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I recently picked up my DS again. Dusting it off, I booted up the last game I left in the slot; Castlevania: Order of Ecclesia. I quickly remembered why I put it down the first time, after I was tossed around like a rag doll by the boss that was waiting for me in the next room.
It did get me thinking, however. It seems that PC's and digital distribution have been the staples of indie development. If a couple buddies wanted to make a game, it meant the usual assortment of tools that were focused around PC distribution. XNA has recently become a portal for the XBox 360, but few (if any) people have been able to make a living from it.
Nintendo has various channels for Wiiware and now Dsiware, but they all have a high barrer of entry; certainly not the type of environment for a tiny team on a shoestring budget. The iPhone has been very promising for a handful of indie developers, but that has it's fair share of restrictions, besides being a very hot-cold market.
The NDS has been under fire for some time now. Nintendo has been very vocal against the use of unofficial storage devices, like the R4 and other flash cards. Understandably, the debate is that these devices are then used to illegally copy games. The downside is that these storage devices also get a bad reputation from this stereotype.
Personally, I'd love to try and make a low budget DS game using homebrew techniques to avoid the heavy upfront cost of official development hardware. I'd love to try my ideas and get familiar with the hardware before investing relatively significant funds; assuming that they'll even approve me as a licensed developer. I would love to do all of these things, but I feel like the FBI would be knocking my door down if I even typed "DS Flash Card" into Google.
There seems to be such a negative stigma around flash cards that I'm not even sure it would help to have a fully functional DS game along with the game pitch. I feel like they might have security waiting for me at the front door. Is it all in my head? Would a working homebrew game help seal the deal for a tiny team, or seal my fate in a tiny cell?
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Should someone feel like they are breaking the law for developing on hardware that they purchased for themselves? It certainly appears to be that way right now; even for non-console devices like the iPhone and it's long list of approvals to copy an executable file onto the device. I can't imagine what PC's would be like if the same restrictions were in place. We'd still be typing in Dos prompts and waiting for the next spreadsheet application to be released.
Microsoft found a way to make money from homebrew when they released XNA and made it so easily available. If you want to make homebrew for the XBox360 you pay the annual fee. Sony had a bit of an attempt with the PS1's Net Yaroze and PS2 Linux, but they were both difficult to get hold of and also relatively difficult to develop for.
Hopefully XNA will start a trend towards lower priced entry level development tools.
If I'm going to spend months/years of my free time working on a game project of my own, I want to wind up with something that will be impressive on a resume. I want to be able to show a potential employer that I'm capable of working in a professional game development environment. I'm not sure that XNA is the best way to do that. I mean, XNA experience doesn't mean you can write a AAA retail xbox 360 game. Even the bigger XBLA games are properly licensed and written using the professional xbox tools (using C++).
I just don't see why it would hurt for them to allow people to have the full blown development environment for free, as long as the software they write can only run on a PC until they pay for the license to run on the console hardware.
Come to think of it, even if somebody hacks the "key" system and gets it to run on their personal xbox... so what? They have no way to actually get it uploaded to microsoft's server for XBLA distribution (only microsoft can do that).. so what difference does it make.
It would definitely be a boon to those people if manufacturers would release versions of development kits that would allow independent developers to write more native code for a console without having to pay the huge cost of a professional kit. Of course, it’s hard to figure out what features should be included in an indie kit and what should be restricted to a professional version. What do you think such a tool would need to include to be useful enough for an indie developer but not so advanced that it makes the professional kit obsolete?
I think that it is pretty likely that Nintendo and Sony will eventually provide tools similar to XNA for their consoles. As for tools that fall between beginner and professional versions, I think there is less hope. It does not seem like there is as much need for these types of tools, because if you are that serious about making a more professional game, you will be able to find a way to get a professional dev kit.