Economic Climate Spurring Independent Game Success
Eurogamer is running an opinion piece suggesting that innovation and creativity have been on the decline for years within the games industry. Now, with the threat of the economic crisis looming, game publishers are shying further from new projects and ideas, instead choosing to rehash popular IP in order to minimize the risk of failure. The upside is that their reluctance, along with technological improvements that make game distribution easier, is allowing independent developers to gain exposure like never before.
"This revolution will give us a new wave of developers who see games through very different eyes to those of their studio-bound compatriots. Forced to consider the financial bottom line, the technological bleeding edge and the whims of Metacritic at each turn, big studio development is by no means uncreative, but certainly has to follow certain set patterns. ... The studio system couldn't have created a game like Flower, the utterly beautiful PSN title which came out earlier this month; but more than that, it couldn't have created a persona like Jenova Chen, the mind behind Flower, who happily talks in interviews about evoking emotions, moving past primal feelings and 'maturing' the industry in ways that don't involve sex, blood and swearing. He talks about making games that don't empower gamers, but instead make them experience other things, other emotions. It's spine-tingling stuff. It's also commercial suicide — or would be, to a studio working in the traditional development context."
The current economic situation benefits developers who go for a lower budget since that way profit is easier to make. Indie games are low budget but many commercial games can have relatively small budgets too (Wii Fit anyone?). The current budgets needed to produce a so-called "AAA" title for the HD consoles has massively increased from the previous generation while revenue remained the same. The economic situation just accelerates what was inevitable: That these high cost epics fail to make enough money compared to their investment. I've read an analysis that this would happen and that was written before the crisis was even started.
The blame lies not with the economic situation, it lies with the companies themselves who throw gigantic amounts of cash at single games and then suffer when even one of them fails to live up to expectations. The economic situation is just a convenient excuse to make it look like this wasn't the fault of the people in charge.
Justice is the sheep getting arrested while an impartial judge declares the vote void.
It's also commercial suicide â" or would be, to a studio working in the traditional development context.
If people like it and it's good, who says people won't buy it? And if people don't like it, then why is it good and worth mentioning?
Whatever the differences a few of us might possess, we certainly can strive to find some common ground. No doubt all of us can easily acknowledge the plain truth that in the balance *BSD would have to be considered a failure. So why did *BSD fail? What is at the root of *BSD's colossal miscue?
Once you get past the fact that *BSD is fragmented between a myriad of incompatible kernels, there is the historical record of failure and of failed operating systems. *BSD experienced moderate success about 15 years ago in academic circles. Since then it has been in steady decline. We all know *BSD keeps losing market share but why? Is it the problematic personalities of many of the key players? Or is it larger than their troubled personae?
The record is clear on one thing: no operating system has ever come back from the grave. Efforts to resuscitate *BSD are one step away from spiritualists wishing to communicate with the dead. As the situation grows more desperate for the adherents of this doomed OS, the sorrow takes hold. An unremitting gloom hangs like a death shroud over a once hopeful *BSD community. The hope is gone; a mournful nostalgia has settled in. Now is the end time for *BSD.
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The current economic situation benefits developers who go for a lower budget since that way profit is easier to make.
At one end of "low budget", how does an indie developer working on his first title come up with $12,000 for a year's lease on office space, $4,000 for your region's objectionability rating, and other things that the console makers demand of all developers (source: warioworld.com)?
In the name of spurring on independent production, are there any programs out there like SEUCK (Shoot'em'up construction kit) that average joe's can use to create games? I know SEUCK was limited, but it did give power to the average joe who could'nt program. In particular, I'd love to see a construction kit for SCUMM-type adventure games like the Monkey Island games. Perhaps open source to the rescue?
In the name of spurring on independent production, are there any programs out there like SEUCK (Shoot'em'up construction kit) that average joe's can use to create games?
It's not Free, but I used The Games Factory by Clickteam for a few years. Even once I stopped creating the end product in TGF, I still used it for a while for rapid prototyping of 2D gameplay concepts. Even in 3D, there are plenty of PC-based game engines that can be modded using a scripting language.
There's an untapped market for ya. World of Goo and the Penny Arcade games seem to have sold fairly well on the platform. 2DBoy says almost 5% of games sold through their website were Linux versions after just 2 days. I buy these "small Indie games" because they respect my platform.
But didn't the publisher of World of Goo just file Chapter 11? :(
A huge catastrophe caused the huge creatures to die, and this helped the small ones flourish.
Just a thought.
And screw everyone else! That will be one wheelbarrow full of hyperinflated fednotes please.
Newsflash, Flower is a Sony 1st party product. That Game Company works out of Sony's Santa Monica office and has a sweet 1st party publishing deal with them.
Small, cheap, indie creative games are the way to go, definitely.
If you're interested in zombie games or Rogue-likes, check out the free demo of Dead By Zombie, at:
http://zodlogic.webfactional.com/deadbyzombie
If you like the demo, you can also buy a license to upgrade to a Premium version with more game play and a larger world.
Mmmmmm, tasty brains....
Mike Kramlich
Principle Mad Scientist
ZodLogic Games
Umm... your game is console-based and distributed in a tarball. Why then doesn't it have a Linux version??
Wouldn't that take all of an hour to prepare; and if you pick up even two or three sales, wouldn't that pay for the hour of "cross-platform" development?
Just curious...
BTW, interesting concept!