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A Chat with Independent Developers
[Re: Orange Brat]
#34982
01/31/06 05:13
01/31/06 05:13
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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A Chat with Independent Developers Quote:
Independent Developers. That small group of individuals with an idea to carve their own path and create games they would enjoy. Unique people with bold ideas and the drive to see them through. In the last few years, their numbers have grown from a few to dozens. It seems like every few days another one crops up with a new adventure game announcement. Many of them never seem to get beyond the announcement stage and simply fade away.
Over the last couple of years I've gotten to know several of them, and have played nearly all of their games - I even got to beta test some of them on occasion! Being able to talk one-on-one with someone whose creation kept you transfixed to your computer screen for hours, even days, is pretty rewarding. I can only compare it to being able to talk to your favorite musician whose music you escape into. I think that is one of the things that set these people apart - they are for the most part, approachable.
I realized that I had many of the same questions for each of them and thought, wouldn't it be interesting to get them all to answer those same questions at the same time? I sent out my emails pitching the idea and was overwhelmed by the response. I figured if I had 25% participation, I would be lucky. They are VERY busy individuals afterall. Net result was around 90% and a really HUGE interview!
The State of Adventure Gaming - February 2006
Quote:
On G4 TV, a group of well-known developers in a roundtable forum were asked by the host their opinions of the potential for the Xbox 360. One of them responded that it would allow him to blow things up in bigger and better ways. And we still wonder why the mainstream community looks upon gamers as idiots.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Digital Adventuring
[Re: Orange Brat]
#34985
03/26/06 19:41
03/26/06 19:41
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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Digital Adventuring Quote:
Among videogame clichés, the supposed death of the adventure genre takes top honors. It's the one topic that just won't go away. And one has to wonder why that is. Maybe it's because the people asking the questions, namely industry journalists, grew up playing adventure games. Or maybe it's because certain famed developers, true rockstars back in the 80s and 90s, have virtually disappeared and people wonder where they went. Sure, they're not all gone. But it's not like they're still doing their thing, either.
So, why is it? And more importantly, will people ever stop asking? The answer, not so surprisingly, is no. The adventure genre hasn't died, nor will it ever die so long as gamers care about stories. Yes, the genre finds itself in a bit of a slump. In fact, it's been sitting in that slump for years now. But that hardly translates to the passing of an entire genre - one that birthed a slew of titles as seminal for the games industry as silent shorts were for Hollywood.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: Designers on Interactive Narrative
[Re: Orange Brat]
#34987
05/13/06 19:23
05/13/06 19:23
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Nice find. My interest: Quote:
Cage wants to see games with deeper, more mature stories, with one aspect that games in general are missing: meaning ."In this industry there's a real lack of meaning in general," he said ."Most of the time it's a hero fighting against zombies and killing everyone to save his life or whatever. There are so many other great characters and emotions we can use to create an experience. We shouldn't limit ourselves to basic things."
Great example: Quote:
he was developing a first-person shooter. And through the simple addition of adding a wedding ring to the character's hand, he said that the game's focus test players responded overwhelmingly, asking questions about the character's past and showing an active interest.
While I think, it is mainly the things and how they appear within a level, what evokes stories in the players mind.
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Going Commercial
[Re: Orange Brat]
#34991
06/11/06 18:58
06/11/06 18:58
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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Going CommercialQuote:
So you want to make a living as an adventure game developer? How do you do it? And since the adventure game market is so small, how will you ever make enough money? And what if nobody likes your game enough to buy it? So many questions! Well, it's time to find some answers.
In this essay I will look at the adventure games market in general, then look at some amateur games that tried to go commercial, and then see what we can learn.
7 Witty Tactics for Funding Your Game Production
Quote:
#1 - Competitions #2 - Selling Stuff via CafePress #3 - Selling eBooks #4 - Selling Books (CafePress or Lulu.com) #5 - Donations #6 - Text Link Ads (I expect to get $100 this month, and within coming months I’m confident to see this figure go to $200 or more) #7 - Google AdSense. (For this income stream, I also expect to get around $100 this month and estimating the figure to double in the coming months)
18 Approaches for Setting the Right Price for Your Game
Quote:
One of the main concerns for indie game producers is how to price the game. Simplest method would be to use the ‘magical’ $19.95 price for your game, but there are more approaches available. Selecting the right price for your product is one of the key decisions in selling. Common objectives for pricing can be profit maximization, or simply - survival.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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