Posts Tagged ‘indie’

Practice Trumps Talent

Tuesday, February 16th, 2010

Before I go and do another IGDA profile, just wanted to share a fantastic post from Gareth Fouche’s Scars of War Blog.  Scars of War is a 3D RPG being built with Torque.

In essence, Gareth looks at a guy on DeviantArt who decides, inspired, that he is going to start painting and drawing, and keep going until he’s good.  I’ll leave it to you to click the link and see the results.

Starting my own studio has an exercise in ignorance.  Just about every day I’m asked a question or confronted with a decision that I have no basis for dealing with.  And hey, I’m supposed to know all this stuff by now, right?  It’s not like I started this all yesterday.  And man, I hate making mistakes.

Seeing this guy’s art… that’s inspirational.

Courtesy of the Rampant Coyote.

Hats, Schizophrenia, and Indie Dev – Lessons Learned From Trying to Enter the IGF 2009

Friday, October 16th, 2009

So, the last couple days slammed home several things that I’d already been considering.  Graham and I post mortemed the May-to-now timeframe, and the biggest problem we saw was that we seriously lacked project management.

But wait!  Scott, aren’t you a seasoned project manager?  Haven’t you produced games before?

Yep.  And it didn’t help.  Here’s why. (more…)

Microsoft to Indies: Don’t Quit Your Day Job Yet

Friday, August 7th, 2009

Recently Microsoft made a couple changes to the Community Games section on Xbox Live.  The first was that they changed the name to Xbox Live Indie Games.  The second and more significant change was to their pricing structure.

Previously, you could charge$10, $5, or $2.50 for you game.  The new structure will be $5, $3, or $1.

There are a couple things to see here, from an indie perspective.  The upshot for me?  I’ve never felt better about my decision to not create a game for the Xbox.

I think in the longer term, this price change hurts indies in general… but the big question mark here isn’t the price point, it’s how much more exposure the Community games channel will get to the public.  One thing is for sure – Microsoft doesn’t want developers like me making Community games.

It was already extremely difficult for an indie to make a living or run a company off Community games – the numbers we started seeing earlier this year confirmed that.  From what I saw, people mostly put this down to a lack of marketing and exposure for the channel to the Xbox 360 userbase.  Much like we see on iPhone game sales, if you’re not a big hit, you’re not going to sell enough units to cover your costs.  But on the iPhone, this is because the channel is so incredibly crowed and noisy.  On the Xbox, it’s because no one knows the channel exists.

The price change brings Community games more in-line with the iPhone game prices.  This could help some indies sell more games on the Xbox, because the pricing is just that much more trivial to the user.  But really, it still comes back to getting more people playing and buying Community games.

Longer term, this kind of pricing is a “race to the bottom”, as Jeff Vogel describes in an excellent series of posts on his blog.  In enforcing this kind of price structure, Microsoft is saying that more complex, longer games don’t have a home in Community games.  That’s the message I’m getting, at least.

A price point of $5 doesn’t make business sense for us on most any platform.  And for one where people aren’t showing up in large numbers it’s even worse.  What Microsoft is saying with these changes is, a) we only want games that you can make for about $3 a copy and b) trust that we’re going to publicize the channel a bit more.

I like Microsoft a lot – I used to work with them as a publisher, and I’ve always appreciated their excellent attitude on supporting their developers. But I’m going to need a bit better of an offer to prove out their business model for them when I’m taking all the risk.

Make Sure They DON’T See All your Content

Friday, June 5th, 2009

The conventional wisdom in the AAA games industry is that there is a sweet spot to hit with your content creation.  You want to create a rich game experience for your players, but at the same time you want to make sure not much of your content remains unseen – unplayed content in your game is tantamount to wasted time.

Personally, I’ve been moving away from that thought in the Heritage game design, and this morning it hit me how to enunciate the exception to this rule.  In essence, unseen “stuff” can keep your game fresh to your older players. (more…)

Cory Doctrow’s Idea for Digital Licensing

Friday, May 15th, 2009

Cory Doctrow has a very interesting article up on Internet Evolution.  In it, he puts out an idea he thinks could help resolve the issue of internet makers creating things that infringe on other people’s intellectual property, said IP holders then bringing onerous lawsuits to bear, etc.  His idea is to do a hybrid Creative Commons license for your content.

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The Post-GDC Buzz

Tuesday, March 31st, 2009

I just flew back from GDC.  And boy, are my arms tired.

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Screw Art (Or, Passion & Indie Game Dev)

Friday, February 27th, 2009

Fine art.  But is that what you wanted?The past couple years has given us a growing chorus of people cajoling game makers to take it up a level, imploring us to make Great Art – and a growing number of indies are doing it.  Games like Passage and Flower, amongst many others, are making us think.  This is A Good Thing.

Paying attention to this zeitgeist as an indie dev, though, can screw you over hard.  Here’s why.




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