Like
Bigfoot, the Loch Ness Monster, or Duke Nukem Forever, the
idea of the successful, truly independent game developer -- one
that bypasses the major game publishers on the way to making a profit
and a good living -- seems, well, a little far fetched. You can't
really sequester yourself off from the normal grind of milestone-based
developer/publisher relationships, go out there with a small team,
and hope to produce full-scale videogames that will turn a profit.
Or can you?
It's
certainly true that, as budgets get ever-larger, individual employees
can become an ever-smaller cog in the machine. Therefore, some of
those who originally held professional, significant positions in
the games industry are considering dropping out of the rat race
and looking at the whole game creation problem from a different
angle. However, in a world where even relatively well-funded independent
developers run into financial problems, what place is there for
standalone, self-funded outfits?
Oregon-based
GarageGames
is not only trying to buck that trend themselves, it's trying to
help others buck it as well. The company sells its Torque 3D gaming
engine (originally part of the Tribes and Tribes 2
engine that the company founders developed at Sierra/Dynamix) for
the relatively inexpensive $100 per "indie" engine license,
or $495 per seat for an unlimited commercial license. The company
also digitally distributes third-party titles created with its engine
(as well as a select amount of non-Torque created games) via the
GarageGames website. Games such as Orbz and ThinkTanks,
created using the Torque engine by small independent teams, not
only look competitive but play well compared to larger-scale commercially
produced games.
GarageGames Evangelist Jay Moore
GarageGames
also organizes the annual IndieGamesCon
to help get the message out to independent game developers, whether
they're using the Torque Engine or not. In fact, like competitions
such as the Independent Games Festival, GarageGames is one of the
few companies espousing the idea that you can be completely independent
in your game design and development and still make good quality
products that people will want to buy.
In
a recent
web interview, the co-founder of GarageGames, Jeff Tunnell,
commented grandly about the changing nature of game development
over the past 15 years: "The standard answer here is that games
are much harder to create, have larger budgets and larger teams.
I actually call 'bullshit' on the conventional wisdom! Games are
easier to create than in any time in history and they will get easier."
GarageGames'
engine, Torque, is based on technology that drove Tribes
and Tribes 2. Can an advanced, yet inexpensive, engine
technology and online distribution spell success for indie
developers?
What
does that really mean to the games industry, and does your average
game developer really have the opportunity to go off and do his
own thing and still put food on the table? I spoke to Jay Moore,
whose official title is "Evangelist" at GarageGames, about
what's going on the indie game development scene, from his company's
perspective as both a supplier of technology and an online publisher
of non-web-based, PC "indie" games.
Of
note, almost everyone at GarageGames was formerly in the games industry
as part of Dynamix, long-time creators of classics such as The
Incredible Machine and Willy Beamish, as well as more
recent titles such as the aforementioned Tribes series. I was curious
what prompted these game developers leave the high-paying world
of mainstream games and dive into the indie game creation/engine
licensing world. Moore had a simple response: lifestyle.
"It
really wasn't fun anymore," he explained. "We had suits
-- who didn't even play games -- deciding what games would be green-lighted
and what features those games should include. But more importantly,
making fun games wasn't a priority and the players were only given
lip service. Making big money isn't the only reason to make games.
We have a passion to create innovative and fun new games and that
doesn't happen by doing what is safe and produces the highest sales.
We see change happening in how people enjoy games online and how
technology will allow those with the creativity to build extremely
fun entertainment that isn't a sequel or licensed Hollywood IP."
This
may sound a little like standard marketing-speak, but there are
some important points buried in there that relate to the "new
world" of independent gaming - the technology aspect and the
online aspect.
The
game industry has seen successful game mods such as Counter-Strike
transition into stand-alone products -- they contained innovative
gameplay built upon solid, existing technology by developers who
were, effectively, independent developers. GarageGames is targeting
this demographic with their Torque engine, which provides an inexpensive,
easily licensable base for technically proficient indie developers
(not just modders) to make games.
Moore
explains that "…technology should not dictate who gets
to make what games, it should be an enabler of creativity -- not
a barrier." In other words, if you don't have to build an engine
before you build a game, and the engine is sufficiently generic
for the game you're making, the quality of the game suddenly takes
a major leap forward, because there's so much decent technology
to build specific assets on top of.
As
a seller of games online, cutting out the middle man by distributing
digitally is a major boon, as Moore notes. "Consumers are big
fans of 'try before you buy', and online distribution allows instantaneous
gratification. Product lifetime is significantly higher online,
and this can be a major benefit for indie developers. It helps them
get away from the boom-or-bust, mega-hit-dependent nature of retail
shelf distribution. Building community and fan bases online is natural
as well. Online is the most intuitive place to come for information,
discovering new things and finding other players who like the kinds
of games you do."
Conversely,
Moore explains there are also "challenges with the online distribution
model" -- not particularly surprising. "There is a tactile
connection of picking up a box and reading the packaging and buying
something very tangible that isn't the same as downloading bits.
Size matters in the online space. How many megs your game weighs
in at can certainly affect download numbers, but this has less and
less of an effect as broadband connectivity increases. The biggest
challenge is the quality expectation -- many consumers haven't found
the commercial quality of games real high from some of their online
experiences."
However,
it's not likely that you'll be able to just set up your own website,
put the game on it, and make out like a bandit. Sales still come
from visibility, even in the online arena, as Moore notes.
"I'm
not sure any of these teams succeed with self-distribution…
For titles we publish, we distribute to consumers on our site, Yahoo!,
Shockwave, Real and a host of other distribution channels. As things
stand now, this model is much more viable than pure self-distribution."
Thus,
a percentage of your sales is still going out to a third party,
albeit one that doesn't take the IP for your idea or have any say
in how you develop your title. On the other hand, these sites don't
give you any money up front, either.
Will
there ever be an opportunity for well-distributed "indie gaming"
in the Wal-Mart-style retail arena, alongside publishers like Activision
Value, which creates very tailored budget titles for the PC? Moore
opines: "There are titles that pass what I call the 'duh' factor
for selling to casual game players in stores. If consumers intuitively
understand the play mechanic, or a game has a gimmick or some popular
movie or entertainment property, it has a chance of seeing big sales
success in retail value bins. If not, they usually don't sell in
the kind of numbers on the shelf that value titles need to. Again,
it's Wal-Mart that makes the decision as to whether a game will
even get the chance to sell. When we consider distribution, we look
at it like this: we've made a game and retail distribution is just
another revenue stream that will add to the overall success of a
title. It is not the Holy Grail. Many times, labels like Activision
Value are looking for what fits their brand portfolio and the 'poundage'
of features they can put on the back of a box.' So even 'value'
retail titles don't necessarily make sense for indie games, leading
back to the online distribution method."
One
of the more interesting things that GarageGames does is produce
versions of many of its games for Mac and even Linux, in addition
to the PC. Moore and his colleagues like the idea of being one of
only a few titles, even on a "niche" platform.
"Back
in the day, we'd consider any platform with over 100,000 installed
base as being worth making games for. I think that Mac OS X is headed
toward the twelve million mark, so I think it's about economies
of scale for an independent developer. Even Linux is gaining desktop
popularity and can be a good revenue stream."
How
about consoles, though -- does Moore believe there any chance that
"indie gaming" will ever sneak onto those, given the significant
costs for development kits and hardware manufacturer approval? Moore
laments that "…the current model of console development
provides some huge barriers for indie developers. Of course, the
current model may not always hold. As console manufacturers warm
up to the idea of smaller titles, indies will have more opportunity.
The proliferation of powerful handheld gaming devices may offer
smaller studios and indies a kind of stepping stone to work with
console manufacturers. Certainly, the obstacles to indie game development
on consoles can be overcome, but I think it will be awhile before
we see major breakthroughs." (Since this interview, Microsoft's
casual Xbox Live Arcade service was unveiled, showing some interesting
possibilities for indie gaming in terms of downloadable console
games.)
The
Orbz Multi-player Lobby
Perhaps
it's time to raise a red flag over the whole concept of "indie
developer". What is one, exactly? Can any kid who's in college
without any formal games industry experience be classified as one?
What's the range of people who GarageGames see creating games with
the Torque engine, or just making indie titles in general? Moore
arranges indie developers into a number of classes.
"The
veteran game developer working on his own project and keeping a
day job, or changing his lifestyle and teaching or consulting while
working on their game is very common. Many of these guys are bored
with, and in some cases burned out from, working in the game industry.
We don't differentiate the industry veteran from those who have
been developing enterprise software and are now building games,
or from the teenager or college student that has built the skills
to code or make great art for games. The end product speaks for
itself, and usually separates those that are hobbyists from the
commercial quality developers."
As
Moore hinted in this statement, quality and experience do matter,
even in indie titles. But the bottom line is probably this: if you're
looking to break out on your own and become an independent game
creator, you need other work lined up, or be prepared to go the
starving artist route while you develop your game.
Moore
explains that "We have a [IndieGamesCon conference] session
we've done called: 'Quit Your Job Fair: How to become a successful
indie game developer.' There's a lot of useful information presented
there, but I can tell you the Five Golden Rules .The first is: don't
quit your day job. Right-size your life so you can make a sustainable
living. Make the game scale to a size that you can complete. Innovate
and do something that is new. Make the game you're passionate about
making."
It's
worth underlining that this session is called "Quit Your Job
Fair", not "Quit Your Day Job" -- a summary
of an earlier version of the talk sums up the paradox of the
independent developer well by defining it this way: "You are
an indie if you finance your own development." It's as simple
as that, and for a developer with mouths to feed who wants to get
out of the rat race, it's possible that "indie gaming"
is not yet a reliable revenue stream.
So
GarageGames hopes to empower independent developers via its low-cost
engine and help with distribution, so that indies can create better
games to compete in the marketplace. Nobody's denying that the company
has financial reasons for doing this, but as it can be seen, independent
gaming is not a cash-rich arena. But in the end, what the "Quit
Your Job Fair" attitude brings, whether done with GarageGames
or independently of the company, is a glimmer of hope for those
wanting to do their own game development thing and still make a
little money.