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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu May 07, 2009 5:46 pm Post subject: Question for (commercial) indie developers |
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Why do you believe you can compete? Why do you believe you stand a a chance of selling your products in competition with teams who have dozens, even hundreds, of specialists? And even if you can sell them, how do you hope to sell enough to make a living?
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Mattias Gustavsson Mage
Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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Posted: Thu May 07, 2009 5:56 pm Post subject: |
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One way is casual games. Develop a simple game quickly (2-3 months) and sell cheaply (<$10) on all the games portals (which have lots and lots of customers who want simple, cheap games, which the big teams can't deliver). Not so difficult to do, but there's no long-term business in it - the market is saturated and competition fierce.
Another way is to go niche-market. Find an under-served market: a type of game which there is a demand for, but not a high enough demand for the big boys to be interested. Make your game good enough to meet the requirements of that niche-market, while keeping costs low enough to make profit possible and sell for $20-$30. More difficult to do, and there's more risk (what if the potential market isn't as big as you thought?), but also more potential for long-term business.
There's a lot of successful indie developers who have gone both routes. What seems to be common to the successful ones, is that their games are distinctly different from AAA games, both in scope, gameplay and technology. Try to compete with the main games industry on either, and you're sure to fail. You'll be filling the voids left by the big developers - you won't be competing with them.
The key is picking up the crumbs that are left over, and which the AAA guys can't be bothered to pick up :-) _________________ www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu May 07, 2009 6:44 pm Post subject: |
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Mattias Gustavsson wrote: |
The key is picking up the crumbs that are left over, and which the AAA guys can't be bothered to pick up :-) |
How many such crumbs are there?
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Mattias Gustavsson Mage
Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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Posted: Thu May 07, 2009 6:57 pm Post subject: |
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Ah, that's the tricky bit - and I guess it's even more tricky to determine how big they are. It's part guesswork, but it's also about looking around for existing products, to make your guess more educated.
But you also need to consider your costs. As an example, you might identify oldschool point-and-click adventure games as an underserved market - there used to be lots of them, but now the AAA industry isn't making them anymore. It is likely that there are still quite a few fans out there. But could you produce a good enough adventure on a budget that leaves room for profit? Most of us probably couldn't, but there are certainly some who can
You also have the problem of how to reach your potential market - what sales or advertising channels are available?
When going the casual portal route, that bit gets easier - you already have a big market available - but you are restricted in the type of game, and the portal takes a big cut. _________________ www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu May 07, 2009 7:26 pm Post subject: |
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How many of you believe you can be successful in this industry?
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Mattias Gustavsson Mage
Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Thu May 07, 2009 10:04 pm Post subject: Re: Question for (commercial) indie developers |
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LordGalbalan wrote: | Why do you believe you can compete? Why do you believe you stand a a chance of selling your products in competition with teams who have dozens, even hundreds, of specialists? And even if you can sell them, how do you hope to sell enough to make a living? |
Because I have dedicated my life to my trade.
I'm a damn good programmer, and designer.
I've made just under $600 off of my really basic games to date, and I have more than 50 more projects that I have planned for implementation/completion in the near future.
If I had sold my first game for only $5.00 instead of the $0.99 that I had, then I would have made $1000.00 more so far.
And actually..if I count the logic simulation that I wrote for a client, then the profit would be in the tens of thousands.
So yes. I do most certainly think that an indie developer has a chance.
There are thousands of SHIT (and I mean TOTAL SHIT) games that are available on the computer store shelves.
Most range from the bargain bin $9.99 and less up to $29.99.
Don't get me wrong, because there are quite a few GREAT games sitting in that same bargain bin. God knows I've found at least 10 great Myst-like puzzle/adventure games. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu May 07, 2009 11:34 pm Post subject: Re: Question for (commercial) indie developers |
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DeveloperX wrote: | LordGalbalan wrote: | Why do you believe you can compete? Why do you believe you stand a a chance of selling your products in competition with teams who have dozens, even hundreds, of specialists? And even if you can sell them, how do you hope to sell enough to make a living? |
Because I have dedicated my life to my trade.
I'm a damn good programmer, and designer.
I've made just under $600 off of my really basic games to date, and I have more than 50 more projects that I have planned for implementation/completion in the near future.
If I had sold my first game for only $5.00 instead of the $0.99 that I had, then I would have made $1000.00 more so far.
And actually..if I count the logic simulation that I wrote for a client, then the profit would be in the tens of thousands.
So yes. I do most certainly think that an indie developer has a chance.
There are thousands of SHIT (and I mean TOTAL SHIT) games that are available on the computer store shelves.
Most range from the bargain bin $9.99 and less up to $29.99.
Don't get me wrong, because there are quite a few GREAT games sitting in that same bargain bin. God knows I've found at least 10 great Myst-like puzzle/adventure games. |
I think the very fact that you wrote that like you did, explains your success. I want to make the point, if someone who didn't have your exceptional self-image as a likable individual were to create similar games, they probably wouldn't do anywhere near as well. I also think you have a competitive advantage over them, and that they should probably recognize this and avoid competing with you altogether. They are, after all, attempting to succeed on what are essentially the terms of a charismatic individual's success. (charismatic "image building" of course being the unspoken secret behind all major commercial successes). Instead they should rely on you as a figurehead, as does in fact typically happen in the upper levels of the industry. The only thing they sacrifice by acknowledging you as such is their own disinterest in themselves.
I do think that what you've produced thus far does not reflect your potential. But I reckon also that you had to build up your image piece by piece, rather than just "adventing" and expecting the world to go your way. (though I do think that's a workable strategy with suffcient preparation. It's been tried before, and succeeded).
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Mattias Gustavsson Mage
Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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Posted: Fri May 08, 2009 7:26 am Post subject: |
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I don't get all this "self-image" stuff (you're a funny guy!) but I do think that a skilled developer have a good chance of success if he is passionate about what he does (tends to shine through in the final product), avoids competing with AAA/retail games, finds an underserved niche-market and has enough focus and perseverence to see the whole thing through. Time will tell if I'm one of them :P
("charismatic individual"? "figurehead"? "build up your image?" - You ARE a funny guy :D ) _________________ www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Fri May 08, 2009 10:23 pm Post subject: |
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Mattias Gustavsson wrote: | I don't get all this "self-image" stuff (you're a funny guy!) but I do think that a skilled developer have a good chance of success if he is passionate about what he does (tends to shine through in the final product), avoids competing with AAA/retail games, finds an underserved niche-market and has enough focus and perseverence to see the whole thing through. Time will tell if I'm one of them :P
("charismatic individual"? "figurehead"? "build up your image?" - You ARE a funny guy :D ) |
Then I recommend a course in schema therapy. I'm sure you'll be rolling over yourself with laughter.
Last edited by tcaudilllg on Sun May 10, 2009 2:21 am; edited 1 time in total
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RedSlash Mage
Joined: 12 May 2005 Posts: 331
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Posted: Sat May 09, 2009 5:12 pm Post subject: |
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I wouldn't even think about competing with the aaa developers. I have the passion and all but it's just silly to think I am better than them. Sure you may say, all I have to do is make a great game. That alone is a hard feat itself, and with thousands of people who think they can can do better have enjoyed no success. So the question is, am I really good, or do I just think I am. After all these years, I realized the truth. That is to stop dreaming about big plans and big money. So rather than competing with AAA developers, I just don't compete at all. I make games for personal enjoyment and to provide entertainment to those interested. This would be provided free of charge. The amount of success I will have with such a free project would be indicated by the popularity and interest in my games. Should it become so popular, then making money would be in the palm of my hand without even selling a single copy of the game. I am working hard at getting there, but most importantly, I'm making games for fun.
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RampantCoyote Demon Hunter
Joined: 16 May 2006 Posts: 546 Location: Salt Lake City, Utah
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Posted: Sun May 10, 2009 4:19 am Post subject: |
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LordGalbalan:
First of all, let me apologize by answering this question with a bunch of links, but I've actually spent a bunch of time on this subject.
I have been a commercial, mainstream, even "AAA" developer. I've written best-selling console games (and a few flops). And I've been a commercial indie - not full-time (yet). I've tried to be plugged in with the commercial indie RPG side of things as much as I can, but my only commercially released indie game wasn't an RPG (and didn't do all that great, but it was a great learning experience).
So I can't claim massive amounts of authority. But I did ask the experts a year ago and compiled their answers in an article at Tales of the Rampant Coyote:
Indies of the Round Table: Why Indie RPGs?
My own musings:
Why Indie CRPGs
I think there's plenty of room for both mainstream and indie RPGs. Frankly, I think some of the most innovative stuff is happening in the indie space. Not that most indie games are pinnacles of innovation - but neither are mainstream games.
I don't think going "casual" is the key (though it has worked very well for Hanako Games and Amaranthia). But that's one niche - one opportunity. Vogel's got another niche, which the Basilisk Games guys are also addressing. The Iron Tower folks are going after a real hardcore audience.
There are a bunch of advantages that indies can have over the big ol' dinosaurs, too. We can afford to go niche. We can take advantage of a much larger lifecycle than mainstream games. We don't have to worry about shelf space and distribution. We can take advantage of IP rights (dealing with publishers usually means surrendering these rights). We can address niche platforms, like Mac or Unix.
We can work together.
For me, specifically - I'm pretty much shooting for the unique and different. I've got a comedy / humor / parody RPG in development, and I've got a modern horror and modern... uh... just modern... RPG on the backburner.
I also have a day job, so I won't need these games to support me quite yet. _________________ Tales of the Rampant Coyote - Old-School Game Developer talks Indie Games, RPGs, and the Games Biz
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Sun May 10, 2009 5:07 pm Post subject: |
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The more people working on a project, the greater your chances for success. (assuming the idea is good) A team of 25 people isn't indie... it's a part of the industry. Even ten people as such could probably suffice, were there enough talent amongst the members.
At this site it seems like everybody does it either on their own or in teams of no more than five. Thinking about it, there was only one thing that seperated DarkDread's games from everybody else's here, and that was coherency. On the one hand, his games offer a pleasant interface; on the other, the characters behave realistically. And he had charisma, but I think that just helped him wrap the other characters around the protagonist personality-wise. I cannot stress enough however how important that element is, because for a person to be a heroic figure it is required that many people abdicate responsibility to them, thus making success or failure dependent on one person's choices. This is a characteristic of all jRPG protagonists, in that they are the "center of the universe" which everything else is dependent on someway or another. In my judgment, wrapping all elements around one figure is an essential element of game design.
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Mattias Gustavsson Mage
Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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Posted: Sun May 10, 2009 5:21 pm Post subject: |
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LordGalbalan wrote: | The more people working on a project, the greater your chances for success. |
I would say it's exactly the opposite - the less people, the better the game and the bigger the chance of completing it.
Even when I used to work in the games industry, with sometimes ridiculously large teams, the best games where those with a single person (or at least only a few) calling most of the shots. The more people involved in a design, the more watered down it gets. Less coherent, less impact.
If we're talking about indie-tems, where noone gets paid until (if) the game is completed, I'd say chances to finish the game goes down for each additional team member you add beyond yourself... A lot of people seem to find success in doing all they can by themselves, and hire contractors to do work to their specification for the rest. A few manage to team up successfully with one, maybe two other people - add more beyond that, and you won't succeed unless you start paying people a salary.
At least, that's my experience. _________________ www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Sun May 10, 2009 5:46 pm Post subject: |
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Homogeneity is important: so long as everyone on the team is of like mind, their purpose will be cohesive. Group think is useful when trying to complete an ambitious project, because a group-thinking collective obeys the leader, and any persons whom have potential to contest the leader's authority find they have no reason to in practice.
In general, it's best to work with friends: people you know and trust. This isn't necessary for contract work, but it is for teams. A big part of the problem, though, is that everyone is wanting to make their own game with their own set of characters. This means that to be fair, the leader must narrowly define their own focus so as not to "butt out" the characterizations by other members. Game play ideas are different: they reflect a subset of interests and can be highly idiosyncratic. For this reason they should be decided by consensus: gameplay that the developers cannot agree on as fun will face tough criticism.
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