- Look at local, national government grants & loans (N+, DeathSpank, Fez)
- 'Total' publisher deals on console/PC/iPhone mitigate risk, harder to reap the upside (Blitz's games vs. A Kingdom For Keflings)
- Direct 'publishing' deals for consoles optimum - but watch selective gatekeepers and hidden costs. (Localization, ESRB, testing, regional submissions.)
- Regional PC publisher deals can give you ready cash, can be dangerous tactically (2D Boy)
- Digital distribution deals on PC - no downside except contract time.
The ‘Rules’* For Digital Game Distribution Success
How can you balance your company’s needs?
The ‘Rules’* For Digital Game Distribution Success
6. Understand Where Design And Business Interact
- For project scope estimates, add a LOT of polishing time (2D Boy)
- Don't put all your eggs in one basket, SKU-wise (2D Boy)
- Try to design for multiple formats or produce multiple games swiftly. (And Yet It Moves, Firemint.)
- Consider design virality as a game marketing/business mechanic (Fantastic Contraption, most Facebook games.)
- Look at building publisher relationships, trust, to get consulting work to help fund indie work (NinjaBee!)
- BUT understand which sets of platforms don't go together well. (Console and iPhone? Console and Facebook?)
- Don't forget Mac (Aquaria) and Linux? (2D Boy) versions.
- If you want to make the game you want to make (good!), still look at competitors, genre popularities, etc.
The Eight ‘Rules’* For Digital Game Distribution Success
7. Plan for release and post-release carefully.
Make a demo: very rare that releasing one is negative (iPhone games? Q Games theories.)
Think about amount of demo to give away (Context, difficulty - Dead Space.)
Co-ordinate your worldwide release simultaneously (Space Tripper, World Of Goo).
Use your fans for localization? (Wolfire, 2D Boy)
Have your own support infrastructure if selling on your own site (automated systems, refunds, direct payments, free copies)
DLC helps with publicity, if not big profit - watch ‘why not free?’ complaints (The Maw)
What Is Indie?
Some possible answers:
Small group of creators making the game they really want to make - INTENTIONALITY .
Bringing back old genres (2D, platform, puzzle, action games) with new innovative twist (physics, time manipulation, procedural generation).
Growing massively and IPO-ing is NOT the main goal.
Concentration on how games make you feel (Passage, Flower) or subverting the medium (You Have To Burn The Rope, The Graveyard).
OK to make games for free or without initial business models. (Spelunky).
Upfront about being indie, needing support (Fantastic Contraption).
What Is Indie?
Independent Games Festival’s definition of independent games?
We ask ‘Are you really indie?’
If you agree, you can enter.
Conclusion
Independent games are growing because they:
Are bite-sized for today’s busy Western gamer.
Look ‘different’ and provide quirky, lower-cost alternatives to AAA $60 titles.
Provide clever gameplay and conceptual twists on familiar game genres.
Are easy, fun, and thought-provoking to play.
Feel like they have been produced by people, not teams.
My talk on independent games given at GDC China in more
My talk on independent games given at GDC China in Shanghai, October 2009 - also includes a large section given in Australia's Digital Distribution Summit in that same month. Includes information on trends, tips, tactics for success. less
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