indie games

  • Looking back at a pandemic simulator

    It’s been six years now since the early days of the Covid pandemic. People who were paying super close attention started hearing rumors about something going on in China towards the end of 2019 — my earliest posts about it on Facebook were from November that year.

    Even at the time, people were utterly clueless about the mathematics of how a highly infectious virus spread. I remember spending hours writing posts on various different social media sites explaining that the Infection Fatality Rates and the R value were showing that we could be looking at millions dead. People didn’t tend to believe me:

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  • Some thoughts on recent industry events

    The FTC imposes a fine on a board game creator who failed to deliver their Kickstarter.

    Developers publicly wring their hands about the reports of high refund rates on Steam.

    Everyone looks to VR, but there’s already people asking whether it is a bubble.

    What’s going on?

    There are two business models: sell something in advance using promises, and persuade a lot of people who might not like a product a lot; or give the product cheaply and charge after the fact.

    Here are some basic facts of life regarding these two models.

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  • Gamasutra on the indie economics talk

    Yesterday Greg Costikyan and I did an on-stage conversation at Indiecade about the economics of the indie market. It was pretty wide-ranging, with discussions of Rochdale cooperatives, performing rights organizations, designing games that can be hobbies rather than disposable content, and more.

    As you might expect, there was no easy answer. Otherwise all the usual suggested tactics would have worked better for Costikyan, who deadpanned right away: “I have founded two failed companies. Follow my advice and you too can fail.” Koster, who despite having sold a successful company, noted “You can be successful business-wise, and still not achieve what you want in games.”

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  • The Financial Future of Game Developers

    I’ve been thinking a lot lately about the financial future of developers.

    The supply chain for creative work

    To go back a ways, back in 2006 I suggested that you could look at the winding path a piece of media takes to the public in this way:

    086260-rounded-glossy-black-icon-business-dollar-solidA funder of some sort ponies up the money so that a creative can eat while they work. Sometimes this is self-funding, sometimes it’s an advance, sometimes it’s patronage.
    020790-rounded-glossy-black-icon-symbols-shapes-thought-bubble-ps A creator actually makes the artwork.
    066167-rounded-glossy-black-icon-people-things-people-securityAn editor serves the role of gatekeeper and quality check, deciding what makes it further up the ladder. They serve in a curatorial role not just for the sake of gatekeeping but also to keep the overall market from being impossible to navigate, and to maximize the revenue from a given work.
    033343-rounded-glossy-black-icon-culture-castle-five-towersA publisher disseminates the work to the market under their name. A lot of folks might think this role doesn’t matter, but there are huge economies of scale in aggregating work; there’s boring tax. legal, and business reasons to do it; it serves brand identity, making the work easier, to market…
    002953-rounded-glossy-black-icon-media-loudspeaker1Marketing channels make it possible for the artwork to be seen by the public: reviews, trade magazines, ads. This is how the public finds out something even exists.
    040733-rounded-glossy-black-icon-transport-travel-z-truck25 Distributors actually convey the work to the store’s hands. This role functions in the background, but it’s absolutely critical. There’s a lot of infrastructure required.
    086385-rounded-glossy-black-icon-business-tagStores then retail the packaged form of the artwork to the end customer. Stores have their own branding task, and likely serve as a curatorial and recommendation engine all over again, this time trying to find the right fit for the customer.
    020767-rounded-glossy-black-icon-symbols-shapes-smiley-face1The audience then gets to experience the work.
    009311-rounded-glossy-black-icon-arrows-arrow-circle-refreshRe-users then take the creation and restart the process in alternate forms; adaptations to movies, audiobooks, classic game packages, what have you.

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  • Indie Game Challenge #3

    Got this in the mail, and thought some of you might be interested!

    The third annual Indie Game Challenge is now open for entries! Donโ€™t miss your chance to showcase your skills and catapult your professional gaming career to the next level.

    Presented by the Academy of Interactive Arts & Sciences (AIAS), GameStop and The Guildhall at Southern Methodist University, the competition offers almost $250,000 in prize monies and scholarships, including a $100,000 grand prize for the winning game. Finalists will also receive national exposure and be eligible for additional prize money by having their pitch videos posted on GameStop.com and GameStop TV for Peopleโ€™s Choice Award voting.

    Individuals or teams are asked to submit game betas and pitch videos by Oct. 3, 2011. Finalists will get the opportunity of a lifetime, will be flown to Las Vegas to attend the prestigious D.I.C.E. Summit, have a chance to showcase their games to top publishers in the video game industry set up by the IGC, and will be invited to attend the Indie Game Challenge Awards in February 2012.

    If you have a game that you/your team would like to submit, or to simply support independent game developers, visit www.indiegamechallenge.com. For questions about the registration process or game submissions, please email [email protected].

    Good luck!