Our Indie Experiment - MadMinute Games
baby arm writes "MadMinute Games' Norb Timpko has contributed the first installment in a series on independent game developers. He describes the balancing act required to get a game like Take Command: 2nd Manassas out the door while still having families and day jobs."
Power to the indies. I myself, have been hobby-coding games since I was in Primary school. Power to these guys, who code games for the love of it, not the money.
I have total respect for any Indy game developer. It is a very tough business to get into. It is so saturated with Hollywood types that are constantly taking a loss on $10 Million game projects. Building a game is such a gamble. Its not like a utility, or p2p app where you can gauge the interest in it - you never know until you release the game what type of response you will get. Sometimes these Indy guys work on a game for years, release it and get nothing back.
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Good article, and I'm glad MMG is getting some press. Take Command 2nd Manassas is a great game, and a terrific achievement for a 2-man development team. If you haven't bought it, give the demo a try - I guarantee you'll be impressed. It has my vote for wargame of the year (in my make-believe gaming awards in my head)
And no, I do not work for the company. I hadn't heard of them until about a month ago.
If I say that in their low res demo movies it's obvious that the avatars use pretty low res billboard textures will make me suck won't it :P
I'll get modded down, I'll get replies asking "if I don't have better games, I better shut my mouth" or how bashing is nor productive and how many work went into this game.
But this is why the gaming industry is so tough nowadays. While all developers are small teams of talented boys and girls fascinated with technology, big budgets quickly up the ante and spoil it for everyone.
Indie games have to differentiate and separate themselves from the general games market and stress on different values, like gameplay, originality and fun (is Wii the Indie dev dream console?).
If they fight within the big market, too many people will stare at the low res textures on the avatars and sigh.
Please read and re-read that. It is this kind of motivation that is missing in a GOOD CHUNK of our K-12 education and I think it has a A LOT to do with why a lot of kids are not interested in "core" courses.
You know you're a geek if you've ever replied to a tagline.
Most elementary, junior high, and high school teachers in America are government employees. That's bad enough. To make matters worse, they're given a checklist of things they must teach (and answers that students must regurgitate) in order to continue being employed.
Now, I don't have high expectations for civil servants in general, but I can't escape the conclusion that teachers are set up to fail. The ones I know work far more hours than any of their governmental supervisors. Given that the vast majority of their time remains focused on mandatory teaching & testing subjects, they have little time for motivating anyone.
Sadly, the only thing in American society that seems to evolve more slowly than the education system is the legislative baggage that mandates how teaching is supposed to be done. For many school systems, educating young people is being replaced by years of babysitting, with diplomas handed out mostly on the basis of acceptable attendance percentages for a suffient number of years.
Perhaps what we'll see in the future is a more entreprenurial version of way the military operates. Employers could foot the bill for training employees in skills that matter for their specific jobs. In exchange, employees would sign 2, 4, or 6-year contracts for long hours in low-paying jobs during which they can be fired but can't quit.
Maybe because some people prefer the tedium of MMO grinding to the tedium to MMO writing.
I've wanted to write my own game for YEARS. But that dream is only a dream. I like the planning, I like the thought of having my own game and doing what I want with it, but the reality isn't nearly so rosy.
As soon as your project gains even a little fan-base, you've suddenly got a group of people telling you:
A) Your game sucks because it's not (insert reason/other-game-name)
B) Your game needs to do this. Yesterday.
C) They hate you because you don't listen to them on YOUR game.
D) Everything is peachy and wonderful and they have nothing to say, really, except they want to waste your time and if you don't respond, they turn into C.
This is, of course, assuming you work alone. If you work FOR someone, or WITH someone, you've gained at least half a boss.
Life in game-dev land is NOT ALL ROSES.
Add in the fact that the average career of a game dev is 5 years and you've got a recipe for disaster.
More power to the game devs that make all the games I love playing, but I no longer want to be one of them. I'd much rather pay whatever I have to and just have FUN playing them games. Ultimately, they come up with more ideas that my single brain could ever create anyhow.
"If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
What you're describing isn't something new; it's called indentured servitude and it was a common form of employment in colonial North America. As we've become more attentive to the rights of the laborer, this and other forms of slavery (and being legally bound to a contract you can't get out of is certainly closer to slavery than free labor) have gone by the wayside.
I wouldn't mind seeing employer-funded education necessarily (though one wonders if that would result in the same bad consequences we've gotten from the employer-funded health care system). But indentured servitude should remain in the past, where it belongs.
Read my blog.