shaowebb said:Damn. This really cleared up some things for me though. I will probably rethink my pitching of certain important titles that I work on during college in favor of simply steam releasing them after reading this. It's too risky having my product on certain titles conformed by market research on "hip things" that I am not going to pander to.
I'll just pitch my safe titles and self develop the rest.
subversus said:you should know that Steam doesn't accept EVERYTHING.
10k-20k for a small team means they get a lot of money and can afford to finance their next game, which will also hopefully do well. Jeff Vogel has been operating like this for as long as I've been PC gaming
That's under very bold assumption it's a game made by a single guy in a year. What if the team is bigger and development longer?subversus said:You can't say top 5 or 6 or 7 because in indie development the success of your game isn't based on number of copies sold but on expenses/profits ratio. You can be a one man studio, sell like 10 000 copies of your game on Steam duing a year for 10$ not even hitting top 10 or top 20 and that would be a success for you. 70 000 $ for one person per year is quite a good salary.
So that'd be basically a bank specialized for indie developers. It might work, but still sounds very risky. "Startup indie dev" means inexperience and possibly some unpredictable mistakes in the process of creating the first game.That's actually an entirely irrelevant question to the business I just described. The only question someone looking to get into that business should be asking is "how accurately can I identify which indie game teams coming to me for funding will bring in enough revenue that they can keep the lights on for a year while paying back their startup loan at ~X% interest?"
Didn't Carpe Fulgur already publish a finished game to the West, rather than making the game from the ground up? Sounds like a huge difference to me.Just as a reminder, 10k in six months was Carpe Fulgur's original goal for Recettear, and the game would have been considered a legitimate success at that point and would've been able to pay everyone involved a decent amount of money.
szaromir said:That's under very bold assumption it's a game made by a single guy in a year. What if the team is bigger and development longer?
Zeno Clash postmortem said:I believe that the reason that we were able to build such a project with very low resources is thanks to the fact that we live in a country that is not so expensive to live in.
This is obviously true for any kind of business, but as an indie game studio we receive sales / revenues in international currency -- mainly U.S. dollars. The conversion tends to be good for us. Whenever we hear about the budgets that U.S. and European studios spend for game development, even in cases of indie or small games, and compare that to the reality of how we started with Zeno Clash, we understand why there are so many reports that very few titles ever make any profit.
Now that Zeno Clash has been released, the studio is in a different situation. We don't have to make games from my living room anymore. But still, the costs of the studio remain considerably lower than those we'd expect from similar companies in the U.S. or Europe.
Wow. :lolkaizoku said:Judging from that interview, Outerlight were probably a pain in the ass to work with and acted like douchebags and produced a game Ubisoft weren't confident in. From someone coming to this story cold, that interview sounds out of order. He's basically bad mouthing someone who gave him financial backing and advice/criticism and that's very bad in my eyes. He's too good and talented to take advice from experts who produce some of the best games in the business? Yeah ok.
Which was my point from the beginning. If you don't know how startup indie developers perform statistically, investing blindly in them is a bad idea. I'm not saying becoming an indie dev is a bad idea - people who start their own companies in every industry have usually very low chances of succeeding, but if they want to fulfill their dreams (whatever they might be) they have to take the risk in the first place.subversus said:As you can see it's quite easy to calculate what costs to make AAA-title since we all know where it's developed with what team size and by whom. And so it's easy to say when the game is successful and when it's not. The same can't be said about "indie" titles. Because even marketing costs can be varied from nonexistent to expensive banners on major gaming sites.
In the film industry, studios bury and even shelve films they paid to produce all the time. They also may infrequently spend oodles on developing something that never makes it into production.kaizoku said:Contradictions:
- Publishers are purely motivated by greed, everything is about money and return on investments.
- Ubisoft deliberately tanks its own investment on a developer, leaving them to die and stealing their ideas.
Really? I don't think this is how the real world operates.
Wow. Just...wow.kaizoku said:Contradictions:
- Publishers are purely motivated by greed, everything is about money and return on investments.
- Ubisoft deliberately tanks its own investment on a developer, leaving them to die and stealing their ideas.
Really? I don't think this is how the real world operates.
AC:B was a guaranteed hit regardless of multiplayer which isn't a big draw for the series. There's no reason why both BGT and AC:B could not both be smash hit profit makers for their publisher, they're not in the same market whatsoever. They're not rival games or franchises.
Were ideas lifted? Who knows, its not like ideas couldn't have been lifted from elsewhere, the publisher relationship did not have to exist for AC:B to offer its own take on The Ship. Not to mention the gameplay has roots in other games and other scenarios. This concept is not unique to Outerlight.
Bottom line is if Ubisoft pulled support in any way, it was not for greed, which is why they seem to be getting lots of stick in this thread.
Judging from that interview, Outerlight were probably a pain in the ass to work with and acted like douchebags and produced a game Ubisoft weren't confident in. From someone coming to this story cold, that interview sounds out of order. He's basically bad mouthing someone who gave him financial backing and advice/criticism and that's very bad in my eyes. He's too good and talented to take advice from experts who produce some of the best games in the business? Yeah ok.
There's a huge exisiting group of independent studios, I see no signs of disaster.[Nintex] said:It'll only get worse in the future. Publishers bought a ton of studios and expanded like crazy(and some still do) when their profits aren't growing at the same pace. They need to answer to shareholders and can't risk to lose their AAA pet projects. So they try to keep the competition in check by simply buying them out. You can be a 'veteran' developer for 10 years, building hit after hit after hit but when one projects bomb you're dumped like a piece of shit. Even a request for more creative freedom or some meddling with the 'vision' of the publisher can get you axed. As an indie dev you don't have much choice but to knock on the door of these publishers(see Bizarre/activision) because you can't possibly put the same marketing muscle behind your title to get noticed.
How about I'm being objective and unbiased?Dambrosi said:Wow. Just...wow.
To just take the massive multinational corporation's side like that, with no qualms...you either must have really liked Assassin's Creed: Brotherhood, or you're one of those people who believes that corporations should be treated like people... :lol
There'd be a lot more DNF projects.Sqorgar said:Just ask yourself what the game industry would be like if game developers weren't mercenaries for publishers and could create the games they wanted to without fear or each one being their last.
Just out of curiosity, how old are you? There are certain benefits to today, sure, but I don't see how anybody who was playing games ten or even twenty years ago could suggest that now is the Best of Times. Not with the DRM, limited installs, day one DLC, online passes, Games For Windows Live, game companies dropping like flies, and an entire industry homogenized around a grand total of five tightly controlled genres.kaizoku said:Some companies are struggling but as gamers we've never had it so good.
szaromir said:That's under very bold assumption it's a game made by a single guy in a year. What if the team is bigger and development longer?
So that'd be basically a bank specialized for indie developers. It might work, but still sounds very risky.
kaizoku said:Really? I don't think this is how the real world operates.
Judging from that interview, Outerlight were probably a pain in the ass to work with and acted like douchebags and produced a game Ubisoft weren't confident in.
Does not compute.kaizoku said:How about I'm being objective and unbiased?
I'm not the type who defaults to the romantic indie underdog. Yes it's major corporation vs small indie but I know which of the two has brought me more joy over the years.
I think those issues are all a little overblown, honestly.Sqorgar said:Just out of curiosity, how old are you? There are certain benefits to today, sure, but I don't see how anybody who was playing games ten or even twenty years ago could suggest that now is the Best of Times. Not with the DRM, limited installs, day one DLC, online passes, Games For Windows Live, game companies dropping like flies, and an entire industry homogenized around a grand total of five tightly controlled genres.
it's novel that when this acronym comes up i usually can't tell whether it means "Duke Nukem forever" or "did not finish;" and yet, it usually doesn't matter which.Fafalada said:There'd be a lot more DNF projects.
Reading comprehension problems? Nowhere did I say that indie development is a terrible idea. All I'm saying is you can't reliably tell what games might take off since they rely on unreliable marketing methods (mostly word of mouth, which might not happen even if the game is good) and you also don't know how developers outside of Steam's top 10, which are equivalent to Halos and Assassin's Creeds of AAA development.charlequin said:Are you just going to reject every scenario people present until you can prove to your satisfaction that indie development is a terrible idea? So far your response to everything people say on this subject is "yeah, but what if instead of a lean and efficient indie team with few members, they wasted more money being big and ponderous? How would they make money then?"
Sorry, but that's bullshit and you should know. It's like saying banks aren't to blame because the crisis, because we, before the crisis, never had it so good. That's bullshit. Big corporations are guilty of inflated prices, unfair working conditions and a lot of bad things that happen not only to videogames. And they all do it for one reason: money.kaizoku said:How about I'm being objective and unbiased?
I'm not the type who defaults to the romantic indie underdog. Yes it's major corporation vs small indie but I know which of the two has brought me more joy over the years.
Corporations get a rough ride as they're an easy target but let's face it this industry needs them and we need them as gamers, it's not like our beloved industry is in ruins is it? Some companies are struggling but as gamers we've never had it so good. It's silly to eat out of their hand and love it then turn round and call them evil bastards.
But the key point is if ubisoft felt they could make money with this game as it was so great, they wouldn't have 'sent it to die' just because it was similar to AC:B's multiplayer.
Maybe Ubi were really sinister here but feels like people are looking in the wrong direction if we're going down the 'steal ideas then shut them up' road.
cuyahoga said:In the film industry, studios bury and even shelve films they paid to produce all the time. They also may infrequently spend oodles on developing something that never makes it into production.
Same goes for the music industry, and there are probably countless examples of companies shelving/burying one record to ascertain the success of a different record.
Heck, there are some examples of a publisher leaving a AAA title to die just so it wouldn't interfere with their tentpole AAA title.
My favorite genre is MMORPGs, Adventure games, WRPGs, JRPGs, Shoot'em ups, and Beat'em ups. Tell me we have the same or better variety in these genres than we did ten years ago. Heck, even FPS, RTS, Strategy, Stealth, and... well, just about everything, actually. There's not nearly as much variety in the game industry as there used to be.Monroeski said:-I play a lot more than 5 genres and have no problem whatsoever finding games to play.
szaromir said:Reading comprehension problems? Nowhere did I say that indie development is a terrible idea.
All I'm saying is you can't reliably tell what games might take off since they rely on unreliable marketing methods (mostly word of mouth, which might not happen even if the game is good) and you also don't know how developers outside of Steam's top 10, which are equivalent to Halos and Assassin's Creeds of AAA development.