GDC - The Importance of Self-Publishing 34
Eric Zimmerman, head of the Gamelab development project, has announced on the eve of the Game Developer's Conference that they're moving to a self-published format. From the article: "I think we have something else to offer ... and we've decided that it's hard finding partners that share this kind of vision and that want to take the risks that we're talking about to really create new sorts of games. And additionally we're working in a field right now of online games with a downloadable distribution model, which means that we can self-publish. It's relatively straightforward for a small company to publish."
valve (Score:2)
Re:valve (Score:3, Insightful)
As for Valv
Duh Duh Duh...Another One Buys the Dust (Score:2)
Re:Duh Duh Duh...Another One Buys the Dust (Score:3, Informative)
#1 : Dont go public. This does deprive you of initial startup money, but leaves you free to do whatever you want.
#2 : Go public, but dont relinquish the majority of shares. You lose some initial revenue, but you are safe from buyout.
I prefer 1, personally.
Another approach (Score:5, Insightful)
Then take the buy out money and go for #1. And THEN start to make the games you like!
Re:Another approach (Score:2)
OK, so here's another idea. When creating your games, make sure to contract everything where the rights to any franchises and whatnot go back to the original employee who came up with them in the event that your company goes out of business or is bought by another one
Re:Another approach (Score:3, Interesting)
If "publishers" want to make money off the games you make, then they should invest in funding particular those particular games, not gobbling up your whole studio... Diversity in the game industry is d
Re:Another approach (Score:2)
When was there really a significant amount of diversity from mainstream publishers? Innovation has long been the realm of shareware/freeware.
Re:Another approach (Score:1)
Re:Another approach (Score:2)
1. Go public and mainstream, and keep on going not knowing when (or wanting) to stop.
2. Go public and mainstream, sell out and stop.
Re:Another approach (Score:2)
2 depends on you. If you make games to make money, don't even start. The market's saturated by the big players. Your chances as an independent to land a smash hit are so tiny that you're usually better off playing
Thi is the promise of the internet (Score:5, Insightful)
Let freedom ring!
Re:Thi is the promise of the internet (Score:1, Troll)
Re:Thi is the promise of the internet (Score:3, Informative)
Re:Thi is the promise of the internet (Score:2)
Re:Thi is the promise of the internet (Score:2)
Re:Thi is the promise of the internet (Score:2)
Am I confused, or do we not still have these in the form of ISPs, the telecom companies, etc?
Re:Thi is the promise of the internet (Score:2)
Re:Games are for obese shutins (Score:1, Flamebait)
Comments From Another Self-Published Pro (Score:5, Interesting)
The problem is getting off the ground. Once you write your great game (oh, and it does have to be great), you have to get that first group of people to notice you. Then, hopefully, this core group will turn, through word-of-mouth, into an actual audience.
Once that very difficult thing is accomplished, you, like me, can live your basement-dwelling dream life.
Best of luck to Gamelab!
Re:Comments From Another Self-Published Pro (Score:2)
Re:Comments From Another Self-Published Pro (Score:2)
The only problem is that you have to make sure that your interface is "bullet-proof". If a person plays Exile for a while, moves onto a competing product (e.g.
Re:Comments From Another Self-Published Pro (Score:2)
These days, if you write a successfull small indie game, some bigger VC-funded company comes along and clones it instantly, and its their game, not yours, that gets the publicity.
Well Garage Games is an example of a blending (Score:2, Informative)
My two cents (Score:5, Insightful)
And, no bureaucracy, no suits second-guessing me, and I can try any crazy thing in the game that I want. My advice: If you can self-publish, do it. If you can't, find a way that you can
Re:My two cents (Score:2, Funny)
Self-publishing is a high adrenaline experience. (Score:2)
So we decided that working on a small scale product [pok3d.com] was the way to go. With a little luck, it will provide a sustainable stream of revenues and at a minimum, it got us further along on th