Indie Game Developers Talk About Why They Struck Out On Their Own
Nerval's Lobster (2598977) writes Technology writer Jon Brodkin sat down with a group of indie game developers (as well as a professor at the University of Southern California's game-design program) to talk about why they decided to launch their own small studios rather than stick with comfortable (albeit stressful) jobs at major firms like Disney or Zynga. The answer, as you'd expect, boils down to control. "Working for a bigger company is a good way to gain experience, and learn how games are made," said Graham Smith, one of the co-founders of Toronto-based DrinkBox Studios. "It's also nice to have a steady salary coming in as you learn the ropes. On the flip side, depending on the company, you might not have much control over the game's design, or even be making the types of games that you enjoy playing." But startups come with their own challenges, not the least of which is the prospect of an economic downturn quickly wiping you out, or not making your Kickstarter goal.
KS gets a nice slice of that $1B pledged.
While attending Apple's WWDC a couple years back and looking around during the lunch break, I noticed indie devs looking at the corp devs with envy, lamenting how great it must be working for a big company with all those perks, resources, tight social connections, regular paychecks, etc.
Listening to the corp devs, they were all eyeing the indies, jealous of the perceived freedoms to set their own project priorities and schedules while eft alone to focus on whatever they liked at a given point in time.
Idea, startup, going concern, acquired by someone who wants to use the brand, resign, repeat. The only difference this time is that indies this time around are more likely to be first-timers that couldn't get cozy studio jobs and don't want to put up with contract work.
Google "EA Spouse" for why you shouldn't be in the "mainstream" gaming industry.
I apologize for the lack of a signature.
I don't know why these types of issues are always framed as being specific to one group of people when it's only a small portion of the total group of people affected by the phenomena. I suppose it's lack of empathy between those affected. TL;DR it's not just gaming. It's any artistic endeavor, including writing any type of software, or building any type of gizmo. In America, this is the same difference as either owning your own small business or working for a publicly traded one, regardless of the industry.
I can no longer disable ads on Slashdot. Is that right? Must have missed the memo.
Just looked it up. What a load of horeshit. Guess I'll cancel my subscription. Oh that's right, I don't have one.
Move along. Move along.
I wish they'd explain why they thought it was a good idea to flood the market with crap like 16-bit retro titles. We have something like more indie games released in the first 3 months of this year than 2013 entirely.
Certainly not at a big studio. All big studios crank out today is the n-th iteration of their franchise. Either by applying new textures to the same old crap and changing the year in the title to the current one or by simply increasing the version number. All the while touting some minor flavor changes like it was the reinvention of the game industry, or at least the redefinition of the genre.
Be honest, do you really want to play that? I mean, sales numbers tend to indicate it... though my inner cynic would say that people just buy the next iteration of the game 'cause the multiplayer servers for their favorite game goes offline and they don't want to learn the controls to a new game.
If you want to be part of an exciting game, most of all one that does not simply rehash what has been done a billion times before, your only bet is to do it on your own.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
Since Disney bought the rights Starwars and Lucas Arts, I would think it would be a much more attractive prospect. Who doesn't want to work on the next Starwars videogame!
Then again if you want to make the next X-Wing VS Tie Fighter, and all they have you do is Cantina Simulator, Degobah Swampville, or Princess Amidala Fashion Workshop for facebook... that might also be very depressing.
Will somebody please explain to me how this Drinkbox company is an "indie" developer. They are a company with a payroll employing people to make games who publishes through Steam and Sony and has never self published a title. How exactly do you get less independent?
Do I need to say more?
Buck Feta. You know what to do.
Sometimes you have to publish through Sony, such as if your game is designed around a controller and would be hard to adapt to a mouse or a touch screen. And what makes Steam any less "indie" than, say, GOG?