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indie games in "AAA" genres

Started by March 06, 2006 05:16 PM
26 comments, last by jbadams 18 years, 11 months ago
Quote:
Original post by Frequency
Is that a threat? :)


lol. If you feel threatend, I guess it is?



Do indie developers actually make any money? I mean, enough to keep a company up and running with employee saleries, office costs etc. Sure, making games is fun. But you'll want to be able to earn a living by doing it. At least, IMO.
Quote:
Original post by DarkZoulz
Do indie developers actually make any money? I mean, enough to keep a company up and running with employee saleries, office costs etc. Sure, making games is fun. But you'll want to be able to earn a living by doing it. At least, IMO.

Some of them, yes. In some cases enough to live off (as well as sustaining the business), often just as a second income, and many simply make some extra spending money, but have a good time doing it.


I think most of what I would have said if I'd arrived earlier has already been said, so I'll just contribute to the prompting for more originality by suggesting that people may be interesting in taking up the challenge of Dogma 2001, or that defining a similar set of contraints yourself could produce some interesting concepts.

- Jason Astle-Adams

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Quote:
Original post by DarkZoulz
Quote:
Original post by Frequency
Is that a threat? :)


lol. If you feel threatend, I guess it is?



Do indie developers actually make any money? I mean, enough to keep a company up and running with employee saleries, office costs etc. Sure, making games is fun. But you'll want to be able to earn a living by doing it. At least, IMO.


Enough to pay salaries and office costs, yes. Do indies make millions of dollars? Not unless you're PopCap Games.

To some people, though, $100k a year salaries are less important than enjoying life. And I'd rather make $40k and make great, new, innovative games, than to make $80k+ making generic licensed hack-n-slashers that make me hate my job.

There is a breaking point, where the salary isn't worth it, but often this is also because the games made ARE just the quick licenses (GBA movie-licensed titles and such) but they aren't innovative and new anyway.

Of course, making $80k+ AND great new games would be nice :)

Check out my new game Smash and Dash at:

http://www.smashanddashgame.com/

Quote:
Original post by DarkZoulz
Quote:
Original post by Frequency
Is that a threat? :)


lol. If you feel threatend, I guess it is?



Do indie developers actually make any money? I mean, enough to keep a company up and running with employee saleries, office costs etc. Sure, making games is fun. But you'll want to be able to earn a living by doing it. At least, IMO.


I'll be happy if I can make as much as an indie game dev as I do as an indie musician. And let me tell you, the indie music and art scene has learned to live in some pretty abject poverty but still make it seem glamorous. ;) When worse comes to worse, I contract out to a real game company, or, if I want to get paid more, nearly any other type of computer-using company in existence (games are a poor choice to try to get rich on).

My initial post was actually specific that we WEREN'T talking about relying on getting a big publisher and "going corporate", and that I was mainly referring on internet distribution, not retail. "Indie" goesn't have a strict definition, but I'd say if you've got a large contract with a publisher, a bunch of employees working full-time, and a game going into retail stores, you're not indie anymore; you're just the president of a company instead of a programmer.
Quote:
Original post by Kazgoroth

I think most of what I would have said if I'd arrived earlier has already been said, so I'll just contribute to the prompting for more originality by suggesting that people may be interesting in taking up the challenge of Dogma 2001, or that defining a similar set of contraints yourself could produce some interesting concepts.


Personally, I don't think those dogma rules are set up well. The original film dogma rules were legitimately about forcing concentration on story and characters, whereas these dogma rules seem to translate to me as "omg fps and rts are the suck, puzzle games are awesome. everyone has to make puzzle games." The rules basically say no 3D, no current-day consoles, almost no violence, no standard character-centric gameplay, no character-centric story.... really, the whole thing screams to me "I made a game about matching colored blocks together and I'm the most innovative guy in the world," which is part of the whole problem with puzzle-maker indies.
Quote:
Original post by makeshiftwings
Quote:
Original post by Kazgoroth

I think most of what I would have said if I'd arrived earlier has already been said, so I'll just contribute to the prompting for more originality by suggesting that people may be interesting in taking up the challenge of Dogma 2001, or that defining a similar set of contraints yourself could produce some interesting concepts.


Personally, I don't think those dogma rules are set up well. The original film dogma rules were legitimately about forcing concentration on story and characters, whereas these dogma rules seem to translate to me as "omg fps and rts are the suck, puzzle games are awesome. everyone has to make puzzle games." The rules basically say no 3D, no current-day consoles, almost no violence, no standard character-centric gameplay, no character-centric story.... really, the whole thing screams to me "I made a game about matching colored blocks together and I'm the most innovative guy in the world," which is part of the whole problem with puzzle-maker indies.


I agree. Tablet pcs are a new thing and the use of a pencil instead of the mouse can make for some interesting gameplay (see the Nintendo DS) but under Dogma 2001 you're not allowed to make a new type of game play (edit: which would let tablet pc users play with their machine). I think the code could be more realistic if it was reworked. Hardware accelerated 3d cards are pretty common nowadays why can't we use them? It's all rubbish I tell ya.

edit: Games shouldn't be marketed as "Get a better pc so you can play with better graphics" and instead "Play our game it's really fun!"

(note: great graphics & great gameplay aren't mutually exclusive)
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Keep in mind he wrote that back in 2001, so it's a few years out of date now, and I'd agree that the rules listed are showing thier age, but I posted that mainly as an example of some unusual rules you could try developing under in order to encourage trying something different - I happened to have a link to that handy, but there are similar things out there, and you could certainly come up with something of your own.

I certainly wouldn't rule out hardware accelerated graphics for one thing, and I don't really think the original author would either. If we take a look at his justification:
Quote:
Justification: By adopting a simple, well-known display standard and sticking rigorously to it, both designers and programmers are freed to concentrate on tasks of real importance.

It doesn't hold up so well anymore. Some form of hardware acceleration is pretty much guaranteed with a gamer these days, so if I were writing up my own set of rules to follow I'd probably instead restrict the use of pixel shaders or requiring too much video memory, as a way of updating the rule somewhat.

Quote:

I agree. Tablet pcs are a new thing and the use of a pencil instead of the mouse can make for some interesting gameplay (see the Nintendo DS) but under Dogma 2001 you're not allowed to make a new type of game play (edit: which would let tablet pc users play with their machine).

I think you scanned over the rule a little quickly, take another look at it:

Quote:
3. Only the following input devices are allowed: on a console machine, the controller which normally ships with it. On a computer, a 2-axis joystick with two buttons, or a D-pad with two buttons; a standard 101-key PC keyboard; a 2-button mouse.

Justification: Most games that depend on gimmicky input devices are crummy games. You must not waste your time trying to design for them.

The intent of this one is to prevent you from using gimmicky controllers. The touch-screen on a PC is effectively the controller that ships with it, and would therefore be allowable. The touch-screen on a DS would also be allowed under these rules.


In any case, the idea is simply to try something different, and I think that's always a good thing - Dogma 2001 is just one example of a set of conditions you could apply in order to encourage thinking 'outside the box'.

- Jason Astle-Adams

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