Category Archives: indie game business

Indie, Part-Time

As I was cruising around GDC Austin from one session to the next, I began to gain a greater appreciation of how much of the conference was geared toward the business side of game development. This isn’t surprising, of course, given that game development is an entertainment business, and GDC is all about how developers can do all parts of their jobs better. But whether it’s because of the tough economic times, or the rapid saturation of the iPhone game market, or the wide proliferation of MMOs and social games, or the plummeting price point for online and mobile games, it just seemed like there was a greater emphasis on economics than I experienced last year, unless I’m just forgetting.

There were many sessions at the conference on how to maximize things like productivity, exposure, earning potential, sales, and so on. How to pitch your game to publishers. How to [More...]

Also posted in game design, indie games | 2 Comments

Gaming on the iPhone: Natural Selection In Real-Time

It all started with a link. It always does.

I can’t even remember now where I first saw the link, but I was easily drawn in by the shiny little object: “Mystery House”, the 1980 aventure game by Ken and Roberta Williams of On-Line Systems (later Sierra On-Line, later later Sierra), had been ported to the iPhone by Artsiness (Josef W. Wankerl), in all of its original white-on-black lineart glory. This is the game that GamePro tagged the 51st Most Important Video Game of All Time — nine spots after E.T. The Extra Terrestrial, although I guess that’s fair since it wasn’t the list of Best Video Games of All Time.

My first thought was, How cool. What a sweet idea, even if today’s iPhone casual gamers barely give it notice, or even scoff at the concept.

Then, I saw that the game was being sold in [More...]

Also posted in adventure games | 9 Comments

(Indie) Business is Business

Generally speaking, this is a good time to be an indie game developer. There are scores of inexpensive development tools and environments to choose from, many potential opportunities and channels for marketing and sales, and a number of great online communities for discussion and support. It’s tough to make it as a full-time job, though. A few individuals or groups have done consistently well over the years, and of course there are the recent stories like Braid making everyone drool over the possibility of big-time success even for small developer groups. But for the most part, it’s incredibly tough to find that sweet spot of just enough critical and financial success.

Take the story of Mousechief’s Dangerous High School Girls in Trouble, for instance.

Mousechief has been at it for some time, with a pretty nice track record — a finalist at the first IGF in 1999 (Flagship Champion), [More...]

Also posted in indie games | 2 Comments

Curse My Expensive Font Tastes

Without question, some of the best advice I’ve been given on the business of indie game development has come from Tom Buscaglia, the Game Attorney — probably one of the best attorneys representing game developers. Much of this advice comes from his Game Dev Kit, a set of information and forms for start-up game developers, which in my opinion is an excellent resource for any small start-up indie. Above all, the best advice is:

“Quite simply, you can not sell what you do not own.”

So basically, any and all assets put into a game must be owned by the legal entity (company or individual) that owns the game, or they must have an appropriate license from the actual owner of the asset. Once you really get elbows deep into the development of a game, you quickly realize how complicated this can become due to the many categories [More...]

Also posted in Vespers, game design, text in games | 8 Comments

2008′s Top (Mostly Windows-Only) Games

As many folks in the blogosphere have duly pointed out, the end of one year and the start of another is usually accompanied by a proliferation of lists. Best of this, Top Ten of that, and so on. A couple of these that have particular interest to me are Game Tunnel’s Top Ten Indie Games of 2008 and GameSetWatch’s 20 Best Freeware Adventure Games of 2008.

Throughout the year I generally try to keep track of which games are making news in the indie gaming world, but it’s still interesting to see GameTunnel’s list to find out just how closely I’ve been paying attention. As it turns out, I’ve only even heard of 7 of their top 10 — I hadn’t seen or read anything about Noitu Love 2, Battle of Tiles, or New Star Soccer 4 — and some, such as Zombie Shooter, [More...]

Also posted in adventure games, indie games | Leave a comment

Orange River Studio, LLC

Many indie game projects start out as fun side pursuits among a small group of friends. Often at the start there is an idea, a concept, some talent, and motivation. A lot of projects, along the way, fall short in one or more of those areas — the idea isn’t as cool as it first sounded; the concept doesn’t work as well as expected; the talent to achieve the goal is lacking; or some folks just lose their motivation and the project fizzles out.

If things work out and you have a reasonably good mix of those elements, you reach something of a milestone: that point when you’re convinced that you can really do it. With Vespers, that occurred sometime after the first year or so of development.

That milestone is usually followed by a period of laboring away at the many tasks and details of the game. Coding, modeling, [More...]

Also posted in Vespers | 2 Comments

Pirate Adventure

Indie Developer Cliff Harris (‘cliffski’) of Positech Games has been running an interesting experiment of late. In his search to answer the question, “Why do people pirate my games?”, he decided to take the question directly to the pirates themselves. A public, genuine request for opinions, posted on his blog. The request was also submitted to slashdot and the Penny Arcade forums, and made its way to other sites like ars technica, digg, and bnet. The response, as it turned out, was huge — hundreds of comments on the blog, hundreds of e-mails, and many more responses at the other sites. And, interestingly, it seemed as though people really did have something they needed to get off their chests.

cliffski’s summary of the results is posted here.

As expected, a number of people pirate because of a serious dislike of DRM. As cliffski says: “If you wanted [More...]

Also posted in indie games | Leave a comment

Being Indie, Being Resourceful

Being indie can definitely be tough sometimes. I’ve often said that indie game projects are kind of like fish eggs: thousands are laid but few manage to survive to adulthood. Content for a 2D or 3D game, whether it’s artwork, music, voicework, or animation, can be a real problem for a small team on a shoestring budget. It’s no secret that content, specifically character animation, has been the biggest challenge for Vespers.

Sometimes, it takes a little creative thinking to figure out ways to stretch those limited resources.

A while back, when I was looking for help with voiceover work, one idea I had was to try tapping into some good but inexpensive local talent — theater students at the University of Utah, where I work. The casting call I posted ended up being picked up by a local talent company, which brought in a lot of additional talent, but [More...]

Also posted in Vespers, indie games | Leave a comment

Better Than Free (or Pirated?)

I read a couple of interesting blogs recently, and began to wonder how they might be related to the indie game scene.

The original piece was written by Kevin Kelly who, among many other notable things, helped co-found Wired magazine. On his “semi-blog” The Technium, where he posts thoughts on his next book, he authored a piece called “Better Than Free” back on January 31st — and it triggered an avalanche of discussion, all of which I naturally missed since I have no sense of these things.

In the piece, he discusses how to approach the creation of product value in a digital world, where free copies proliferate in the “super-distribution system” of the internet:

Yet the previous round of wealth in this economy was built on selling precious copies, so the free flow of free copies tends to undermine the established order. If reproductions of our

[More...]

Also posted in indie games | 2 Comments