Phonomezer
Banned
Self publishing has been an option on PSN for yonks. They're 'just' making a bunch of other policy changes for ps4/ps3/vita, but self publishing isn't a new one.
I see, hence minis?
Self publishing has been an option on PSN for yonks. They're 'just' making a bunch of other policy changes for ps4/ps3/vita, but self publishing isn't a new one.
Microsoft did for the 'indie' scene (smaller non-retail games), what they did for online gaming on consoles.
Microsoft:
*Messed up the indie storefront
*Have ridiculous restrictions for XBLA games
*Messed upp their relationships with high profile indie developers
*Killed XNA
Sony:
*Are improving all aspects.
While Microsoft hade a huge head start over Sony, they dropped the ball so bad that Sony have already caught up and passed them. Even if we base it mostly on an unreleased console, it just shows how bad MS are now.
So, put millions of dollars into marketing it to Americans, then decided 'good enough-profit center now'?
Actually, yeah, that sounds pretty much right.
They brought it out of the stone ages, put some clout behind it and helped shape it into industry force it is today.
I see, hence minis?
You got a source? I don't think it's the same at all. I also would like some evidence that Sony chose not to be friendly with indies? Because I can point to incidents of the contrary?
They brought it out of the stone ages, put some clout behind it and helped shape it into industry force it is today.
We've gotten dozens of leaks about Durango, some of them almost certainly on purpose, and not one word about self-publishing. You don't get credit if you don't do the work.Yeah the x360 platform may not be ideal for indies anymore, but aren't both Nintendo and Sony allowing for self publishing now? I'm sure Microsoft will catch up and beyond with Durango, they're not idiots.
Microsoft did for the 'indie' scene (smaller non-retail games), what they did for online gaming on consoles.
1) Still charges an exorbitant amount for every patch past the first
2) Still requires a publisher even to put your game on XBLA
3) Ghettoized XBLIG
4) Killed XNA
We've gotten dozens of leaks about Durango, some of them almost certainly on purpose, and not one word about self-publishing. You don't get credit if you don't do the work.
If by Microsoft you mean steam, crowd funding and minecraft, sure.
I think Sony is definitely going to be able to level the playing field, but people expecting exclusive after exclusive to hit the service next generation are a tad bit misguided. Similar to retail, all three major console makers are going to have to rely on 1st and 2nd party developers to produce exclusive content for their platforms IMO. PSN, XBLA and Steam are simply too big at this point, and game development is far too expensive, for most indie developers to not try and maximize their profits by developing for multiple platforms. You're already seeing it today, and the phenomenon is definitely going to be exacerbated now that both the Playstation 4 and Durango are more PC like than ever before.
While Vita is the "easiest console platform to develop for," XBLA clearly falls behind in Provinciano's estimation. Getting on XBLA required two rounds of pitching, paperwork and negotiation, each time taking more than six months. "It's absurd. They don't make it easy," Provinciano says.
He continues, "It cost more to do the XBLA version than all other SKUs combined. Made more on all other platforms. XBLA: 'a learning experience.'"
How many leaks about all these indie specific things with the PS4 before the reveal? None.
So why are people comparing a released console and one that is announced to one that hasnt had an official word spoken about it? Doesnt seem like a fair comparison to me.
XBOX is terrible for indie folks.
They have to pay ridiculous sums of money to add content to their games.
You want to add content? Tough luck. Pay up.
No, I mean Microsoft and it's disingenuous to state otherwise. The 'scene' obviously existed prior to Microsoft, but it wasn't until XBLA relaunched on the 360 that these types of games truly hit the mainstream. Minecraft and crowd funding weren't even in existence when XBLA/PSN type games truly took off, and Steam as a relevant store window for these types of games is similarly recent.
To me it seems MS was way ahead of them and even dedicated a storefront on consoles to Indie games after pushing XNA. And speaking of XNA. Why does it seem like many some indie developers looked down at that store and are almost pretending it does not exist? Their were some good stuff on there but not really quality stuff you would find on PC. Was it that limiting?
The PS3 has the same strict pricing, approval, and patch process as the 360. So how did they build a better reputation by doing the exact same thing?
Sony had a chance to be friendly to developers this gen and chose not to. So why is MS the only one catching flak?
Cant wait until the reveal so this can all be settled.
No, but there were some problems due to devs.
The first problem was a lot of devs had dreams about instant wealth and freedom and success and being able to sustain their own company. They saw the AppStore and thought it would be the same. What they failed to recognize is that anywhere in the media, be it games, movies, books or something else, 90 % of the content is a) created at a loss or b) barely makes it into the black. Only 10 % are actual financial successes. With everybody failing to know even the basic principles of economics they were all in for a bad surprise when their (pretty good) first batch of games didn't get anywhere close to the results they'd hoped for.
The second problem was that devs didn't realize they can't just make a game they love and sell it to millions. You have to create a game that your audience loves, even if you hate it. Of course the best case scenario is that you both love the game, because it shows in the amount of polish you put in. And it didn't help either that devs thought it would be a good idea to spam the market with hundreds of one or two stick shooters, a genre that was such a niche even on XBLA that it was no doubt selling even worse on XBLCG.
The third problem was a result of the first two. Devs started blaming Microsoft for the bad market (Microsofts original vision for XBLCG (Xbox Live Community Games, as it was called back then) was to have a public showcase for devs to find publishers and go to XBLA) and customers for the bad sales and decided to make cheap stuff instead. Not cheap as in 80 points games, cheap in "I spent four weeks on this, go have fun". The result was even worse. Now experimental games with gameplay worth ten minutes released on the marketplace. With trials being 20 minutes long it's no surprise stuff didn't sell.
Instead it was the rise of Massage Apps and other apps in general. Those were something new, something you couldn't buy on XBLA in a better version. Game devs were furious, they blocked their games from being visible on the marketplace and bashed Microsoft even more. The sad truth is: The good games always made it to the top. Like RC Copter, probably the first big success for XBLCG, staying at the top of the charts for months and months in a row.
The fourth problem was marketing. Devs don't know shit about connecting to your potential customers. The way they thought about it was "We are in the new arrivals for a couple of days and everybody sees us and buys us. Then we are in best selling and sell even more. BAM." I spent countless hours explaining how you have to advertise your games with blogs, Youtube, Twitter, interviews, ... but most of them didn't want to hear it. Spending even more money on the game? With no guarantee to get that money back? Thanks, but no thanks.
And then the market stayed in limbo for quite some time. It's only after the inclusion of Avatars into XNA that the Indie store became a success. And again, there was stuff that simply wasn't available on XBLA. But now it was gaming stuff. Then came Minecraft and now we have a bazillion clones of the indie store and they all sell surprisingly well and other games do well and it is finally a gaming marketplace thanks to the 1 dollar games.
We could've been there much earlier. The reason why XBLCG took so long to take off was that (like the original Microsoft vision) the posterchild games of the service were taken away to release on XBLA. Of course that makes sense for the dev involved but imagine if Dishwasher or Dust had been released first on the indie store like.
Microsoft took a lot of crap for its indie endeavours but truth is they never promised anything but the ability to create games and release them to other players. It wasn't meant to sustain a large group of indies, it was meant for people that create games as a hobby and want to make some money with it. As such the store always worked great. It's just that the disillusioned game devs that spent thousands on their game and didn't get it back were much more vocal than the rest. And that lead to the public misconception that XBLCG/XBI sucks.
I'm sure the discontinuation of XNA has nothing to do with MS walking away from indies, the implementation of Windows 8 in the next Xbox just makes it so much easier to develop for it that they don't need another framework just for indies. Everybody will use the same tools.
Sony has always been the golden child of the industry since they entered and that is just a fact so Sony news is hyped up very much by the enthusiast press.
All of the games you mentioned was released a long time after the first Summer of Arcade.It's disingenuous of you to state Microsoft are the ones that popularized indies when you have examples like this.
http://www.coldbeamgames.com/3/post/2012/11/november-26th-2012.html
These games make an assload more money on PC, Minecraft, Dayz, to a lesser degree Slender all these things start on PC and take off from there through word of mouth and indie friendly publications.
How do you attribute indies becoming mainstream to MS?
This is a fascinating, excellent read, thanks.
the implementation of Windows 8 in the next Xbox just makes it so much easier to develop for it that they don't need another framework just for indies
The third problem was a result of the first two. Devs started blaming Microsoft for the bad market (Microsofts original vision for XBLCG (Xbox Live Community Games, as it was called back then) was to have a public showcase for devs to find publishers and go to XBLA) and customers for the bad sales and decided to make cheap stuff instead. Not cheap as in 80 points games, cheap in "I spent four weeks on this, go have fun". The result was even worse. Now experimental games with gameplay worth ten minutes released on the marketplace. With trials being 20 minutes long it's no surprise stuff didn't sell.
Sony has always been the golden child of the industry since they entered and that is just a fact so Sony news is hyped up very much by the enthusiast press.
Confirmed?The implementation of Windows 8 in the next Xbox just makes it so much easier to develop for it that they don't need another framework just for indies. Everybody will use the same tools.
Wow, thanks for this amazing reply.No, but there were some problems due to devs.
The first problem was a lot of devs had dreams about instant wealth and freedom and success and being able to sustain their own company. They saw the AppStore and thought it would be the same. What they failed to recognize is that anywhere in the media, be it games, movies, books or something else, 90 % of the content is a) created at a loss or b) barely makes it into the black. Only 10 % are actual financial successes. With everybody failing to know even the basic principles of economics they were all in for a bad surprise when their (pretty good) first batch of games didn't get anywhere close to the results they'd hoped for.
The second problem was that devs didn't realize they can't just make a game they love and sell it to millions. You have to create a game that your audience loves, even if you hate it. Of course the best case scenario is that you both love the game, because it shows in the amount of polish you put in. And it didn't help either that devs thought it would be a good idea to spam the market with hundreds of one or two stick shooters, a genre that was such a niche even on XBLA that it was no doubt selling even worse on XBLCG.
The third problem was a result of the first two. Devs started blaming Microsoft for the bad market (Microsofts original vision for XBLCG (Xbox Live Community Games, as it was called back then) was to have a public showcase for devs to find publishers and go to XBLA) and customers for the bad sales and decided to make cheap stuff instead. Not cheap as in 80 points games, cheap in "I spent four weeks on this, go have fun". The result was even worse. Now experimental games with gameplay worth ten minutes released on the marketplace. With trials being 20 minutes long it's no surprise stuff didn't sell.
Instead it was the rise of Massage Apps and other apps in general. Those were something new, something you couldn't buy on XBLA in a better version. Game devs were furious, they blocked their games from being visible on the marketplace and bashed Microsoft even more. The sad truth is: The good games always made it to the top. Like RC Copter, probably the first big success for XBLCG, staying at the top of the charts for months and months in a row.
The fourth problem was marketing. Devs don't know shit about connecting to your potential customers. The way they thought about it was "We are in the new arrivals for a couple of days and everybody sees us and buys us. Then we are in best selling and sell even more. BAM." I spent countless hours explaining how you have to advertise your games with blogs, Youtube, Twitter, interviews, ... but most of them didn't want to hear it. Spending even more money on the game? With no guarantee to get that money back? Thanks, but no thanks.
And then the market stayed in limbo for quite some time. It's only after the inclusion of Avatars into XNA that the Indie store became a success. And again, there was stuff that simply wasn't available on XBLA. But now it was gaming stuff. Then came Minecraft and now we have a bazillion clones of the indie store and they all sell surprisingly well and other games do well and it is finally a gaming marketplace thanks to the 1 dollar games.
We could've been there much earlier. The reason why XBLCG took so long to take off was that (like the original Microsoft vision) the posterchild games of the service were taken away to release on XBLA. Of course that makes sense for the dev involved but imagine if Dishwasher or Dust had been released first on the indie store like.
Microsoft took a lot of crap for its indie endeavours but truth is they never promised anything but the ability to create games and release them to other players. It wasn't meant to sustain a large group of indies, it was meant for people that create games as a hobby and want to make some money with it. As such the store always worked great. It's just that the disillusioned game devs that spent thousands on their game and didn't get it back were much more vocal than the rest. And that lead to the public misconception that XBLCG/XBI sucks.
I'm sure the discontinuation of XNA has nothing to do with MS walking away from indies, the implementation of Windows 8 in the next Xbox just makes it so much easier to develop for it that they don't need another framework just for indies. Everybody will use the same tools.
Ask Team Meat, and you might get your answer.
Games sold more on XBLA than on PSN. So getting MS or another "real" publisher was still seen as a better deal than self-publishing on PSN (and Steam was not the beast it is today). XBLA is not that goldmine of guaranteed sales anymore, though, so indie developers are making noise that Microsoft isn't worth the trouble.
Most recent example was Retro City Rampage:
"It cost more to do the XBLA version than all other SKUs combined. Made more on all other platforms. XBLA: 'a learning experience.'"
Don't talk about things you have no clue about.
Shitloads of Indies on MS platforms TBH. Wp8, PC, W8 tablets and XBox. I see an incredible amount of development going on.
And yes XNA is dead.... because everybody is now using DX on all platforms, DX became XNA as a unified platform layer. Some of you people really should not join conversations like this. Start developing games and then talk.
Microsoft only cherry pick the guaranteed winners once the hard work has been done elsewhere. They do nothing to cultivate and encourage indie developers.
No, but there were some problems due to devs.
The first problem was a lot of devs had dreams about instant wealth and freedom and success and being able to sustain their own company. They saw the AppStore and thought it would be the same. What they failed to recognize is that anywhere in the media, be it games, movies, books or something else, 90 % of the content is a) created at a loss or b) barely makes it into the black. Only 10 % are actual financial successes. With everybody failing to know even the basic principles of economics they were all in for a bad surprise when their (pretty good) first batch of games didn't get anywhere close to the results they'd hoped for.
The second problem was that devs didn't realize they can't just make a game they love and sell it to millions. You have to create a game that your audience loves, even if you hate it. Of course the best case scenario is that you both love the game, because it shows in the amount of polish you put in. And it didn't help either that devs thought it would be a good idea to spam the market with hundreds of one or two stick shooters, a genre that was such a niche even on XBLA that it was no doubt selling even worse on XBLCG.
The third problem was a result of the first two. Devs started blaming Microsoft for the bad market (Microsofts original vision for XBLCG (Xbox Live Community Games, as it was called back then) was to have a public showcase for devs to find publishers and go to XBLA) and customers for the bad sales and decided to make cheap stuff instead. Not cheap as in 80 points games, cheap in "I spent four weeks on this, go have fun". The result was even worse. Now experimental games with gameplay worth ten minutes released on the marketplace. With trials being 20 minutes long it's no surprise stuff didn't sell.
Instead it was the rise of Massage Apps and other apps in general. Those were something new, something you couldn't buy on XBLA in a better version. Game devs were furious, they blocked their games from being visible on the marketplace and bashed Microsoft even more. The sad truth is: The good games always made it to the top. Like RC Copter, probably the first big success for XBLCG, staying at the top of the charts for months and months in a row.
The fourth problem was marketing. Devs don't know shit about connecting to your potential customers. The way they thought about it was "We are in the new arrivals for a couple of days and everybody sees us and buys us. Then we are in best selling and sell even more. BAM." I spent countless hours explaining how you have to advertise your games with blogs, Youtube, Twitter, interviews, ... but most of them didn't want to hear it. Spending even more money on the game? With no guarantee to get that money back? Thanks, but no thanks.
And then the market stayed in limbo for quite some time. It's only after the inclusion of Avatars into XNA that the Indie store became a success. And again, there was stuff that simply wasn't available on XBLA. But now it was gaming stuff. Then came Minecraft and now we have a bazillion clones of the indie store and they all sell surprisingly well and other games do well and it is finally a gaming marketplace thanks to the 1 dollar games.
We could've been there much earlier. The reason why XBLCG took so long to take off was that (like the original Microsoft vision) the posterchild games of the service were taken away to release on XBLA. Of course that makes sense for the dev involved but imagine if Dishwasher or Dust had been released first on the indie store like.
Microsoft took a lot of crap for its indie endeavours but truth is they never promised anything but the ability to create games and release them to other players. It wasn't meant to sustain a large group of indies, it was meant for people that create games as a hobby and want to make some money with it. As such the store always worked great. It's just that the disillusioned game devs that spent thousands on their game and didn't get it back were much more vocal than the rest. And that lead to the public misconception that XBLCG/XBI sucks.
I'm sure the discontinuation of XNA has nothing to do with MS walking away from indies, the implementation of Windows 8 in the next Xbox just makes it so much easier to develop for it that they don't need another framework just for indies. Everybody will use the same tools.
Thank you for introducing some educated discussion into the thread. I'm surprised how quick people are to jump on MS, despite what they've done for indies this last generation. I'll go so far as to say the scene as it is would not exist if it weren't for the 360, XBLA, and the XNA initiative.
I really like what Sony is doing, and they are being aggressive with indies. But we don't know the whole picture, yet. Right now it's sounding a lot like XBIG to me, which is what happens with an uncurated community who can self publish (lots of subpar content, race to the bottom pricing, always online-requirement to offset lack of ratings).
I'm excited for the next generation, and all 3 console owners have peaked my interest as a developer. But the sentiment on these boards is getting a bit tiresome. I guess I've learned not to be excited by pre-launch promises.
Thank you for introducing some educated discussion into the thread. I'm surprised how quick people are to jump on MS, despite what they've done for indies this last generation. I'll go so far as to say the scene as it is would not exist if it weren't for the 360, XBLA, and the XNA initiative.
I really like what Sony is doing, and they are being aggressive with indies. But we don't know the whole picture, yet. Right now it's sounding a lot like XBIG to me, which is what happens with a self policing community who can self publish (lots of subpar content, race to the bottom pricing, always online-requirement to offset lack of ratings).
I'm excited for the next generation, and all 3 console owners have peaked my interest as a developer. But the sentiment on these boards is getting a bit tiresome. I guess I've learned not to be excited by pre-launch promises.
the implementation of Windows 8 in the next Xbox just makes it so much easier to develop for it that they don't need another framework just for indies. Everybody will use the same tools.
Microsoft only cherry pick the guaranteed winners once the hard work has been done elsewhere. They do nothing to cultivate and encourage indie developers.
I think it's down to perception. MS comes across as big business with very little regard for their partners or customers beyond how much money they can make off them. Sony on the other hand comes across as being good to devs and as a company that cares about their customers.
Thank you for introducing some educated discussion into the thread. I'm surprised how quick people are to jump on MS, despite what they've done for indies this last generation. I'll go so far as to say the scene as it is would not exist if it weren't for the 360, XBLA, and the XNA initiative.
I really like what Sony is doing, and they are being aggressive with indies. But we don't know the whole picture, yet. Right now it's sounding a lot like XBIG to me, which is what happens with an uncurated community who can self publish (lots of subpar content, race to the bottom pricing, always online-requirement to offset lack of ratings).
I'm excited for the next generation, and all 3 console owners have peaked my interest as a developer. But the sentiment on these boards is getting a bit tiresome. I guess I've learned not to be excited by pre-launch promises.