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Features
  Nine Paths To Indie Game Greatness
by David Marsh
8 comments
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February 26, 2008 Article Start Previous Page 4 of 6 Next
 

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.

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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.

 
Article Start Previous Page 4 of 6 Next
 
Comments

Aaron Murray
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Good article.

As an owner of an Independant company, I find the biggest challenge to be balancing budget and content within short project timelines.

Eric Holsinger
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I think you missed game editor, http://game-editor.com, as another cheap (and cross-platform) game engine for your list.

Martin Gonzalez
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Excelent article. Very useful!. Thanks.

Anonymous
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Will XNA Community/Creator's Club make the 360 an "open platform" (point 4) with "digital distribution" (point 3)? Only time will tell.

Anonymous
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My biggest concern for the independent development community is it's growth. I mean, the whole point is to stay small and nimble but it seems that this sub group under the game development umbrella is starting to make the same mistakes as it's bigger brother; Big Budget Games. Indie games have grown from simple ideas into a semi-pro activity; thus driving up the cost of development.

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.

Paul Lenoue
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Great article! Very well done. I especially appreciate your segment on player created content. Too many indie game developer lock their games up tight, then whine about how nobody plays the games more than a few times.

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.

Anonymous
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Whoa there Paul. Don't place the blame on the programmers alone as there are plenty of cocky designers and artists working on indie projects too. I think that is a flaw of the team as a whole and we all know that it takes more than one to tango with game development anymore these days. But I do agree that it does often result in a failed game when developers don't listen to the voice of the people. Also keep in mind that if they are making a racing game and you suggest, "you should be able to get out of the car and shoot people FPS style" then you'll likely be dismissed.

Paul Lenoue
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I don't automatically blame just the programmers, it's just that several bad indie games I've tried had nothing _but_ a programmer or three or more, nobody else involved in crafting the game. They might have had an artist, but it was the programmers calling all the shots. And I've seen a few team efforts where everybody was so close to the project they completely overlooked glaring problems, yet ridiculed and insulted anyone who tried to point them out because they were professional programmers and we were just ignorant gamers. Serious ego problems, for sure.

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.


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