
|
|
|
|
I recently watched Rev Anthony's Rant about indy game developers not receiving due payment when high quality games are created and released to the public. Is there a way smaller developers could be paid for hard work? I think the answer is maybe. As Anthony mentioned the issue is really pay per performance. If a game is good then it deserves payment. There will always be the potential for buyer's remorse but if you're an indy game developer giving away your wares for free or near free then there's a good chance of seller's remorse as well.
After some rumination I think I may have come up with a possible solution to this problem and as Rev mentioned it involves a paradigm shift. The real issue here is distribution and advertising. Larger game developers have more money to spend on advertising thus increasing the public's awareness of the next new, supposedly hot game being released. So simply by increasing awareness they've increased the chance that at least someone will purchase the finished game. Smaller game developers on the other hand don't have as much money to spend on advertising so they're forced to lower the price of their game in hopes of increasing the chance that someone will pick it up. This is where things need to change. What I think needs to happen is the creation of a indy game collective. This would be a group of indy developers selling their games together. Thrifty Gamers would likely be more willing to pay a bit of cash for multiple games instead only one game at a time. The consumer would pay a base price for all the games that would be distributed and then after they finished playing the games they could decide what percentage of the initial price paid would go to each developer. The entire cost paid up front would have to be distributed as the gamer sees fit. If they wanted to play all the games and then only pay for one of them, they could. Alternately they could decide to divide the upfront cost evenly between all the developers. In this way the games seen as being of the highest quality would in theory get the money they deserved and the smaller indy developers would have the chance to get their games distributed to an increased audience. Depending on the number of games included in the purchase price there might even be enough money for a little advertising getting the word out even further. What are your thoughts Destructoid?
|
|
|
|
Post a comment! You can also post a photo below:
|
Comment with FacebookClick connect and comment instantly! |
Comment with Dtoid
New? SIGN UP - it takes 5 seconds |
Comments policy
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?
Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

Follow
RSS
Contact
Cave Story.
Klempky brought up a good counter-point when I mentioned that Cave Story was the exception to the rule: the game is fairly niche, so it was able to find a suitable market on a "retro" virtual console.
However, the point still stands: "that's business". If you are going into a project expecting money, you can't make something that doesn't appeal to anyone. If you are not expecting money, then what's the problem if you don't receive a return?
My friend is programming a game now with a team, and he's working his damn hardest to get it put onto the Xbox Live Arcade (not just the community section). If you really have a great product that will sell, I believe you should try EVERY venue: steam, WiiWare, the Iphone, XBLA, PSN. There are so many opportunities for you to market your game.
I'm all for an indie collective, as you suggest. A lot of games that are nearly as good as Cave Story slip through the cracks, and it would be a great opportunity to get them published.
There's no mechanism in place to ensure that you receive any compensation. People either will pay or they won't pay. You leave your financial situation up to your faith in humanity. And I don't know about you, but I lock my front door and my car at night.
The best thing to do is have a service like Steam, or XBL indie games, which is free and open to developers, and allows many people from all over to download and pay for their games, while charging a price that they think is bearable to the market.
Hoping people would pay for your game after they've played it, is fine for pie-in-the-sky hippy drippery but, if you want cash in your pocket at the end of the day, charging up front is the only way to go.
In my scenario money is paid up front for a bunch of games BEFORE you play any of them, then afterward you decide who gets what percentage of the money you already paid UP FRONT.
I agree with you that the answer is to use distribution channels that are indie friendly. XBOX Indie Games, Steam, and the iPhone App store are two great channels to distribute an independent product to a large audience at a market appropriate price.
Everyone has their own philosophy with game development, but mine is to develop something fun or meaningful first, and get it out there in front of as many people as you can. Once you have an example of your talent out there you can work towards making another game that's even better - on your own, with a team, or working for a company.