Friday, January 19, 2007
Utah Indie Developer Night, Winter 2007
So what did I learn last night at the Utah Indie Game Developer Night?
We had, for the first-time, fewer people than the previous event at our Utah Indie Game Developer Night. The principle loss came from not having the ITT Technical Institute guys this time, and an extremely tiny contingent from the company formerly known as Headgate. Now that they have become EA Salt Lake and cracked down on indie game development, I don't expect to be seeing so much of them anymore. I expect that the fact that it was well below zero when I left last night didn't help any, either.
Still, it was well-attended, with 29 people showing from all kinds of different walks of life. We had our token game reviewer (Jana, AKA "~J" of Eeps, Meeps, and Ipes), the folks working full-time making games and part-time making indie games (like me), a couple of guys who've left mainstream game development on consoles to make casual PC games, some students, a writer, a couple of wives of game developers "just along for the ride," and some other "curious parties" who just wanted to see what it was all about.
Apocalypse Cow
I got to demo Apocalypse Cow, and received a bunch of feedback. People were throwing around cow jokes like crazy - I wished I'd been recording everything folks were saying. The big thing almost everyone told me was that the key selling point - to them - was the humor. Picking on poor cows (particularly when they shoot back) is just funny, and the more over-the-top silliness the better. People were extremely positive, though I also found several points (and key bugs) that need to be addressed before I get the first alphas in the hands of testers. I'll be working on those over the weekend.
CaveBug
Brad Edwards, an old co-worker of mine from the Warhawk / Twisted Metal / Jet Moto days has formed a new company called Cavebug. He and his partner, Josh, abandoned work on high-end console games to go make console games for the Mac and PC, using the Popcap framework as their core engine. It's been a bit of a shock for them switching gears like that, but their first game, Pathstorm, is now at the "RC2" stage (the second release candidate --- if it proves to be clean enough, it will be the final version). They are currently offering it for a discount price of only $12.95, to go up to $19.95 once it goes final.
EA Games and Indies
The three attendees from "EA Salt Lake" explained their situation now with EA Games. They are pretty much forbidden to work on making games for sale in their off time. One of the developers is - and always has been - working on a non-profit game engine (useful for hobbyists and students) called Flat Red Ball. So EA gave him their blessing. Another had EA re-classify what he's doing as "educational software" for children so he could continue work on it.
And Mike Smith - well, he's pretty much hosed with his work on Caster. It's a game, and it's for profit, so he had to cut off development on it. He showed us what he was able to get done do prior to Headgate's buyout. There are some new special effects, including a really cool motion blur when your caster races ahead along the battlefield. It looks good. Hopefully he'll find some way to continue development on it and get it released in the future.
Other Game Progress
Mike Rubin talked to me a little about Vespers 3D progress, though he didn't demo it this time. They ran auditions for voice actors, and got the principle NPC modeled, animated, and did his voice-over recording. They've still got a LOT of content to do, but dang this project sure sounds awesome. I can't wait to play it.
Mike commented that they were originally just planning on doing the first 'day' of the original text adventure (er, "Interactive Fiction") as more of a proof-of-concept thing. But they realized that people would really, really want to play through the whole adventure after the first day, so they changed their plan to include all three days. Unfortunately, the second day has twice as much stuff going on as the first, and the third is even larger. So it remains a big challenge.
Herb and Dan Flowers demoed Link Realms again. The big addition since last meeting was dungeons, though they were unfortunately buggy. One thing I note is that they really seem to enjoy playiung their own game. That's a good sign...
I also got a sneak peek at the upcoming third game in the Deadly Rooms of Death series. I think it can be summed up by: Improved Graphics, New Puzzles, Same Great Gameplay.
Portals
Wrangling a conversation about submitting a game to a portal, I was reminded of the following bits of advice:
* Many portals have different audiences. A game might sell great on one site, but horribly on another, just because they cater to a different audience.
* Some portals charge you to host your game. Some portals charge you a lot. If you have a game with one of these companies that is NOT a good match for their audience, you could end up losing most of your meager profits to hosting and bandwidth fees.
* Portals partner with each other , creating a chain of royalties that steadily decrease the trickle that goes back to the developer. While it's not a bad thing for you, the developer, to get your game out to as many sites as possible, it is best to do the legwork yourself and work directly with all the portals you can prior to allowing them to do this.
* Portals will do a minimum amount of work (initially) marketing your game. For the most part, they'll throw it up on the "new games" page and let it sink or swim. If it does well, THEN they may spend more time pushing it to maximize their profits. But it's not in that top ten percent or so, they're happy to let it fade away into obscurity while they are looking for their next hit. So it behooves you, as a developer, to really maximize your game's chances every way you can, and not rely on the portals to do your job for you.
Summing Up
Well, that's about all I can think of for now. There were lots of conversations going on, and I was able to chat with a lot of very cool folks. As usual, it was an awesome chance to network with people, see what cool stuff people were working on, and to get inspired. And in this case, I was also able to get some of the first "post-alpha" feedback on Apocalypse Cow, which I will be taking full advantage of this week :)
I hope to see some FINISHED games this spring at the next one! (Including my own!)
(Vaguely) related Ye Anciente Articles:
* Utah Indie Dev Meet, Fall 2006
* Utah Indie Dev Meet, Spring 2006
* Utah Indie Dev Meet, Winter 2006
* Utah Indie Dev Meet, Summer 2005
.
Labels: Game Announcements, Indie Evangelism
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Hey...I always read these reports on the Utah get togethers...feels like home :)
I wanted to respond to the 'Portals' comments since my employer, Reflexive, is often considered a portal. (and I'm speaking on marketing at the IGS...so some of this is already whirling around my head)
A few thoughts:
- Portals definitely have different audiences...http://www.game-sales-charts.com/cms/index.php?option=com_dbquery&Itemid=32&task=ExecuteQuery&qid=38 is a good place to get a feel for the different audiences. However, I wouldn't leave a portal out myself unless you thought you'd lose money on them. A large portion of the traffic (perhaps 50%) doesn't visit any more than one portal, so it is good to get everywhere.
- Some portals do charge for bandwidth. I thought it worth noting that Reflexive doesn't charge the developer, instead charging the affiliate. I think TryMedia does the same?
- "Portals partner with each other , creating a chain of royalties that steadily decrease the trickle that goes back to the developer" I would call this publishing, but it's really more like distribution. AND I totally agree that you should go direct to each portal! Developers are throwing away A LOT of the direct income by allowing portals to distribute for them. I assume it is done b/c it is easier. It may well be worth having a publisher to deal with Europe/Asia deals for you, but with the portals...go direct if at all possible...and it is far more possible than many distributors/publishers would have you believe!
- "Portals will do a minimum amount of work (initially) marketing your game." True! What portals market mostly is the portal. The goal is to get traffic to the website and to keep it. More traffic that stays equals more sales for new and old games. Making people aware of a portal takes a lot of money and marketing...it's certainly under-appreciated by it not being what most developers do. But, if you think about it...how would you start up a website that sold games and how would you become known amongst all the other portals? How would you get people to visit? Would you market a single game or the portal? If you sold 100 copies of one game and 1 of another, where would the marketing money come from? What would you do with it?
Another thing that is often forgotten here is the value of an affiliate network within the portal. For example, Reflexive has an affiliate network that is quite large, as an aggregate, it is larger than Reflexive.com in terms of game sales. Preparing, recruiting and running that network I would categorize under marketing. As developer's see no difference in where a sale comes from, I think the value of an affiliate network in selling your game (through the portal) is often under-appreciated.
I wanted to respond to the 'Portals' comments since my employer, Reflexive, is often considered a portal. (and I'm speaking on marketing at the IGS...so some of this is already whirling around my head)
A few thoughts:
- Portals definitely have different audiences...http://www.game-sales-charts.com/cms/index.php?option=com_dbquery&Itemid=32&task=ExecuteQuery&qid=38 is a good place to get a feel for the different audiences. However, I wouldn't leave a portal out myself unless you thought you'd lose money on them. A large portion of the traffic (perhaps 50%) doesn't visit any more than one portal, so it is good to get everywhere.
- Some portals do charge for bandwidth. I thought it worth noting that Reflexive doesn't charge the developer, instead charging the affiliate. I think TryMedia does the same?
- "Portals partner with each other , creating a chain of royalties that steadily decrease the trickle that goes back to the developer" I would call this publishing, but it's really more like distribution. AND I totally agree that you should go direct to each portal! Developers are throwing away A LOT of the direct income by allowing portals to distribute for them. I assume it is done b/c it is easier. It may well be worth having a publisher to deal with Europe/Asia deals for you, but with the portals...go direct if at all possible...and it is far more possible than many distributors/publishers would have you believe!
- "Portals will do a minimum amount of work (initially) marketing your game." True! What portals market mostly is the portal. The goal is to get traffic to the website and to keep it. More traffic that stays equals more sales for new and old games. Making people aware of a portal takes a lot of money and marketing...it's certainly under-appreciated by it not being what most developers do. But, if you think about it...how would you start up a website that sold games and how would you become known amongst all the other portals? How would you get people to visit? Would you market a single game or the portal? If you sold 100 copies of one game and 1 of another, where would the marketing money come from? What would you do with it?
Another thing that is often forgotten here is the value of an affiliate network within the portal. For example, Reflexive has an affiliate network that is quite large, as an aggregate, it is larger than Reflexive.com in terms of game sales. Preparing, recruiting and running that network I would categorize under marketing. As developer's see no difference in where a sale comes from, I think the value of an affiliate network in selling your game (through the portal) is often under-appreciated.
I'm also excited about playing Vespers 3D. I'm purposely avoiding the original game so as not to spoil my exploration. =)
Hey...Token game reviewer, token female - and hopefully one day game creator. Just cause that's funny to toss in there. The only other women were wives that got dragged along and wanted to not be there as soon as possible.
John Olsen also did a sneak peak at Fish School. Casual logic matching game which looks like it's got some great potential. I love bug eyed fishies. :)
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John Olsen also did a sneak peak at Fish School. Casual logic matching game which looks like it's got some great potential. I love bug eyed fishies. :)
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