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Comment: Dejobaan's Guarantee to Yoooooooou! (Score 5, Informative) 121

by MiceHead (#32925444) Attached to: OnLive CEO On Post-Launch Status, Game Licenses
Sooooooo! So. We're Dejobaan Games, a small indie (redundant?) studio responsible for a game called AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity. If you've used OnLive, you've probably seen the damned thing listed at the top of their games selection because they sort alphabetically. Our next game will probably be called something annoying like !!!00000LoL and be even higher on the list.

I digress.

I like OnLive; I like the guys I've met that work for OnLive; I'm also the Hair Club President. I want them to succeed, because the more ways for folks to get games, the better. Here's our guarantee: If you pick Aaaaa! up on OnLive, and they stop carrying our game in 3 years, we'll give you an offline copy. I'm not sure if folks are having tech issues, but honestly, the licensing issue is really easy for us to fix. :)

Comment: Diminish Piracy via Online Content (Score 3, Insightful) 1027

by MiceHead (#31298532) Attached to: The Awful Anti-Pirate System That Will Probably Work
I'm an indie developer, and I see our games pirated all over the place despite their being available for roughly the price of a fast food value meal. It feels sorta sucky to be pirated, and while I can't prove it, I suspect that my studio would gain at least little more money if people didn't pirate it.

That said, I don't forsee us ever taking draconian DRM measures to prevent people from playing our games. Piracy will change the way we design them, but I think what will end up happening is that we start creating games that make use of online content. Some examples:

* Level of the Day -- Log in and download your free level right here.
* Matchmaking/Leaderboards -- Pick up the game, and you'll have an account to taunt other people with your mad skills.
* Server-Side Content/Collaboration -- Co-build a level with a friend, online, and make that available to everyone else.

My thought is to offer additional, online-only content that gameplay into having an account. Sure, you can probably still pirate the game, but by picking up a legitimate copy, you have access to all this other neat stuff.

Comment: Four ways to turn your concept into a video game: (Score 5, Informative) 351

by MiceHead (#24517481) Attached to: How To Sell a Video Game Idea?
Four ways to turn your concept into a video game:

4. Create a polished game and approach (or be approached by) an established studio. Also known as the Portal approach. Also the flOw approach. "Sony Computer Entertainment approached some future members of thatgamecompany after seeing Cloud and asked them to form a company and signed them on to make three downloadable games for the PlayStation 3. Cloud ended up being a game that wouldn't be possible for a company as small as thatgamecompany to make, so they made flOw instead. thatgamecompany was created on May 15th, 2006."

3. Work your way up in one or more established studios towards the role of game designer. The American McGee approach. "McGee began his career at id Software. He worked on such games as DOOM, Doom II, Quake, and Quake II in the areas of level design, music production, sound effects development, and program coding. In 1998, he moved to Electronic Arts, where he worked as a consultant on many projects and also created his own game, American McGee's Alice." Mind you, that can be the long route, assuming you're even successful.

2. Work with an independent group of hobbyists and promise to split the profits once you make money. This is difficult to pull off, because contributors lose interest when things become difficult. This is enough of a problem that I'd rather have one paid contractor with modest abilities than a dozen unpaid contributors with spectacular abilities. Blech.

1. Establish your own company and finance development as a third party. Many small developers bootstrap with smaller projects in niche or new markets, eventually working their way up towards larger ones. The iPhone is potentially an awesome way to get your title out there. Start by developing a finished game that's small in scope, and demonstrates the very core concepts of your idea. Rinse. Repeat.

My favorite is, of course, to take #1 and run with it. Tighten your belt, and pay a contractor with good references to help you bring your idea to light on the platform where the competition is still pretty weak, and the barrier to entry is low. That was the Palm Pilot during late '90s, and is probably something like WiiWare or the iPhone now.

Good luck!
PC Games (Games)

Independent Games Review Panel [March Edition]

Submitted by
cyrus_zuo
cyrus_zuo writes "How creative with the game rating scale should you get with a game that acts like a virus? If a dog and rabbit-like creature were trying to kill the President should you stop them? Is becoming President in an election-sim game really "winning?" What happens to lost puzzle pieces when they fall from the sky? Is combining snowmobiles and Poker really a good idea for a game? If you had burning fruit trailing behind you, what should you do? All these questions and more are answered* in Game Tunnel's Independent Games Review Panel [March Edition] "
Education

I want to make good games.

Submitted by
Evan Hissey
Evan Hissey writes "I'm a student at a high school in Indiana and I want to be the best I can be at making games. My question is: what are the best programming languages to make games? I know some Visual Basic and C++, but not a whole lot. I've tried to search around the web for what could be useful and I just find colleges that have programs for game design. Can anyone give me some tips?"
Role Playing (Games)

Running the gauntlet - NetHack vs. Angband

Submitted by Treebeard
Treebeard writes "NetHack and Angband are both roguelikes, but fans of one game tend to hate the playing the other. To find out why, The Icon Bar set two veterans playing eachother's game. The conclusion? "Much like religion, the version you are taught first is the one you believe to be good and true and proper. The alternatives just don't cut it. You can relate to the core themes, but the differences in rules and implementations simply repel; the problem with NetHack is that it isn't Angband, and vice versa. There's no solution to that, other than having a very open mind. Or a wand of polymorph.""
Sony

PS3s Hit Best Buy Shelves, Stay There

Submitted by Doomstalk
Doomstalk writes "For the past few weeks, the standing orders at Best Buy were to hold all of their PlayStation 3 stock in preparation for their New Year's Eve sale. Yesterday, these stockpiles were released onto store shelves en masse. How did they sell? Surprisingly poorly. Reports have been steadily trickling in to Kotaku of piles of PlayStation 3s found sitting around in Best Buys untouched, or barely touched. Is this an isolated incident, or has demand for Sony's console already reached a near standstill?"
Games

Game Tunnel's Indie Games of the Year 2006 64

Posted by Zonk
from the what-else-is-there-to-do-this-weekend? dept.
cyrus_zuo writes "Creating off-beat, original, and carefully crafted games is the heritage of Independent Game developers, and the Top 10 Independent Games of 2006 does its ancestry proud. Each of the 10 games selected this year is a winner in its own right, an undiscovered gem just waiting to be found. So dim the lights and warm up your modem, as Game Tunnel presents The Top 10 Independent Games of 2006." The annual Independent Games Festival will also be giving a nod to indie games from 2006, and via features you can have a look behind the scenes at some of Game Tunnel's winners. Check out the entries on Kudos , Gumboy Crazy Adventures , and Virtual Villagers .
Games

2007 IGF Finalists Announced 25

Posted by Zonk
from the go-play-toblo-seriously dept.
Gamasutra has the listing of the finalists for the 2007 Independent Games Festival. The 9th year of the event saw a strong turnout for contenders, with 141 entries into the field. From the article: "Nominations are led by Bit Blot's dreamlike, innovatively controlled 2D underwater adventure title Aquaria , which garnered 4 nominations, including one for the Seumas McNally Grand Prize. According to a statement: 'Other Grand Prize nominees included Queasy Games' cleverly designed abstract shoot-em-up, Everyday Shooter , which grabbed 3 nominations in total — nominees for the top prize were rounded out by Peter Stock's intelligently complex physics puzzle game Armadillo Run /a>, Three Rings' Wild West indie strategy MMO Bang! Howdy , and Naked Sky's Xbox Live Arcade action-puzzler RoboBlitz ." In the interests of full disclosure, I was a judge for the first round of voting this year.

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