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Blogs

  Step 1: Start A Band
by Raymond Ortgiesen on 05/15/10 02:09:00 am   Featured Blogs
15 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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When talking about video games, it makes sense to compare the gaming industry to the movie industry. Big-budget games work with teams, budgets and development times that are fairly comparable to the blockbuster movies we're familiar with. Both are aimed at the wide market, both tend to run with established genres and franchises - there's just a lot of obvious overlap. That's an accurate description of the big budget guys at least, the Ubisofts and Activisions of the world.

When talking about the indie games industry, things are different. I think the proper comparison here is not to movies, but to bands. Indies are bands.

In band's there are roles that are filled: different people play specific instruments, but also guys to set up the equipment, people to hand out fliers and do marketing, etc. We also have a small number of similar roles that need to be filled: coders, artists, designers, web designers, but we don't have them assembled the way bands do, we're hung up on using the studio model.

Indie studios are already the same size (1-6ish people) as indie bands, and they can operate on the same small budgets. The sooner we can wrap our heads around thinking about underground games the way that we think about underground music and bands, the sooner we'll be churning out great new titles across all levels: indie and professional.

First and foremost: Bands are accessible. In order to start a garage band all you have to do is find a guitar at a garage sale and start hammering on power chords until you like what you hear. By contrast, a studio sounds like something you need a lot of training for. You either need to be a good coder or a skilled artist, or if you're going completely solo you have to be both.

But as as time goes on it's becoming increasingly easy to teach yourself how to make games in a variety of engines. The ease of tool kits like UDK and Unity along with the huge amount of documentation for both is no harder than learning how to play a guitar, if that. Anybody can start a garage band, and now anybody can start a garage game studio – and lets not forget that those tools are free, unlike your used guitar.

It's like our industry is at a point where Led Zeppelin is handing out free guitars and Dr. Dre is handing out turn tables and mics, saying “Let's see what you've got!” It's a challenge that most indie developers I know take to heart. But that's not a message we communicate to each other or to our audience.

And if we can be successful in delivering a garage band mentality where anybody can join (and they pretty much already can, we just need to let people know that) it promotes a competitive environment of “trying to make it”. Competition breeds creativity, and the best underground bands are always a sound that you've never heard before. Great bands are about having a unique image and a unique sound. They're not only impressive musically, but the band itself is a character that people love to watch. Indie studios can capitalize on the same principles to draw on a fan base and create a more open developer community.

A lot of bands make their way to the top by having great personas and dressing that on top of their music. I think a lot of developers don't throw their faces and names out there because there is this studio thought process. If you throw your face out there too much it risks making you look like John Romero trying to make you his bitch, do it just right and you're The Rolling Stones. Studios (like bands) can create an interesting persona that they can leverage to get a stronger fan base that is more engaged in not just what you do, but who you are.

This model also breeds collaboration among like minded artists. Underground bands who play together at shows and like each other are likely to tour again, or work together on projects. In the underground scene, people are always looking for new influences, waiting to hear a new sound they can incorporate in a unique way into their own music. As the indie garage band scene takes form, the goal would be to have “bands” collaborate with each other on projects, have joint releases, and take influence from one another.

If you don't think I know what I'm talking about, just think about the ridiculously long list of niche genres that have been created in the underground music scene, then try and count how many genres we have in game design. There's a lot of room for expansion, don't you think?

If we can think about indie “bands” then and we promote the fact that anybody can do this and then see those bands working together, taking influences and branching off in their own directions, that's when an indie scene can start to take root in localized areas. In some places I've already witnessed it taking effect naturally (good example is Montreal), and in others not so much.

If indie designers networked the way indie musicians did, we'd be seeing indie games pouring out of cities on websites all over the internet, but right now it feels like they're more drizzling out than pouring.

To TL;DR this: If we thought of our indie studios the way musicians think of their indie bands, we'd have more designers, making more interesting games, in more places, more often.

Part 2 will be coming soon and is about how thinking of ourselves this way would effect the general audience of gamers, and how they might respond.

Part 3 will be some plans I have on how we might realistically implement this system. (That's right! I'm not just an ideas guy!)

In the meantime, if you have any questions about this first part I'll be happy to field them in the comments.
 
 
Comments

Jordan Carroll
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Inspiring ideas, here! I myself have been hung up on the "studio" model; this approach should make it easier for me to wrap my head around assembling a team, and describing to them the group dynamic - serious but lax.

Christopher Totten
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Wow that is a great idea! I recently formed a group of my students into a summer game studio and this might be a fun mentality to adopt. I almost feel like MORE work could get done in this kind of group dynamic than if the people working on a game feel stifled to act like they are working at a big corporation.

Jimmy Baird
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Finally, someone who gets it.

raigan burns
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We've been saying this for years, it's good to see others who agree :)

Adam Bishop
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I think this is mostly true, but I'm not clear on how it's different than what's currently happenning. Indie devs often work with small, core teams that stick together over the course of multiple projects (see: thatgamecompany, 2DBoy, Twisted Pixel Games, etc.), and they often collaborate with like-minded developers from other teams. It happens on a much smaller scale with games than in the music industry, but I think that's because the business model(s) to support it isn't there yet (something I've written about myself).

Maurício Gomes
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@Tottem



Depends, from what I've seen, usually big corporations make people work...



Here I've been in several different teams, with different cultures, backing, etc... Most of them only worked if there was fear of being fired.



I know that this is an awful motivator, but for the "average person" is the only one that works.



At university, all games I did with a team, resulted into at least one guy slacking off, and using the others work to get his grade, while everyone else worked like nuts.



In fact, I did not finished university yet, because during the last project (we had to make a entire game in the university last year), I had to drop from several classes, to have time to do the work that others were not doing (focusing on their own classes and stuff...). And this is not a "single instance" of this happening, unfortunately.

William Leader
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Mauricio,

Its been my experience that the slacker phenomenon occurs in all teams assembled by an outside force (management / teachers). Indie game teams self select and self manage and will push a slacker out.



I had a teacher that had us do a team project once and we documented everything each individual did. We too had a slacker on our team and we documented that he was skipping our team meetings outside of class. We presented this to our teacher. He failed the team project and the rest of us earned a fair grade. Team projects aren't bad as long as you can record and show who is doing what.

Maurício Gomes
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@William.



Actually, that makes sense... Any team that cannot manage itself, result in problems...

Raymond Ortgiesen
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@Adam: You're right when you say that this is happening and I admit in the post that I have seen it happening already, in some capacity at least. The examples you give are all great indie studios, but an important aspect of this is not just the games but the wrapping that package comes in and the sort of consumer awareness that can bring. I know lots of people who have played fl0w, Flower, World of Goo, and Splosion Man and very few of them could tell you what studio made them and almost no one could tell you the name of a single person with that studio. That's a crop of some of our finest indie games and people who have played and love them can't even tell me the studio's name? To me, that is really depressing and I don't think it's the audience's fault that we're not telling them who we are.



Remember, I'm not saying that our indie community is lacking innovation, just that it could be presenting itself in a much more interesting way and useful way to the players. Going through thatgamecompany's site and Twisted Pixel, it's clear to me that they don't have a website for their players. Their “about us” sections read more like resumes than anything a fan would want to see. They have a website for potential employees and business partners. On the other hand, 2dboy is a much better example of the type of thing I think we should gun for but it still could be a lot better. It's just way more interesting than Twisted Pixels resume.



I also just finished reading your “Where Is Our Pitchfork?” post and it seems like we're standing on pretty much the same side of the fence. Individual Studios obviously shouldn't be pitchfork but bands definitely make their site with fans in mind, by what you seemed to suggest in that section I would say thatgamecompany and Twisted Pixel are way off the mark, despite how awesome their games are.



That said, none of this is to take shots at anybody. We're all still figuring out how to make this industry tick as smoothy as possible and every one of those developers has proved their worth over and over in the quality of work they produce.



@Mauricio / William: As for this, I totally agree. If there's a member who's out of line and not doing their job the rest of the band kicks 'em out.

Marque Sondergaard
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Gief part 3, kkthxplx!

Munly Leong
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I'd been thinking that the game industry should really be emulating the music industry and not the movies a long time back mainly along these lines. Music/bands have a much greater connection with people, and not spectacle or anything requiring an upfront cost i.e a console where you'd already be breaching to the converted. I went as far as to study some of the roles of that industry i.e. what a producer does there is very different to a game or movie industry.



Also as an industry we are missing the benefit of cross promotion via "collabs" which the music industry uses much better than we do. Anyway Completely dead on. We're of very near like minds about this. Glad I'm not the only one ;)



Definitely looking forward to future parts

Reid Kimball
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I recently started a small game project with 2 others. I'm thinking a lot about how to reach out to the people who I think will enjoy the game we are making. Other questions I'm thinking about are how best to reach them (I've chosen Flash) and do we need to form a legal company entity? Do bands form legal companies?

Shava Nerad
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@Reid I'm not sure about other places, but I believe in MA if you are doing business with people, by default you are an unincorporated partnership. Partnerships are cheaper to maintain than corporations, but then again, harder to invest in -- but you can change to a corporation later (I am not a lawyer).



I know it's old fashioned, but there are a couple groups you might want to talk to -- your local community college or county/parish probably has a US Small Business Assoc. "Small Business Development Center" (just search for the nearest big town and SBDC and you'll find it!). These folks live to give old fashioned advice (which accounting, incorporation, taxes, and so on). They'll also be able to point you to SCORE, the Service Corps of Retired Executives. These guys are *great* for the bare bones business stuff, and SUCK big time on anything industry specific, but often will give you advice you'd otherwise have to pay for in exchange for boggling over what all you young people are up to. Nary a "get off my lawn!" in the bunch I've known.



What they generally won't get: online collaboration; social media; games in general; freemium models. You know, anything that post-dates the rise of the interwebs...:) Maybe the SBDC will, but the SCORE guys are voyeurs on current business models. But, often enough, we understand that stuff and have no idea what the difference between an S corp and a C corp is, and who needs to file taxes if we aren't incorporated, and when, and...

Alec Shobin
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@Raymond - Great article. Never even considered that we should be looking at underground band sites (and promotional methods in general) for inspiration, but that's dead on. Looking forward to the follow up articles.



@Shava - no mention of how awesome Boston is? Now I gotta do it! Boston/Cambridge has a thriving indie scene, with both Boston Post Mortem and Boston Indies groups meeting monthly (we must've had over 300 devs at BPM last night!), not to mention all the game focused colleges (MIT, Northeastern, WPI, etc). Lots of people have been whispering about collaborative projects in this scene and I'm starting to see it happen in a few places, albeit non-commercial places.



Having a public face/voice/persona of the company seems like a great marketing tactic, but I get the impression everyone is usually too busy making games to spend time on this - unless they're marketing/biz dev.

Jordan Carroll
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Sooooooo any chance of Part 2 or 3? :D


none
 
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