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Why not lend old IPs to great indy devs?

Or you could just buy good games made by indie devs whether or not they have an old IP slapped over the top of them.
 
Yes there would contracts signed...OH NO!....seriously though, in every other industry large companies hire out smaller companies for work, but for some reason in the videogame world its always a contract with Satan and it always results in indy devs studios being shamed on the internet as sell outs...
Its like saying a design/build construction company has sold out if they get to build an additional hangar for an airport.

Except there aren't creative IPs on the line in your examples. Disney doesn't make a contract with an indie movie maker to make a new The Lion King. I don't know of any examples of sub contracting in an entertainment industry. It's different than a construction contract.

I agree though that just because an indie signs up with a bigger company, they shouldn't be called a sell out or whatever.
 
If I'm a publisher and there's a proven market for my IP, why not make it myself?
If I'm a developer and I have confidence in my output, why use an existing IP where a publisher will own my work?

It's not like "sure win" titles don't get made because of a lack of staff. They don't get made because of a lack of expected return, which will only get worse when -two- parties need to turn a profit, or sometimes because they're tied to particular creative staff who were key to the original but not interested in following it up.

Except there aren't creative IPs on the line in your examples. Disney doesn't make a contract with an indie movie maker to make a new The Lion King. I don't know of any examples of sub contracting in an entertainment industry. It's different than a construction contract.

Well, subcontracting does happen: see most post-2000 Mega Man games, or the constant rotation of who programs any given Dragon Quest. But again, these tend to be direct involvement with existing outsourcing-centric studios, not experimental shots in the dark.
 
Except there aren't creative IPs on the line in your examples. Disney doesn't make a contract with an indie movie maker to make a new The Lion King. I don't know of any examples of sub contracting in an entertainment industry. It's different than a construction contract.

I agree though that just because an indie signs up with a bigger company, they shouldn't be called a sell out or whatever.

True, I guess a better example would be marketing companies that make commercials for another company. They take a well known (or not so well known) product or company but show it in a new light. In the same way an ad campaign can reevaluate and challenge what the public thinks about a company or product, an indy dev could do the same with an old IP that has been sitting around waiting for new innovation.
 
Not everyone is necessarily into indy game design (I know I'm not), and there's very little to gain from doing this anyway.

Reviving an old, mostly forgotten series in way that will almost definitely be unrecognizable from the original is basically a surefire recipe for failure.

Double_Dragon_Neon_promotional_poster.jpg
 
Sega did this a few years ago.

That's how we got Afterburner Black Falcon and Golden Axe Beast Rider.

afterburner_psp_11.jpg
 
I'd like to see Renegade Kid revive something of Nintendo's. Ice Climber or Clu Clu Land perhaps?

Clu Clu Land = DK King of Swing.


But Ice Climber. Hmmm. How to flesh that out into a full game... Maybe exploring frozen caverns? Maybe the two characters find a note and a map, then set out exploring frozen caverns in a search for their parents, while picking up treasure and vegetables along the way.

Actually, what about Balloon Fight/Balloon Kid. The second game ends on a "here we go again" note that I would like to see addressed.
 
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