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Nine Paths To Indie Game Greatness
 
 
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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 6 of 6
 

8. Use alternate sources of funding

Once you significantly reduce the amount of resources you need to develop a game, the number of opportunities to find different methods of funding rise exponentially.

Mount & Blade is a medieval combat simulator/manager/role playing game. Developed by another husband and wife team from Turkey, the game has developed an incredibly enthusiastic community following. The game is in a constant state of development, and while there is always a free demo -- players can purchase the full game for a rising cost as the game develops more features. The earliest of adopters might have gotten the game for as low as $6 where as the price of the most recent release is $22.

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Once you have purchased a license to the game you always have access to the latest version. Amazingly, these developers have replaced the role traditionally filled by game publishers with the gamers themselves. As of this writing, it has even supported them enough to grow their team to six full time developers along with a number of contractors. It would be hard to imagine this method of operation being very viable if the developers were not limiting the amount resources needed to support development.

Unknown Worlds Entertainment, an independent company made up of two full time developers and a collection of others spread around the world are working on sequel to their Sci-Fi Shooter/RTS hybrid Natural Selection. In order to offset some of their development costs, the team created a casual Sudoku game in 10 months (though they started selling a beta after 5).

Charlie Cleveland, Game Director of Unknown Worlds, in a presentation at the 2007 GDC, admitted that creating the game took more time away from their core development than planned, but found bootstrapping through a casual game much more attractive than pitching their main game to investors, writing business plans, or trying to convince others to give them the resources.

9. Get Personal

If you are developing something that strikes a chord with gamers, the community surrounding your game can be a very powerful and free (or cheap) resource. Put your fans in charge of marketing your game, use them as moderators, allow them to create content.

Fraxy is a unique top down space shooter that consists entirely of user-constructed boss battles. The game comes with a easy-to-use editor that lets users create complex and unique boss machinations and then share them with the community for everyone to play. By giving users a framework to be creative within, instead of simply something authored and experienced once, Fraxy is using its players as a resource to provide gameplay limited only by people’s imaginations.

Kingdom of Loathing is a dead simple browser based parody MMO. In this satirical adventure game, the hero is a stick figure which forges through zones like "The Orcish Frat House" and "The Misspelled Cemetary" while battling creatures such as "ferocious Sabre-Toothed Limes" and "Ninja Snowmen".

The fuzzy personality of the game has proven to be a hit with fans who have grown the game to over 1.4 million accounts registered, through not much else but word of mouth. There is a large and active forum community surrounding the game as well with over 57,000 forum users discussing gameplay, helping others, participating in contests or posting fan artwork.

There is such a sense of community around this game that players have created a 24/7 internet radio station, with DJ-hosted music shows as well as discussion segments about the game that often play host to the developers. Kingdom of Loathing is free to play, however there are opportunities to "donate" and in return receive special items which are very useful inside the game.

According to Wired, a sizeable number of players choose to donate, "the game has earned enough in donations (its only source of revenue) for creator Zack 'Jick' Johnson to quit his day job and hire six employees to help deal with bugs, servers, and the in-game economy. There's even a black market on eBay where $1 buys about 480,000 units of the game's currency -- hunks of meat."

In Conclusion

These may not be totally new concepts to many game developers, but there are many misconceptions about what independent games are limited to based on the method of their development.

Many developers assume that there is a large insurmountable gap in between commercial and independent games. On one side they see the big budget blockbusters and on the other they see "match three" puzzle games, and assume that there is a vast chasm in between where nothing can exist.

In reality, more developers are staking out claims at various places in the middle every year. As technology marches forward and access to the global community becomes more accessible, developers are inevitably being given more chances to exist at new places in the market.

All professional game developers should be aware of the growing independent games community. By taking a look at Independent games, developers might find some inspiration for solutions to the challenges they face. By the looks of things, you might be bumping into more Independent games whether you are searching for them or not.

 
Article Start Previous Page 6 of 6
 
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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