    This is completely explainable as an analogy to the movie industry as the headline suggests. In the movie industry you have your same movie plots made over and over that are always brining in the money. People watch because other people are watching most of the time. The majority of moviegoers are willing to sacrifice plot to see better special effects and today's sexiest stars. The game industry is similar with every new game a copy of a previous one, but we keep coming back for the special effects and the sexiest CGI girls.

    Then there are movies like Napoleon Dynamite... which may not be the bestexample - but there certainly are many others. Pulp Fiction was an indie and won picture of the year. Blair Witch was also huge. These three movies (and many more, just go to your local movie store) all have one thing in common. The way they tell the story and the story being told are completely abstract to what we are used to in the mainstream. Blair Witch tries to be a documentary gone wrong, Napoleon Dynamite gets into the life of the biggest dork in the nation; and Pulp Fiction was made by Quentin Tarantino... enough said.

    Now with that background in the movie industry, what do indie games offer us? I don't really know for sure! Maybe you could argue a flash game like Defend Your Castle is an indie game gone popular (everybody has played that game, right?) The gameplay and plot are completely different than any other game I've played in the past 10 years - and that's what I love about it. But looking at the game industry as a whole, you don't see very many of these games; even if you look! The reason for this is that there are only so many different ways to tell a story in a video game. With movies you can be told the story from every different characters perspective; whereas in a video you are you! Also video games need to take longer than three hours to complete like a movie would; otherwise the consumers feel like they are being ripped off. This leads to the same grind we've seen over and over again. Lastly, just another point I want to make - how is it possible for there to be a video game about romance? We bearly see any comedy video games. That doesn't leave very much left to choose from.

    --
    Slash-for-Thought
  40. Alien Hominid started fairly indie by martinmarv · · Score: 1
  41. created worlds by ecorona · · Score: 1

    This makes sense because to make a movie one can take advantage of houses already built, landscapes to be filmed free of charge, forrests there for the filming. When a game is made EVERYTHING must be created by the game designers over and over again for each new game and prices soar. What we need is an open source project that gives game designers access to a world and characters they could use free of charge. They could then design the actual game and not waste time placing a tree here and a lake there. Someone should start an open source world, sort of like Wikipedia but instead of an encyclopedia it'll be an online world.

    1. Re:created worlds by vampyreid · · Score: 1
      At the risk of making this sound more like an advertisement...I totally agree with you, and my relatively small game developing company has a project like that in place...the only problem is, finding people who are willing to support the project so maybe posting here will generate some traffic, regardless head over to:

      http://www.freewebs.com/vampyreid/opensourceworlds .htm

      If you feel like you can contribute to the project.

      And yes, I know it's a freewebs site, but it's only a placeholder until our actual site is in place...

      --
      All men have the right to dig their own graves. I have the right to sell them shovels.
  42. It's all about the marketing by Dcnjoe60 · · Score: 4, Insightful

    Most of today's hits are just new faces on existing game engines. They are only hits because companies spend a lot of money on marketing to convince people that the new game is really something better.

    Sure, they may licence new comic book charecters. Or, for sports games, have the latest players names and stats. But, if the game play still is lousy, then ultimately the game is, too. Improving game play costs a lot of money. It's a lot cheaper to try and convince consumers that the product is better than to actually make it better.

    This is no different than movie producers. Indie producers simply do not have the resources to market the film or pay high salaries for name recognition. Very often, their product, as an art form, is significantly better than what comes out of Hollywood, but without the marketing machine, it can't reach the critical mass need for public awareness.

    Game producers are in the same boat. Just like indie film producers, all of the indie game producers resources go directly into improving the product and not the frills. So, indie game producers can and do produce games that are as good or better than what comes out of the commercial game houses, however, without the ability to market them, they can't reach critical mass, either.

  43. What about by Anonymous Coward · · Score: 0

    Weird Worlds!

  44. Contradiction by Undefined+Parameter · · Score: 1

    It occurs to me, browsing the comments already posted, that there seems to be a contradiction between "indie" and "successful" inherent in a capitalistic or semicapitalistic system. Namely, once an "indie" has a hit, it becomes a studio, and thus sheds itself of the "indie" title. Examples of this would be PopCap and the original CounterStrike team (as others have already pointed out).

    This particular process does not appear to be limited to game development teams; Dreamworks used to be considered "Indy," until they had a "hit," and then they were a non-indie studio.

    In short, I think the so-called "problem" is that "indie" has come to be a synonym for "new."

    ~UP

    --
    Eat the Path.
  45. Re:snood doesn't count by Anonymous Coward · · Score: 0

    It not really "indie" when your game is a clone of a game developed by a major studio.

  46. Digital Distribution and Indie Games by CrimsonSamurai · · Score: 1

    I think soon we are going to start seeing better indie games, due to the maturation of digital distribution. From what I've heard one of the biggest hurdles to getting your game out there, is finding a publisher willing to publish your product. I'm seeing digital distribution programs like Steam being the future of indie games (and maybe games in general). Darwinia was an indie game, and it got very good reviews. I'm not really sure how successful it has been financially, but I know it got pretty good reviews all around. Just my two cents on the matter. My overall outlook is that now more than ever indie games have the chance to flourish.

  47. Is it about the engines? by Philomathie · · Score: 1, Interesting

    Do you think it is possible that one day in the not too distant future there will be a point where graphics and physics engines cannot be advanced further, and at that point these engines will become available for a low cost. This is when any small team of programmars can grab a script and start working on the game, because the API will not change, and they will already have the skills required to efficiently make it. A good example of this is the SOURCE engine, it was designed to be used by indie developers so they do not have to build their own engines, but focus on the actual story telling.

    1. Re:Is it about the engines? by Dr.+Sp0ng · · Score: 1

      Do you think it is possible that one day in the not too distant future there will be a point where graphics and physics engines cannot be advanced further, and at that point these engines will become available for a low cost.

      It'll never happen. Engines will get closer and closer to simulating reality, but they'll never (in the forseeable future) actually get there, so there will always be room for improvement.

      As far as engines being available for low cost, that's already happening. But it has nothing to do with the fact that there's no more room for improvement.

    2. Re:Is it about the engines? by Catiline · · Score: 1
      Who said realism makes for fun games?

      The goal of a game is to be fun. Not all games are simulators -- for example, Katamari Damacy doesn't simulate anything approaching real physics. Nor does a strategy game like Warcraft III or Civ need detail accurate physics.

      With the exception of simulators, detail accurate physics might hamper, not enhance fun -- in which case, just about any game engine out now (including a few F/OSS ones) will fit the bill.
    3. Re:Is it about the engines? by Dr.+Sp0ng · · Score: 1

      I never said anything about realism making games fun. I was simply replying to the parent poster's inquiry about whether we're going to reach a point where graphics engines cannot be advanced further. For the record, I agree with you.

      As far as physics goes, though, a powerful physics engine does not necessarily mean "realistic" physics. The equations and constants can be changed - having a better physics simulator simply enables more accurate numerical integration of the equations in question (as more accurate collision detection), thus providing a more consistent and engaging experience. The equations that govern game behavior don't necessarily have to mirror how real-world objects behave.

      (ex-game developer who has worked on both graphics and physics engines)

    4. Re:Is it about the engines? by Dr.+Sp0ng · · Score: 1

      having a better physics simulator simply enables more accurate numerical integration of the equations in question (as more accurate collision detection

      Of course, that should have read "as well as more accurate collision detection." Bah humbug.

  48. Where the barriers lie by khallow · · Score: 1

    A thing to remember here is that the so-called "indie developers" are selling to the "big publishers". That's a key part of the problem here. There's a lot of games out there and few companies with the ability to market the game or manage its online presence. It's like working for a normal business. They supply the tools, workplace, and coworkers, and they get the lion's share of the value you produce. If you want more, then you have to do more.

  49. Wii Dev kit by Aexia · · Score: 1

    Isn't that only a couple grand, however?

  50. Alien Hominid an indie game by presidentbeef · · Score: 1

    That has been released for PS2, GameCube, Xbox and GBA. You can find it at retail stores.
    I'd say that shows it can be done :)

    The Website

    --
    Everything I need to know about copyrights I learned from Slashdot.
  51. No, but.... by raehl · · Score: 4, Insightful

    It was probably shot in 3 to 5 weeks. Video games require you to carry those 40 people for months.

    The real problem is not the number of people, but that there's no good way to make a low-budget video game. You can make a good movie for very little money by not spending $100 million on special effects and marketing. Video games don't work like that. If you don't spend the money on having good graphics artists, your game looks like crap.

    You can sell a movie with a great story and no special effects. You can't sell a game with fantastic game play and crappy graphics and sound - those games were already sold 10-20 years ago.

    1. Re:No, but.... by Rix · · Score: 1

      The real problem is not the number of people, but that there's no good way to make a low-budget video game. You can make a good movie for very little money by not spending $100 million on special effects and marketing. Video games don't work like that. If you don't spend the money on having good graphics artists, your game looks like crap.

      That's almost it. To make a movie, you point a camera at something, and you've got content. That content can certainly be improved with special effects, actors, direction and thousand of other things, but the base effort is very low. A video game, on the other hand, needs people to generate *all* content. Pointing a computer at something doesn't generally produce anything.

    2. Re:No, but.... by Anonymous Coward · · Score: 0

      KATAMARI DAMACY

    3. Re:No, but.... by Mac+Degger · · Score: 1

      I'm pretty sure that Rag Doll Kung Fu and Bejeweled didn't cost millions to make. I'd say maybe a couple of hundred thou tops. Probably less, since Ragdoll kung fu was pretty much prototyped in the guy's spare time and Bejeweled is a relatively simple game to program.

      --
      -- Waht? Tehr's a preveiw buottn?
    4. Re:No, but.... by werewolf1031 · · Score: 1

      there's no good way to make a low-budget video game

      Beg to differ. Sure, it's very incomplete -- there's only a few levels -- and gameplay isn't the most original, and it's sure not gonna put the screws to any big-league dev/pub houses, but considering that this was made by one guy*, I find your statement entirely wrong.

      (*Disclaimer: Yeah, I'm that guy. Shameless plug, but I think I've made my point pretty clear.)

    5. Re:No, but.... by Anonymous Coward · · Score: 0

      ProjectX Development Suspended Indefinitely
      Due to my desire to work on other projects, I've decided to put ProjectX on the shelf. It may be updated one more time, as there is some additional game content (new level + some other tweaks) that's not in the currently available demo, but there's no timetable for this. I'll leave the ProjectX webpages up indefinitely, as well as the current demo.

  52. Who needs hits? by localman · · Score: 1, Troll

    I actually don't really understand our obsession with "hits". There are good indie games out there for anyone who wants to look, and there are indie developers making a living off their games, as far as I can tell. I recently had a ball playing Darwinia, and Rag Doll Kung Fu.

    I've made games, movies, and music, and I think it's just about artists and audiences getting over their obsession with being a big hit and dominating the world. Many of my favorite things are smaller scale things that touched me personally, and would not necessarily appeal to the mass market. And I think that's okay.

    On the consoles it is far more limited, but I feel that is just an issue of openness. I mean, there wasn't much indie music on minidisc either. But the music in other formats exists, and games on the PC or online exist, and anyone with the talent and skills can still make something cool. And if they can't dominate the world and make millions like EA or Sony... oh well. I still appreciate it.

    Cheers.

  53. What about Tetris?! by Minced · · Score: 1

    Hold up now, what do you mean there hasn't been a blockbuster indie game? I'm DAMN sure Tetris is considered and indie game since it was made for kicks and look how popular it is and how much money it has made over the last two decades!

  54. GarageGames? by localman · · Score: 1, Redundant

    Games are a relatively new medium and so things will take some time to settle. Who knows how it'll all pan out? But there is GarageGames, an early entry in expanding the indie gaming market. They're still relatively small, but MarbleBlast just got ported to the xbox 360.

    Cheers.

  55. What do you call a hit? by matw8 · · Score: 2, Interesting

    How many copies do you need to turn over, or dollars do you need to make to be call "a hit". The http://www.liveforspeed.net/ racing game is an excellent sim, and pretty damn popular and uses a fairly unique bit-by-bit sales model.

    Initially they produced Section 1, sold it cheaply which allowed further development, then produced Section 2... etc. etc.

    By the time they finish, the racing public will have paid a total price similar to todays mass market games, but spread out over a year or two.

  56. A camera is relatively cheap by Pizaz · · Score: 1

    An indie film producer can purchase a camera and some film (or use digital for cheaper). Recruit a crew and actors and shoot their film and have it in the can in a couple of months. And not counting CGI and special FX and stunts, they can come reasonably close to hollywood style production values. Afterall, a camera shoots what it shoots. But for a video game, to get the perceived production values of a mainstream game requires so much more time and money. Content is an especially big hurdle since every single sound, model, texture, has to be created and this costs money... alot of money. And if you want really good sound, models and textures... its going to cost ALOT of money. In my opinion, this article is misplaced. Although there are many similarites in production between movies and games, comparing indie movies and indie game development is silly. Primarily, as a percentage of budget, an indie film on a $500,000 budget or less can potentially compete with a $50,000,000 budget movie in terms of becoming accessible to the mainstream movie going public. (Blair Witch Project, Memento, Primer, Napolean Dynamite, etc) but there has never been an indie game created at such a fraction of the mainstream budget for the current time period, that managed to reach mainstream gamers.

  57. Major Sudios trying to stick to what they know by grapeape · · Score: 2, Insightful

    This may sound like Tin Foil Hat conspiracy, but I believe what is going on with the big game studios is more a result of sticking to what they know and minimizing risks. When you know that licensing a big name like spider-man guarantee's at least a minimal amount of sales, why risk even a minimal budget on something that you dont know is going to sell at all. Most big game companies seem to take the approach that the more "visible" the game the better the game will be. They arent really going after gamers they are going after TV watchers and Movie goers. The bonus for them is that if they can convince the public that they are the only option then they can continue to shovel out crap at will.

    Small Indy devs are more interested in pushing the envelope and creating new things, things that are risky. If something takes off it gets noticed but if it flops...usually thats it..game over. Take Castle Wolfenstien and Doom that little indy company Id pushed a new way to interact in a game world that revolutionized the industry. Back then before the days of anti aliasing and pixel shading, a company could afford a couple of Jazz Jackrabbits and Commander Keens before they hit it big. Today you get one chance unless you develop it in you basement you arent going to get the infusion of capital to ever bring an original idea to fruition.

    The flaw in the big studios logic is that for most people that play games regularly they care more about the game being fun and different more than if Joe Movie Star's voice is in it, or if its a licensed character. I cant remember the last really good game I played that had either a license or a popular voice, if it did it wasnt one that stood out enough to notice.

    Still the notion that there are no hit indy games is just noise. You can look as small as bejeweled or as big as Homeworld or Freedom Force to see that small publishers do still exist, they just have to have a product thats good enough to drown out the noise around them trying to convince games that they dont exist. Of couse the ones that do break through usually get bought by the big fish so that they can pump out sequels while tying up the original developers to wallow in the stagnant waters they created.

    Sadly, many of todays games could easily be made for 1/3rd their budgets if they would forget the voices (who cares) and forget the hours of lovely boring cut scenes that most games skip over in the first place. I love cinematics as much as anyone but give it a bit of a rest, if I wanted a freakin movie i'd buy a ticket and go see one.

    1. Re:Major Sudios trying to stick to what they know by Pizaz · · Score: 1

      For a so called "big studio" you have to realize that their overhead is huge. They couldnt produce a "cheap" game by indie standards if they wanted to. For big studios or publishers, the only games that make sense to make are the ones that currently or are expected to appeal to the mainstream. This is why PC sports, space, racing, flight simulations have died... the cost to produce them outweights the potential returns. Mainstream gamers dont play sports, space, racing and flight sims anymore.

  58. obsession with eye candy... by smash · · Score: 4, Insightful
    I think it's because most of the current generation of gamers/producers are obsessed with eye candy - there's little in the way of original or in-depth gameplay ideas anymore, just the newest shiny 3d engine and surround sound.

    Seriously, when was the latest "new idea" you saw with regards to gameplay?

    Tetris? Lemmings? Command and Conquer? Sim City? Wolfenstein 3d? Elite?

    Everything I can think of these days is a variation on the same general idea (other than flight/driving "sims" of course). The last truly interesting and original game concept was over 10 years ago...

    Given that, the only real way to distinguish yourself as far as marketing goes, when limited to a fixed number of game themes, is by graphical or audio superiority. This costs money.

    Sad really... if someone was to come up with an original (or even, not flogged to death in the past 5 years), entertaining gameplay idea, they'd do well...

    Me? I'm waiting for a decent new 2d platformer to come out :D

    smash

    --
    I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    1. Re:obsession with eye candy... by AlaricLuden · · Score: 1

      Seriously, when was the latest "new idea" you saw with regards to gameplay?

      2000. _Galatea_.

    2. Re:obsession with eye candy... by clockwise_music · · Score: 1

      Comparing movies to computer games is a bit like comparing an orange to a Ferrari 911.

      Excuse my ignorance here, but what do you need to make a great movie?

      - great script
      - great actors
      - a camera...

      umm... that's about it. (Ok, wardrobe, scenery, lights... but even then). Sure it's not going to be The Matrix, but it could be the next Blair Witch project.

      Now what do you need to make a great game?

      - Great and lots of programmers (oh yeah sure, just 'buy the engine', don't give me that)
      - Great script
      - Great gameplay (so difficult to pinpoint and define, isn't it?)
      - Great music and sound effects
      - Great voice actors
      - Great characters (Deus Ex)
      - Great graphics (these days... sigh)
      - Multiplayer functionality

      and I'm sure there's a lot more.

      The problem is that the bar for games has been raised so high. To develop something as big as Deus Ex.. didn't it take them 2 years or something? There's only so much work a few indie people can do. Counterstrike is a result of lots of nerds all working together in harmony over a long period of time (correct me if I'm wrong). Try writing the next 'big thing' on your own and it's going to be pretty difficult to compete with the likes of Halo 2.

      But damn it, I want someone to prove me wrong! Write the next awesome game yourself! (I want a version of Global Thermo Nuclear Warfare please)

    3. Re:obsession with eye candy... by FyRE666 · · Score: 1

      But damn it, I want someone to prove me wrong! Write the next awesome game yourself! (I want a version of Global Thermo Nuclear Warfare please)

      I wrote that a good few years ago, but some pesky kid kept hacking into my WOPR and buggering about with it, so I gave up on the game and bred Yaks instead...

    4. Re:obsession with eye candy... by DeanCubed · · Score: 4, Interesting

      "Seriously, when was the latest "new idea" you saw with regards to gameplay?"

      Super Monkey Ball - inspired the much lauded Katamari Damacy in obvious ways.
      Pikmin
      Donkey Konga
      THE FREAKIN NINTENDO DS FOR CRYING OUT LOUD! Nintendogs, Brain Training, Pac Pix, Kirby DS, Yoshi Touch and Go... *sigh*
      The Sony EyeToy
      The Nintendo Wii
      Goldeneye 007
      Metroid Prime
      Eternal Darkness' sanity meter
      WWE Smackdown vs. Raw 2006's GM Mode - it's a freakin marketing video game!
      Are you even paying attention to anything out in the last 10 years? Looked at Nintendo lately? What do you think their point is? It's basically: "Something new has to be done soon or else no new gamers will ever be created, and the market will be even more stale from the latest cars'n'guns'n'thugz game."

      "Everything I can think of these days is a variation on the same general idea (other than flight/driving "sims" of course). The last truly interesting and original game concept was over 10 years ago..."

      It's true that in 1996, 10 years ago, original game concepts were very common, it's because Nintendo released the analog joystick on the N64 controller and Sony promptly stuck 2 onto the PlayStation. Noone had done something like Twisted Metal or 1080 Snowboarding or Tony Hawk's Pro Skater or Mario 64 before. The problem with this gen is that there's no massive gap like there was between 2D and 3D, so Sony and MS have invented the theory that HD picture is the next big step, and Nintendo is saying "wait, if it's HD that's the next big thing, what will that change in terms of gameplay? I think you guys are wrong on this... lets make a better controller so everyone can play, not just geeks and college guys"

      "Given that, the only real way to distinguish yourself as far as marketing goes, when limited to a fixed number of game themes, is by graphical or audio superiority. This costs money."

      Or, you know, create new forms of control like a touch screen or a camera or a microphone or a controller that detects its position in 3D space, or a bongo drum set, or fucking DDR!

      "Sad really... if someone was to come up with an original (or even, not flogged to death in the past 5 years), entertaining gameplay idea, they'd do well..."

      Yeah, well tell that to all the people who DIDN'T buy Alien Homonid or Katamary Damacy or Eternal Darkness or Pikmin or LEGO Star Wars or Goblin Commander...

      "Me? I'm waiting for a decent new 2d platformer to come out :D"

      Umm... there is one. It's called "New Super Mario Bros." and it kicks nine kinds of ass... not to mention Kirby on the DS, and well, maybe you just really need to buy a DS and quit analyzing an industry you haven't been a part of in 10 years...

      --
      Born to Play
    5. Re:obsession with eye candy... by Osty · · Score: 1

      comparing an orange to a Ferrari 911

      A Ferrari 911? Did Ferrari buy Porsche and not tell anyone? :)

      Great and lots of programmers (oh yeah sure, just 'buy the engine', don't give me that)

      Why not go buy an engine? Get one or two good programmers, get a cheap engine from someone like Garage Games, and focus on your real assets. The market is going more and more towards splitting into "engine developers" and "game developers". Id rarely even builds games anymore, preferring to focus on their engine creation (they work with third parties like Grey Matter or Raven to build games like Enemy Territories and Quake IV). Epic focuses on building the Unreal technology while letting 2nd and 3rd parties like Digital Illusions and Ubisoft build games around them. There's nothing wrong with licensing technology, and you're probably better off for doing so (you can get more and better technology than what you would be able to develop while trying to make a game to make money at the same time).

      Great script

      Great gameplay (so difficult to pinpoint and define, isn't it?)

      I would argue these are the same thing. If your gameplay is RPG-style, you need an excellent script. If your gameplay is something like Katamari, script doesn't really matter much.

      Great music and sound effects

      This really depends on your gameplay. One guy with a mic and the willingness to make stupid sounds with his mouth will get you all of the sound effects you need. Music is harder, and yet easier at the same time. Depending on your game, you may not even need music (I'd rather listen to the sound of the engine in a racing game) or you could allow the player to provide the music. Other games need good music, but that shouldn't be too hard to come by. There are starving musicians everywhere. You just need to find them. Put up posters around the local college campus. Troll the boards online at places like Song Fight or Overclocked Remix. For a minor outlay of cash ($500-$1000 is probably more than enough in most cases), you can get some pretty excellent music for your game.

      Great voice actors

      I'd really recommend indie developers stay away from voice acting. Nintendo rarely uses it, and everybody loves their games (in fact, when they do use voice acting it's usually annoying. Hey! Listen!). Skip the expense by skipping the voice actors. Of course, you could do it in a humorous way and use your developers as the actors. Don't do this if you're going for "serious"!

      Great characters (Deus Ex)

      Again, this goes back to script/gameplay. You may not need characters at all if you're building a puzzle game. If you can't come up with great characters while writing your script or designing your gameplay, then you failed on the script or gameplay.

      Great graphics (these days... sigh)

      Then why does everybody here always say they prefer gameplay to graphics? You really have to think about your target. You're probably not going to be able to compete with the big boys in terms of graphics goo-gawgery, so don't try. You'll need something better than developer art, but not by much.

      Multiplayer functionality

      Depends on your game. Stardock consciously decided against multiplayer for GalCiv2 and that game is doing very well.

      The central theme I've noticed in my replies

    6. Re:obsession with eye candy... by Kirth+Gersen · · Score: 1

      I wish games were more modular. Right now several major games allow modding, but it's too hard to use. It's like buying a program for your CP/M machine and discovering you have to relink it to make it run on your box. Worse, the mods don't really change the gameplay.

      For instance, I think the graphics in the original Quake were just fine, but the AI was the same old. It would be great to buy an add-on AI module which would allow the monsters to flank you, or run away when your sniping position is too good, etc.

      Or maybe you could plug a Rainbow-6 style mission planner into it. What a product! Minimal graphics, tons of gameplay, and your customers are pre-sold.

    7. Re:obsession with eye candy... by been42 · · Score: 2, Interesting
      Seriously, when was the latest "new idea" you saw with regards to gameplay?

      Katamari Damacy.

      Wario Ware.

      Dance Dance Revolution.

      Donkey Kong Jungle Beat.

      Animal Crossing.

      The games are there, if you look around.

    8. Re:obsession with eye candy... by macshome · · Score: 1
      Me? I'm waiting for a decent new 2d platformer to come out

      Then you might want to check out The New Mario Bros. or Sonic the Hedgehog on the NDS.

  59. Garry's Mod by tpemble · · Score: 1

    Well, I think the times are shifting. Just take a look at Garry's Mod; the game was coded by one guy in his free time. It became popular because of Garry's interaction with the community, he both listened and responded to the user. He will be selling the latest version for $10 on Steam, making 50% profit. Not only that, but he's receiving the full engine source for Half-Life 2, and he's getting it at no cost. This is a huge deal, considering most companies will pay several thousand dollars for a license to the engine. Big news for the indie crowd.

    1. Re:Garry's Mod by HotmanParisHiltonKam · · Score: 1

      Agreed. Valve has been helping indie games meet huge audiences through Steam for a while now - Ragdoll Kung Fu and Darwinia are two good examples of games that would not have seen the same sales without Steam and Valve's backing.

      Steam itself cuts through much of the crap the summary mentioned; marketing and distrubution are both done by Valve's site and the Steam platform.

  60. Never been to Japan? by Dracil · · Score: 1

    Perhaps it's time they learn to stop wasting all that money on graphics and console games?

    Let's see, Tsukihime and Higurashi both sold over 100,000 copies. Granted, they sell for like $10 in Japan, but the development costs certainly don't reach the $8m average for PS2 games stated in that article. These two are visual/sound novels (think choose-your-own-adventure books in game form really, but with computer enhancements).

    Meanwhile, the Touhou game series is so popular it has its own annual conventions in Japan where all the fans sell music arrangements and other stuff based on the game (there's something to be said for having a culture that's not so anal on copyright like the US). The third one just happened this month. Keep in mind, the actual games are made by a single guy! Engine, artwork, and music.And that's with the game being a danmaku shmup, which isn't a very popular genre either (compared to FPS, RPG, RTS, or [ick] sports games). Example gameplay vid (my own)

    1. Re:Never been to Japan? by nasheq · · Score: 1

      Melty Blood started out as a doujin / indie game. Now ReACT is in the arcades and will hit the PS2. It's actually a pretty decent game - the fighting engine is better than most 2d fighters out there. http://www.youtube.com/watch?v=xU8tOx3eWw4 There's also games based upon FSN. Not the BEST fighters - but much better than shit they turn out here. http://www.youtube.com/watch?v=qjmEKbD3JcM FATAL FAKE is broken as hell but does look nice.

  61. 3 simple reasons... by UnknownSoldier · · Score: 1

    Having shipped a few titles, here is what I've noticed...

    1. Tecnically Details of implementation
    On a console, there are numerious technical details (barriers of entry) that need to be worked around.
    On a 40 man team, usually there is 1 guy dedicated to just rendering, 1 to CD/DVD & movie loading/playback, 1 for physics, 1 for audio (basically core engine), the rest of programmers on the game coding. Memory Mananement is a secondary killer issue to worry about. Now, you just don't sit down one day and decided to write a rendering / sound engine on the PS2. This thing takes weeks to get working, and years to get optimized. Indie teams just don't have the man-power to build "Rome" in 2 years.

    2. Art
    "Good" art costs a LOT. Indie games just don't have to the budget, to compete with game studios. Is it necessary? No, but in today's economy, presentation gets noticed more then form.

    3. Marketing
    If you can't afford the shelf space in Walmart, which accounts for over 80% of the game buying public, chances are, your game is going to be a dud, due to lack of exposure.

    The best advice for the indie game devs is "Less is More" -- focus on the _core issues_, namely gameplay. People are more likely to remember a fun game with bad graphics, then a bad game with great graphics.

    --
    Game Design is about the unholy trinity: Realism, Logicalness/Consistency, Convenience
    Unfortunately, far too mamy players are argueing about the wrong thing, usually the red herring of realism.

  62. I have enjoyed lots of games from indie devs la... by Kawsper · · Score: 1

    I have enjoyed lots of games from indie devs lately, and i also bought them all.
    http://introversion.co.uk/ have some interesting games, their latest is called Darwinia and is published through Steam, i think they are about to become big, available in both Linux, Mac and Windows. They are also playing with a new game, visit their page!
    http://s2games.com/ - these guys have made Savage, an rpg-fps genre with a cool community and great servers with a lot of teamplay and fun. For Linux and Windows. Savage 2 is underway and i have pre-subscribed to get access to the beta-test.

    It seems that systems like Steams can help indie devs a lot to get out to people, it certainly helped Introversion a lot.

  63. KATAMARI DAMACY by JRGhaddar · · Score: 2, Interesting

    Umm... I think that game is a "truly interesting and original game concept" that has come out recently.

    Other games that I find to be fun and amusing are games that move away from the conventional console controller. (Nintendo realizes this, and thus the Wii controller was designed)

    Samba De Amigo, DDR, Guitar Hero, Donkey Konga... games like that have a very bright future.

    With the new systems all having some sort of network for gameplay the doors are wide open for possibilities. I always thought that a team puzzle games would do very well, MMORPG's for the PC have that element, but on a gigantic scale. Something smaller and simpler could produce the same addicted frenzy.

  64. Open Source Sprites by barik · · Score: 1

    One of the reasons I don't development games is not because of my lack in programming skills, but my lack in graphics design talent and music composition. What are some resources for open source sprites and open source music?

    I think that this would allow the open source community to come up with some really innovate 2D games, as a lot of other folks like myself don't really care about fancy 3D graphics and such. Tetris, NetHack, and others are not fun to play because they have flashy graphics, but because they have good, solid gameplay. Heck, many people today continue to play older, 8-bit and 16-bit games through NES and SNES emulators.

    Personally, I would love to see a new game done using something like the isometric Fallout engine, or side-scrolling games like Duke Nukem, with fluid pixel-based animation (think Prince of Persia).

    1. Re:Open Source Sprites by postalrat · · Score: 1

      Im all for more games with more 2D GAMEPLAY. Let them use 3D for the graphics, whatever gets the job done. I am tired of having to move a camera to get a better view of whats behind a bush or around the corner. Are there people out there that actually enjoy it? Just because something can be done doesnt always mean it should, even if its free.

  65. Indie (as in marketed) so not open source? by smchris · · Score: 1


    I really like FlightGear.org and TORCS on the sim side.

    I can see talent and continuity issues in particular trying to coordinate game creation with a lot of people. But impossible?

  66. Nintendo is aware of this issue by macserv · · Score: 2, Informative

    Developing and publishing a successful, mainstream home console game is a massive undertaking, in terms of both funding and staffing. Hundreds, even thousands of people; millions upon millions of dollars. Many smaller, more innovative development houses are left out in the cold, or relegated to cheaper platforms, like GameBoy Advance.

    It's a problem upon which Nintendo has set its sights this time around. Satoru Iwata, Nintendo Corporation's (ex-developer) President has repeatedly stressed how disappointed by the current state of game creation.

    Not much is known for sure at this time, but many are speculating that it will be easy to build and sell games for Nintendo's Virtual Console service. Several sources have also speculated that a Wii Developer Kit will cost about US$2,000.00. Now if Nintendo could only somehow help with the other costs of marketing and publishing a new console game, it could bring a lot of cool games to a lackluster industry.

  67. changes afoot... by pedantic+bore · · Score: 2, Informative
    It's true that the combination of high cost to develop a game and the high probability that any given game is a dud make it very difficult for an "indie" to compete with the big boys, particularly in the on-line multiplayer world. If you do everything right, then eventually you'll make a bunch of money, buy odds are that you'll have to eat a lot of losses first.

    But this isn't the first time this has come up. For example, at GDC this year there was something called Project DarkStar from Sun that aims to level the play field by providing the infrastructure (software and hardware, I think) for people developing MMORPGs in return for a cut of the action -- if the game doesn't make money, then it's free; if the game makes money, then the game developer pays a cut. Intriguing model. They had some nice demos. If it pans out then I think there could be a lot of new, imaginative, risky games that start to appear.

    --
    Am I part of the core demographic for Swedish Fish?
  68. The Indy Games are rehashes too by Anonymous Coward · · Score: 0

    Galactic Civilization... master of orion anyone?

  69. Re:No hit indie games? [and I PopCap] by WimBo · · Score: 1

    I'm glad you mentioned popcap, because when they released Bejeweled, it was three guys, and I was hanging out with them while they were scraping by and I had money. Now they have a thriving company, and I am poor. (well, by comparison)

    I think that probably any successful game turns into a game company, or gets sold to a large game company.

  70. What about Snood? by postalrat · · Score: 1

    Id consider Snood a quite sucessful indie game. Proving not only that you dont need a bazillion dollars to develop a sucessful game, you also dont need an original idea.

  71. It's technologically not possible by llZENll · · Score: 1

    The inherant differences are enough to explain this.

    1) A film is technologically MUCH easier to make than a game.

    2) Films have a consumer base of almost 100%, games are much lower, maybe 50% counting consols, and how many indie games are on consols?

    3) Films are consumables, you watch a film 1-2 times in your life, some people can play the SAME game 1-10 years, everyday even, therefor they will be MUCH LESS likely to play other games.

    4) A game is a MAJOR time investment usually, therefor consumers will take fewer chances playing a risky game.

    5) Films have been around a lot longer than games, their market is bigger, more accepted, etc...

    For a group to make a AAA quality film (without visual effects) is FAR easier than to make than a AAA game.

  72. Storyline maybe?-Envelope stuffing. by Anonymous Coward · · Score: 0

    "FWIW, Tron 2.0 is considered to be a fairly good game, to quote the Eurogamer review: "It certainly isn't going to win any awards for pushing the envelope, but it's a damn sight better than most of the generic FPS tripe we've seen pass through the office over the last year or so."

    Agreed. Tron 2.0 simply came out at a bad time. But the graphics were nice for a tweaked Jupiter engine (similiar to the one in Mysterious Journey II). Now F.E.A.R. is pushing the envelope (it's certainly making my GPU cry).

  73. Ikaruga... by Anonymous Coward · · Score: 0

    ...was largely done by three guys. Granted, it might not have been the most popular game on the market, but all the critics, and nearly everyone who played it for that matter, loved it.

  74. It's all about the cynicism. by Anonymous Coward · · Score: 0

    "Most of today's hits are just new faces on existing game engines. They are only hits because companies spend a lot of money on marketing to convince people that the new game is really something better."

    Ah the slash-cynic. Notice how in his world, people don't think for themselves. It's always some outside agent. e.g. marketing, government, aliens.

    "Sure, they may licence new comic book charecters. Or, for sports games, have the latest players names and stats. But, if the game play still is lousy, then ultimately the game is, too. Improving game play costs a lot of money. It's a lot cheaper to try and convince consumers that the product is better than to actually make it better."

    Once again we see his "faith" in humanity. The consumer is mearly a puppet, and those outside agents are it's puppet masters.

    "This is no different than movie producers. Indie producers simply do not have the resources to market the film or pay high salaries for name recognition. Very often, their product, as an art form, is significantly better than what comes out of Hollywood, but without the marketing machine, it can't reach the critical mass need for public awareness."

    Slash-cynic! I'd like you to meet Mr techno-faith. You may have seen him on slashdot "marketing" the idea that as long as you have technology. e.g. moores law driven machines, the Internet. No one will ever be troubled by big bad old buggy-whip makers.

    "Game producers are in the same boat. Just like indie film producers, all of the indie game producers resources go directly into improving the product and not the frills. So, indie game producers can and do produce games that are as good or better than what comes out of the commercial game houses, however, without the ability to market them, they can't reach critical mass, either."

    And once again we see the time honored technique prefected by centuries of cynicism, the repeating statement.

  75. Hit indie games on console? by tgibbs · · Score: 2, Informative

    How about Geometry Wars on XBox Live?

  76. Tetanus by tepples · · Score: 1

    Tetris is an abbreviation of tetanus and trismus (a classic symptom of tetanus). Tetanus is what you get when you step on a rusty I piece.

  77. Yes Virginia, there are Hit indie projects. by AzraelKans · · Score: 1

    Counter strike, pokemon, wario, super mario 2, gauntlet, dead or alive and a whole bunch of others were initially indie projects, the thing is in videogames HIT indie projects ussually dont stay that way too long. (although they are some exceptions like popcap, gish, alien hominid, etc) the same can be said about the movies you mentioned though.

    --
    Go ahead MOD my day!
    More opinions here
    1. Re:Yes Virginia, there are Hit indie projects. by seanyboy · · Score: 1

      Alien Hominid's a good example. Cost $1.3 million (About the same as the above mentioned Saw), but despite huge critical acclaim and a great buzz only made about the same back. (Article Here). I don't know what that says, but it's interesting.

      --
      Training monkeys for world domination since 1439
  78. Quake 3, Half Life? by Anonymous Coward · · Score: 0

    Quake 3 and Half Life were both indie games, Id and Valve are both independent developers. Activision and Vivendi are to them as Liongate Films is to indie film makers.

  79. Do the chickens have large talons? by Anonymous Coward · · Score: 0

    Vote for me, and your wildest dreams will come true...

  80. Sega v. Accolade by tepples · · Score: 1

    nintendos other trick (at least with the GB and GBC i dunno about the advance) was to require a nintendo trademark to be in a particular place on the cart

    The GBA uses the same trick, but it is legally ineffective in the United States. See Sega v. Accolade, whose core findings of law were upheld post-DMCA in Lexmark v. Static Control.

  81. The free market does not care by tepples · · Score: 1

    Anti-competition.

    The free market does not care about global maxima. It cares only about local maxima, and the local maximum for the retailers' profit is to carry only games from larger publishers. Shelf space is the private property of the retailer.

    Anti-competitive. Anti-free-market. Anti-capitalist. Barrier to entry.

    But unless the barriers result from coercion on the part of the government, the free market worshipers will call the entry barriers entirely just, as the result of fair protection of retailers' private property.

  82. Private property by tepples · · Score: 1

    The "free market" prevented competition? Huh?

    The libertarian free market ideal includes strong protection for private property. Shelf space is the private property of a retailer. Libertarians are divided as to whether patents and copyrights, through which console lockout mechanisms act, are private property (Rand) or state coercion (Cato).

  83. More like Katamari Bubblecy, amirite? by tepples · · Score: 1

    Umm... I think [Namco's Katamari series] is a "truly interesting and original game concept" that has come out recently.

    Katamari was invented in 1983 by Williams.

    Other games that I find to be fun and amusing are games that move away from the conventional console controller.

    The topic is "indie games". What indie can afford to have a custom controller manufactured?

    Samba De Amigo, DDR, Guitar Hero, Donkey Konga... games like that have a very bright future.

    Music games are patent minefields. See Konami v. Roxor .

    I always thought that a team puzzle games would do very well

    Then go pirate one.

  84. Serious Sam, hello? by Anonymous Coward · · Score: 0

    Mr. O'Brien seems to have tunnel vision.

  85. A present for you.. by Anonymous Coward · · Score: 0

    But damn it, I want someone to prove me wrong! Write the next awesome game yourself! (I want a version of Global Thermo Nuclear Warfare please)

    Boy, do I have good news for you. It's so frikkin' ironic you should mention "Global Thermo Nuclear Warfare". The article is about indie games right? Smalltime game devs? Because of THIS very article I got a bit nostalgic and wanted to check out what Introversion was up to (remember Uplink?). And guess what? they're apparently writing a "Global Thermo Nuclear Warfare"-like game called DefCon. I am NOT shitting you, check this link out. Best of all, they even have a tradition of porting to Linux ;)

    Goddamnit, I want a ferrari!! *looks around to see if a ferrari appears*

    You lucky bastard.

  86. Digital Distribution and Indie Games-steamed. by Anonymous Coward · · Score: 0

    "I'm seeing digital distribution programs like Steam being the future of indie games (and maybe games in general). "

    If so, then that would be an "I told you so" to all the members of this forum who bad-mouthed steam when it first came out.

  87. A better analogy by Profound · · Score: 1

    A better comparison is to consider where the media is played. For movies this is a cinema and DVD, for games this is on a PC or console.

    Not many Indie titles are released on consoles as those platforms are expensive, dedicated platforms with slick marketing and tightly controlled distribution channels.

    This is very similar to the mega-cinemas with massive screens and surround sound. Those big mega-screens show mostly blockbusters with expensive special effects, not indie titles. Instead, the indie films make their money from small independent theatres and cult DVD sales.

    The analogue for games is the PC, however, for whatever reason there doesn't seem to be a large enough market to support a thriving alternative distribution channel.

    You can go into a movie store and if it isn't on the shelf, at least order Eraserhead. There is probably no ability for you as a consumer to exchange money for 99% of independent games over 2 years old.

  88. Xbox Live Arcade and downloadable indie game demos by MojoStan · · Score: 1
    This rule becomes more true as you move towards consoles, since there is no way to grab an indie game demo on a quick download for your 360, and hence there is no development for consoles.
    I'm not much of a gamer (I don't own a console), but isn't "downloadable indie game demos" (Xbox Live Arcade) one of the selling points of the Xbox 360 and its free Xbox Live Silver membership?

    Sure, some of them are just old arcade games (like Joust) updated for online play. But games like Outpost Kaloki X looks like a good example of an indie game developer making a name for themselves on the Xbox 360.

    Again, I'm not a console gamer. I just read about this in a rather glowing Extremetech opinion article by Loyd Case.

    --
    TO START
    PRESS ANY KEY

    Where's the 'ANY' key? I see Esk, Kitarl, and Pig-Up...

  89. No, but....Ease of creation. by Anonymous Coward · · Score: 0

    "That's almost it. To make a movie, you point a camera at something, and you've got content. That content can certainly be improved with special effects, actors, direction and thousand of other things, but the base effort is very low."

    Um, the modding community has already proven that the barriers to entry are low (your "pointing a camera" as it were). And like film the results can be improved in a thousand ways.

  90. Console Makes are Hostile to Indie developers by vux984 · · Score: 1

    I think the main issue is the literally hostile relationship console makers have with the indie scene. I mean, console makers view your average "indie developer" more as a "hacker looking to crack the copy protection scheme" than as a "potential developer of the next runnaway success", and treat them accordingly.

    They've erected massive barriers to entry. Historically the development systems have been ridiculously expensive. The NDAs, licenses, royalty agreements are burdensome. Your developing on a highly proprietary system, where there is zilch for community support so you are going to be relying on the manufacturer a LOT. And they don't even want to consider getting involved with an independant or "small company" until they've approved your "proposed game"...

    So you pretty much have to have an established track record of successful titles before they'll even look at you. And worst of all you simply can't go it alone without manufacturer cooperation, because you absolutely need their development systems and support (and these days you'd need to have your content digitally signed with their keys too...)

  91. Yes, although... by Anonymous Coward · · Score: 1, Interesting

    "Seven-times watered down Marxism isn't really serving us very well, and the public rightly finds little resonance in a class debate cloaked in the language of the Industrial Revolution."

    You're right in this, however alternatives are being explored, though not widely spoken of in the main much in the West (in particular the United States). Look to South America and the anarcho-syndicalist movement, the workers reclaiming abandoned factories, and so forth. Of course people will always need to do "business" and will always need to organize. But will it always be done in the same manner? Is it not arrogant and naive to assume history has stopped with late (psuedo) capitalism and a corrupt and deceptive version of representative democracy?

  92. games budget by Anonymous Coward · · Score: 0

    > Saw, which cost a mere $1.2 million ... The average PlayStation 2 game costs about $8 million. ... The cost of the average PlayStation 3 game is expected to rise to $15 million-$20 million, plus another $10 million or so for marketing.

    Holy apples and oranges, batman. The economics of making movies and the economics of making video games barely resemble one another. You get movie funding based on a storyboard, and you can hire your buddies as actors. You then film the movie in a couple days, and one person spends some time "editing" it.

    Meanwhile in video game developer land, it costs at least $50k for an artist, $100k/yr for a codemonkey, and about $150k/yr for a senior developer or manager (note: I'm including salary, taxes/fica, benefits, floorspace, A/C, etc). Assume you hire a a manager, a senior developer, 3 code monkeys, and 2 artists for 18 months. Multiply that out, and you're already looking at $1 million. And so far we've ignored QA, advertising and publishing.

    Seriously though: if the A-list games have 40+ people working on them for 18 months, you can't expect to compete on features/quality with a budget of only $1.2 million.

  93. Indies who get megahits stop being indies by podperson · · Score: 3, Insightful

    What this article basically forgets is that the established studios are, in a sense, indie developers.

    Consider that id, Eidos, Blizzard, Bioware, etc. are, essentially successful indie developers. In some cases -- e.g. 989/Verant -- a big company gets involved to bring what essentially started as an indie game (EverQuest) successfully to market.

    I note that Snood is available for Gameboy DS -- that's an indie game.

    The big game companies are analogous to movie studios. They try to pick winners at various stages of development (with similar degrees of success). A no-name independent developer might become interesting to a studio when they have a compelling alpha, while a big-game developer might essentially get backing for any hare-brained idea.

    An innovative smash hit game essentially becomes a game genre. E.g. Wolfenstein 3D / DOOM created the 3d first person shooter genre. Having decided you're making a game in this genre, given there's pretty much no "script" (even a comparatively plot-heavy FPS such as Half Life has a laughable plot) so it all comes down to production values.

    Unless you're being truly original, you're only going to compete with the big guys on production values. Independent movies can compete on the basis of writing (which doesn't cost a lot of money), acting (which needn't cost a lot of money), subject matter (...). By and large, these aren't seriously useful options for indie game developers -- so unless they're very original they're limited to competing on production values, and they'll lose.

    OK, rambling. Will shut up now.

  94. Flash Games? by Anonymous Coward · · Score: 0

    There are tons of free flash games that are fun and addictive. Most were put together by one or two people.

    Perhaps there's a market for these games bundled together?

  95. Tetris by dcs · · Score: 1

    So, exactly how isn't Tetris an indie smash hit?

    --
    (8-DCS)
  96. There used to be... by ufoot · · Score: 0

    Believe me or not, but Doom I, when it came out, was actually an independant game. Think of it, ID decided to go the shareware route, and offering episode I for free was sort of surprising in 1993. This decision was certainly motivated by the fact that well, ID wasn't so great a company at that time, and needed to get as much audience/buyers as possible, without having the marketting powers of biggest gaming companies. The success it had was orders of magnitude higher than the investments (speaking of money) in it. Does not mean the game wasn't of professionnal quality. Of course it kicked the ass of any other shoot'em up at that time. For sure. But Doom I didn't licence any movie's super-heroe to handle that shotgun. Nope. Just plain old custom-made artwork. After that, the engine/game has been licenced/imitated by many other game publishers, who wrote mods or clones, but well, from where came the innovation and the fun? Certainly not from mainstrean actors.

    The point is: that was 1993, what about today? Well, that kind of miracle does not happen very often you know...

    Comparing it to films. Well, if you happen to compare the whole software industry and the whole movie industry, you'll find out that there are still small software companies which are able to get out of the pool, do real cool stuff, and get money for it. Then still comparing to movies, well there are many successfull movies which have a public, but are never seen in those hudge cinemas, and you won't be able to buy the DVD at your local super store.

    Now why is that that some indie movies can raise millions whereas indie games seem not to be able to do it? I mean, now. Remember Doom I, we have a good example that it can (could) happen. Maybe this (successfull indie games) does not happen because they are simply different and a business model adapted for activity A might not be adapted for activity B. There are many differences between games and movies. The age of the industry, the fact that you play a game several times while by default, you see a movie once, the fact that games or not *only* artistic stuff, there's also technical wizardry behind them (generally speaking, I mean, you can make a movie without Pixar's technology), the fact that a movie can hit your grandmother as well as you, which is not quite true for games, and so on... Now guessing which factor makes it so different is IMHO simply impossible to find, if it makes sense at all.

    But basically, what you need to make a successfull indie game is John Carmack's talent + hard work + a good idea + the right context. That's hard.

  97. related topic: intelligent games by Rodong · · Score: 1

    There seems to be heaps and heaps of 3d shooters, stealth games and up until recently, rts games. What happened to the games that require analysis, strategy and brains? GalCiv is a golden exception, generally there isn't many good 4x games nowadays. Anyone remember sid meiers Covert action? That was a brilliant game, decipher stuff, figure out how terrorist/international crime networks are operated...thats one good example of a thinking game....we need more of it, and as the young gamers of yesterday gets older (i started gaming on my c64, some 21 years ago) one would think there was a big market for intelligent, mature games....hell, many games back then required more thinking than the current crop....remember "president is missing" by cosmi. The only worthwhile game i've played recently was Phoenix wright, ace attourney....on my ds....

  98. Not true... by Anonymous Coward · · Score: 0

    What about Darwinia?

  99. I don't get this by sentientbrendan · · Score: 1

    I think many of us play indie games... indie game makers may not get rich, but their works don't go unnoticed.

    How many people here have played escape velocity, galactic civilizations, lugaru, or exile/avernum?

    In some way the market is expanding as more and more people decide they can't afford or just don't care enough to pay 400 dollars to buy the video card necessary to run all the latest industry games. The indies have historically focussed on games that are either 2D or can be run on shitty embedded graphics. They have also usually offered a lower price point. This is going to turn out to be a win for them in the long run. There's 6 billion potential gamers out there, most of which are probably going to be gaming on a tight budget.

  100. Re:Xbox Live Arcade and downloadable indie game de by jacksonj04 · · Score: 1

    I stand corrected. But how difficult is it for indie devs to get on there? I know Valve/Steam needs a reasonable predicted sales, what's it like for Live?

    --
    How many people can read hex if only you and dead people can read hex?
  101. Ah yes $$$ it spins the world by Anonymous Coward · · Score: 0

    Have we gotten so small minded so drowned in our conspicious consumption that we would actually imply without a second thought, that success can be measured by the highth of the pile of cash. Its just this sort of thinking that has led us to the a game market which is incapable properly evovling new paradigms. Movie analogies are marvelous take Clerks made with art in mind on a budget of what 500$ and then its that slippery slope into the world of Bill and Ted as they chase the bling. And has anyone stopped to consider that companies like valve start out beyond the clutches of the likes of publishers like Sierra. The majority of the groundbreaking innovations in video game history came from 'out in left field' as opposed to the sweatshops of blizzard (in which you can always smell 1.25$ an hr labor) or EA.

  102. ummm not true by grev · · Score: 1

    there are several "indie" games available on the steam engine: Darwinia, Space Empires IV Deluxe, Dangerous Waters, etc.

  103. Indie mods by phorm · · Score: 1

    And the "Desert Combat" mods for Battlefield 1942 as well. They added a lot to the gameplay and so far as I know were provided freely by a third party.

  104. ID and CounterStrike by barfy · · Score: 2, Insightful

    This is JUST WRONG!
    ID software defined Indie Hits. And if that is not recent enough for you...
    CounterStrike redefined Indie Hit.

    The premise of the article is wrong. Yes it is hard to make a hit indie. But it happens, and happens with a vengence.

  105. Ignore this article by Anonymous Coward · · Score: 0

    This article is FULL of errors and was obviously written by an amateur who doesn't know the subject matter. This paragraph proves it:

    "Most independent developers take money from the big publishers in exchange for the rights to the games they've developed. The publishers market and distribute the games to retailers. The developers pay back the initial loan from the royalties they earn. Several industry types told me that an indie studio will typically get a $5 million advance on 15 percent royalties. If the game has a wholesale price of $30, the developer must sell more than a million units to get out of hock. In other words, the game has to be a blockbuster, something on the order of Tomb Raider or Splinter Cell. The cost of the average PlayStation 3 game is expected to rise to $15 million-$20 million, plus another $10 million or so for marketing. That means indie developers, who already go bust with great regularity, will have even less wiggle room."

    You can see by the very first sentence (in bold) that the writer doesn't know what he's talking about. First of all, the paragraph describes the classic developer-publisher relationship that is in place today. He uses the term "indie" when it should just say "developer". If you are contracted to a publisher and on top of that you have the means to take on millions to develope a game for them, you sure as hell are not an indie.

    An indie developer is... well "independant" (Duh!). Meaning they are not tied to a publisher. They self-publish and are small-scale.

    The writer seems to think that an indie is just a guy who is not employed by a publisher. Then he goes on to try and claim Will Wright is an indie because he has creative control of a studio?!? Laughable.

  106. Da Falsifiable Codes by SimHacker · · Score: 1

    Don't be fooled by the "truth" disguise. Science is a serious attack on Christianity.

    -Don

    --
    Take a look and feel free: http://www.PieMenu.com
  107. It's called the Long Tail. by mcasaday · · Score: 1
    It doesn't seem to me that the hit-driven way of thinking is terribly relevant to indies. A game that sells 3000 copies might be a perfectly successful title for a guy working alone in his off-hours. Of course, it would be an absolute catastrophic failure to a big publisher. But none of that matters to Mr. Off Hours or his happy customers.

    It's called The Long Tail.

  108. I quite agree... by meringuoid · · Score: 1
    Sad really... if someone was to come up with an original (or even, not flogged to death in the past 5 years), entertaining gameplay idea, they'd do well...

    Yeah. Wii all wish that someone would come up with some completely new style of gaming that wii could try. But wii all know that if anyone did, wii would just take the piss out of the name. A pity, because wii would all have a great time otherwise.

    Me? I'm waiting for a decent new 2d platformer to come out :D

    Same here. Something like the old Super Mario Bros. games. But new. A new Super Mario Bros, if you will. Amazing how nobody's thought of that.

    --
    Real Daleks don't climb stairs - they level the building.
  109. actually by 2008 · · Score: 1

    Super Monkey Ball - inspired the much lauded Katamari Damacy in obvious ways. - marble madness
    Donkey Konga - an EXACT clone of Taiko Drum Master. And there were all the bemani games.
    Nintendogs, - Dogz
    Kirby DS, Yoshi Touch and Go... - aren't these two very similar? I've only played Kirby
    Goldeneye 007 - Quake! Honestly, it was cool but nothing new.
    Metroid Prime - Again, not new (apart from in terms of pacing)

    I'd add WarioWare (and WW:Twisted) and Alien Vs Predator (vision modes, ceiling walking, pouncing).

    Plenty of new ideas out there, but it's hard to tell what's new and what you just missed first time round...

    --
    I quit!
  110. quality is harder than it sounds by briancnorton · · Score: 1
    To create a modern game, you typically need x things. 1) a software engine 2) graphic art and modeling 3) A narrative (ususally the hardest part) 4) testing 5) marketing 6) support Each of these is a large undertaking. Sure a couple of talented programmers can write an engine(although there arent many good free ones) and there are a ton of people to do 3D modeling, the rest are largely ignored, especially the narrative. A good game has a professional writer that works iteratively with the developers to create a story that people care about. Indie games (and many professional ones) often fall into the cliched traps. (rescue the princess, repel the alien invaders, find the three magic itmes to destroy the ultimate evil, kill the zombies to survice, etc)

    This is not compelling stuff.

    Then after version 0.9 comes out jimmie the programmer has a baby and can't spend his evenings coding anymore. Molly in quebec that you met on the internet doesn't understand his code, and her artist sister only uses lightwave, not 3D studio like the old artist had an illegal copy of.

    My point is that making a good *modern* game is a large project that most small dev teams are not prepared for.

    --

    People who think they know everything really piss off those of us that actually do.

  111. Runescape is a huge hit by netsavior · · Score: 1

    The original Runescape was Free to play and was written by ONE person, with his brother desigining content. Today it is a pretty big MMORPG. There is still a Free to play version, but also a $5 per month version. At peak times there are more than 120,000 people online on 106 servers. I guess that is not a hit?? I am not sure how many subscribers there are, but I believe it to be in the 50,000 range.

  112. Bad, bad example by johansalk · · Score: 1

    Napoleon Dynamite is not an indie movie. It's not independent. It's an MTV movie. It's the ultimate example of a manufactured movie that's all style and no substance. Being an MTV movie, it received heavy airtime and marketting on MTV. There are plenty of idiots around that want to be cool that MTV has enough power to decide what's cool, and can make stupid movies like Napoleon Dynamite, that they have a stake in, become such the hit marketting sensation. You're insulting indie filmmakers everywhere by making that claim. Indies mean that either you're good at what you do or you can't do it at all. Napoleon Dynamite, in terms of its substance, was such the utter shit that proved the point that no matter how lame your jokes are there'll always be too many dorks convincing themselves they're so hilariously funny if it'll make them feel cool and good about themselves in that "Ahhh, I get it, I like this movie so I must be cool!".

  113. This might be a little late, but... by TheNoxx · · Score: 1

    1) An absolute free market destroys competition and innovation. The simplest cursory understanding of the steel, oil, and meat barons of old makes this obvious, or shit, look at Microsoft.

    2) Movies have become incredibly cheap to make. CGI has cut the effects budgets down tremendously, and high-definition digital cameras mean that the huge cost of film stock has vanished. Not to mention it takes less time to shoot with digital as you can watch everything right away. You don't get to see how the lighting turned out on the specific type of film stock you used until you take it back to the lab. The only thing that keeps the budgets so high are the actors' salaries.

    --
    Ex nihilo nihil fit.