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

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

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

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!
Games

Game Tunnel's Indie Games of the Year 2006 64

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

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.
Wii

Submission + - Slate Pans The Wii

thatguywhoiam writes: Slate's Eric Sofke takes a few considered shots Nintendo's latest console. He claims the Wii Remote has major accuracy problems, which are compensated for by too-easy games. From the article: "The new Nintendo's flaws make me question who the Wii's audience will be. Kids don't want embarrassingly easy games. Casual gamers of any age will bail out the first time their crosshairs go AWOL. And hardcore gamers like me aren't going to bother with a magic wand that makes us less efficient at killing aliens. For a console that wants to start a revolution, making users doubt their reflexes is a serious design flaw."
PC Games (Games)

Submission + - Blizzard Lawyer visits creator of popular WoW Bot

Rick Hamell writes: "On October 25th, Blizzard/Vivendi payed a personal visit to Michael Donnelly, creator of WoW Glider and accused him of violating the DMCA. Their demands were unclear, but come in the wake of recent player bannings for using bots in the popular MMORPG. It looks like he's going to fight it, but I think it'll be an interesting case if it ever reaches the courts. Full Link: http://worldofwarcraft.markeedragon.com/"

Some of the Best Game Levels of All Time 175

Ant writes "Destructoid has its own list (with screen shots) of some of the best levels of all time in computer and video games. Ranging from FPS titles to racing games, the list attempts to run down some of the best levels from a number of game genres." From the article: "Bark At The Moon - This is the Guitar Hero song you bust out when you want to impress your friends. Speaking as someone who has beaten the game on Expert, I don't really know why it was the last song in the game: apart from the second solo, which you can survive through strategic use of Star Power, the song is relatively easy. I personally have a much harder time getting through Cowboys From Hell. Nonetheless, the near-constant barrage of notes and chords and hammer-ons and hammer-offs make you look like a total badass, assuming you can pass it. And if you can't, well, there's always Ace of Spades."

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