The Indie Game Commandments
simoniker writes "As part of an in-depth postmortem of Xbox title Stubbs The Zombie over at Gamasutra, company founder and Bungie co-founder Alex Seropian has revealed his own personal 'indie game commandments' when setting up his new firm: 'First Commandment: We shall establish our game's creative direction... Second commandment: We shall own our intellectual property... Third commandment: We shall not let a third party determine our success, such as the publisher who's doing (or not doing) the marketing, or the funding source (likely a publisher) making demands that are not in-line with our goals... Fourth Commandment: We shall have a small manageable team. We don't want 50 employees making one game over three years in house (we want low overhead), and we don't want to suffer the churn of ramping up and down for projects.'"
When you reach the end of the game's development, fire EVERYBODY so you can keep the royalties for yourself.
Then shut down your studio and claim you're going to make movies, rather than finish what had been an enjoyable series.
So basicaly his comandments are
don't let the bean counters near the talent.
don't let the sales vultures near the talent.
don't worry about the numbers, the game is good because we have talent.
Its arrogant, and I bet it would be fun to work there, but I can't see this as something that can be sustained in todays culture.
The sales vultures and bean counters need to justifie their existance to other dep[artments.
I used to have a cool sig, back when I cared
I interpreted #2 as "We will not let a publisher run our intellectual property into the ground with a series mind-numbing sequels."
It's like sex, except I'm having it!
It is too bad that IP theft and misuse has grown to be such a concern that ownership has to be enshrined in commandment form.
Information wants a fueled airplane waiting at the hangar and no one gets hurt.
Check. Marathon: great art direction, a cogent storyline with development potential. Myth: also great art direction, compelling gameplay mechanic for RTS, fantastic atmospheric storyline.
Check. All original development done by Bungie, with in-house artists and designers. They even bought the company that composed the music for Myth.
* Third commandment: We shall not let a third party determine our success, such as the publisher who's doing (or not doing) the marketing, or the funding source (likely a publisher) making demands that are not in-line with our goals.
Aaaaand here's his mea culpa. Microsoft buys Bungie, dramatically alters scope of Halo, makes it a one-platform-launch. Delays game for years. Alters art direction, ends up being a pale shadow of the Marathon design. Myth is sold to a 3rd party developer who produces a lacklustre sequel. Halo is a great success - the only success, really - for Xbox. Crawls onto other platforms much later, the last of which is the Mac - four years after it was demo'd on a blue and white G3 tower at Macworld.
Can't comment. Maybe Stubbs suffered from this.
If Jesus wants me it knows where to find me.