3. Distribute digitally
"The independent game movement
is also a major new trend, moving the industry (finally) onto the Internet
for real, embracing digital distribution chains and unique gameplay."
– Raph Koster
The ability for developers to deliver
their games directly into the hands of their audience is an enormous
step forward in terms of efficiency. The resources required to distribute
games over the internet are microscopic compared to the cost of pressing,
packaging, and shipping physical copies of games to stores all over
the world.
Throw technology like BitTorrent into the mix, let your fans
carry the weight and reduce your distribution cost to literally nil.
Red
Orchestra is a World
War II shooter that started off as an Unreal mod. After winning
the "NVIDIA $1,000,000 Make Something Unreal contest" they
were granted an official license of the unreal engine, and were set
to find a way to distribute their game.
Tom Buscaglia, the lawyer helping
the Red Orchestra team recounts, "There was a great deal of interest
in the commercial version of the game from several publishers including
Midway. And we worked for months trying to close a deal. But eventually
it became apparent that even though the folks on the product acquisition
side were very interested in the game, the marketing folks were not
going to green light the deal because their retail buyers had not heard
of the game and would not put in significant initial orders necessary
to minimize their risk. So, no deal."
As a fluke, they got in contact with Valve, who had recently launched their own digital
distribution service, Steam. The team figured that Valve would only be
interested in Source Engine powered games, much less a WWII themed shooter
that would directly compete with games in their own catalog. "To
my surprise, the folks at Valve were not only interested, they were
straightforward and easy to work with. A real pleasure. So, in short
order we had our digital distribution deal in place."
Buscaglia
adds, "Digital distribution means more ways to get your games directly
to the players with as little 'middle man' action as possible. That
has always been the great promise of the internet
and it’s great news for developers. Heck, higher royalties, you get
to keep your IP and direct access to your user base. It’s hard not
to believe."
4. Develop on open platforms
As any professional developer could tell you, getting a game onto closed
game platforms can require a lot of resources. New digital platforms
on consoles such as Xbox Live Arcade, which serve as more favorable
outlet to less resource intensive games, still hold many of the downfalls
of a closed platform.
Jeff Tunnell, a founder of Garage Games, the company behind the Live Arcade title
Marble Blast Ultra states on his blog about Live Arcade game budgets, "The
industry standard arms race will quickly make the top end $300,000 budget
a cheap product. Right now, I wouldn’t consider attempting to make
an XBLA game with a $100,000 budget. Development kits and Certification
(QA testing) would eat up half of that, not leaving much for the actual
game development." Jeff also adds that if current trends continue,
"This will inflate rapidly".
Besides the rising costs associated
by competing on a closed platform, there is the issue of your game fitting
into the platform holder’s catalog. Jeff describes the situation as
such, "slot approvals are getting hard to get. In fact, I liken
XBLA360 slots to the 'Golden Ticket' in Willy Wonka. If you get one,
you are set!"
By developing your games on open platforms like
the computer or the web, the resources you would have spent fulfilling
the requirements of a closed platform can be saved.
|
As an owner of an Independant company, I find the biggest challenge to be balancing budget and content within short project timelines.
I'm not saying that all developers are taking this road but we may quickly see the path that is commonly taken by big wig publishers like EA to "push pretty graphics and people care less about the game play". I'm not stressing at all that a game with "all looks and no brains" will win Game of the Year but we see this trend every time another eyegasmic game comes out and gets an 8/10 score where it otherwise would have gotten a 5/10.
I'm only pleading that developers tread lightly and don't look to Big Brother for examples on how to tailor this young industry. If independent games grow to the production level of current AAA games then we may never again have the opportunity to see small upstarts creating successful products. There should be a real push on all ends to keep the Indie flavor alive and avoid put out "beautiful blond" games.
One thing I think you should have mentioned is that indie game developers should listen to the players more, especially about faults in the game. Too many times I've seen the attitude of "I'm a programmer, so I'm automatically a genius game designer" or "You don't know programming, therefore you couldn't possibly have anything worth listening to." I have tried playing dozens of indie games that suffered from fatal flaws, glaring omissions and obvious imbalance, and when I visit their websites I see many people commenting on these flaws in the forums, yet rarely do I ever see the indie game programmers address these issues. More often than not they just ignore everybody.
This is especially sad during beta testing. There have been several games that I participated in beta tests where all they were looking for was bug reports. Any and all comments about how to make the games more enjoyable were ignored. As a result they came out with well-programmed games that nobody played more than once.
And I can't tell you how many times game programmers have shut me down because I didn't use the right buzzwords or I suggested something that was different from the norm. I can see how this comes about, you work so hard on coding your brain defaults to a certain logic standard, I've seen this in artists and other people many times. But really, how can you come up with new and innovative games when you immediately shoot down concepts without even trying to think about the possibilities?
And as for asking for FPS from a racing game, that kind of off-kilter feedback comes with the territory, but if a large majority of your beta-testers and/or players ask for the same thing, then you should give it some thought. For instance, one game I beta tested a player suggested they replace all their confusing stats with just three main ones with subcategories that would be introduced slowly as the players advance. Considering how the game was structured this made a lot of sense and would have made the game a _lot_ easier to play, so most of us testers agreed with the suggestion even though it would have changed things significantly. They said "No" quite firmly and stated that the game was supposed to have large pages of confusing numbers so the players could "explore" and "discover" strategies on their own. Most of us couldn't even figure out how to play the game completely, much less discover strategies, so we dropped out and the game didn't even make it out of beta.