Destructoid is an independently-run gaming discussion community updated nearly every 20 minutes. Get started now by creating an avatar to post comments, upload videos, meet people, and create your own blog. Returning Dtoider? login!


all platforms pc/windows wii xbox 360 playstation 3 ds psp retro indie  
most recent
most popular
featured stories
twitter updates
Destructoid shirts
RSS feed



Dtoid staff
Nick Chester
Editor-in-Chief
Anthony Burch
Features Editor
Jim Sterling
Reviews Editor
Hamza Aziz
Community Mgr
Niero
Mr. Destructoid
Associate Editors
Brad Nicholson
Conrad
Zimmerman
Jonathan Holmes
Chad Concelmo
Dale North
Colette Bennett
Joseph Leray
Justin Villasenor
Samit Sarkar
Brad Rice
Ashley Davis
Dyson
Jordan Devore
Mike Ferry
Tom Fronczak
Topher Cantler
Contributors
Adam Dork
Charlie Suh
Joe Burling
Jonathan Ross

 
Podcasts
Rev on Podtoid
Chad on Retroforce GO!
Jim on The Podcastle

Elephant Software
Thomas Lackner

Destructoid is made by
ModernMethod


11:10 AM on 08.30.2007

17 comments
Wii're not gonna take it: GarageGames chats about Nintendo and indie development
Tristero

Wii're not gonna take it: GarageGames chats about Nintendo and indie development screenshot
Remember that time you got really motivated, gathered your thoughts, threw away all the cheetos and Maxims cluttering up your living room, cleaned off your desk and actually took on that project you'd been dreaming about? You know the one that got you the respect of your friends and peers, made you rich, and compelled Maslow himself to slice off the top section of his "hierarchy of needs" pyramid and hand deliver it to you because he was so in awe of your drive and subsequent success? Nope, me neither. But hey, there's always today right?

At this year's PAX, I sat down with Eric Fritz, Director of Marketing for GarageGames, to discuss his kick-ass company's cool projects, like the upcoming Game Development Competition. He had some excellent advice on how to develop your own game from home using cheap software. He also dished a little dirt on Nintendo's WiiWare plans (or lack thereof).

Hit the jump and prepare for your life to be changed.

 

 

GarageGames is an online publishing label for independent games, as well as a first party developer. You may be familiar with them from the recent Xbox Live Arcade "smash hit" Marble Blast Ultra. Go on, bump down that Super Puzzle Fighter II Turbo HD Remix in your download queue for a few seconds and give it a try. You back? Surprisingly not too shabby, huh?  These fellas don't just make games though. They're on a mission. God knows why, but they actually want to help regular folks like you and me make our own games. And if we're good enough, they might just help us beam them into Wii60 living rooms across the planet. They license their sophisticated game development engines for pocket change, enabling anyone with will power and a computer to create games with depth and character. Their company's stated goal is to rescue independent developers from the "mercy of corporations that only care about the bottom line". I'm gonna go ahead and file GarageGames under the good guys section in my Rolodex.

Destructoid: As GarageGames continues to be successful, what are your plans for continuing to support indie development and publishing? Are you committed to this ideal for the long haul?

GarageGames: Oh, absolutely. Those are the types of games that we like making. It's not what people consider triple-A titles or the latest FPS or anything, it's just fun games. Not necessarily in the casual space, not necessarily in the hardcore space, but somewhere in between. We're definitely committed to this idea for the long term. In addition to making games like Marble Blast Ultra, we also provide technology to aspiring developers. We have a wide range of licensing options for our Torque engines that go as cheap as $100, so it's really affordable for a really powerful engine, we think. We're definitely interested in supporting indie games. We also publish some of those games that our community of developers have produced.

For the upcoming Game Developers Contest you’re sponsoring, in addition to earning a free Torque Engine license, is there any chance the winner will end up having their game published with GarageGames? If you see something you like in the contest will you pursue it as a future title?

Sure, it’s certainly a possibility.

Do you have plans or aspirations to do things on a more commercial scale as you become more successful, while still maintaining your indie development side?

Right. It's kind of a fine line. We want to keep making money so we can continue to support indie development, so that necessitates doing at least something on a commercial scale.

A
re there any other companies devoted to the indie scene with the same passion as you guys?

It's growing. GarageGames is definitely a pioneer in the area. Maybe even the first. We started in 2000 and it was always with indie development in mind. The whole premise of the company was based around providing technology at an affordable price so that anyone can make games.

That philosophy is the basis of your name, right? It's an echo of the garage band concept.

Correct.

Focusing on indie games, do you experience less of the notorious conflicts between developers and publishers? There’s been a lot of talk lately about the production model being broken due to the lack of trust between the two camps involved in making games.

We do publish games, but we’re not funding other developers to publish games. So we don’t get involved in their development process. We sell the license, they go make their game and then they come to us when they want to distribute it. You can think of us as more of a distributor than a publisher.

I imagine having the ability to distribute your own games makes it easier for you guys, since you don’t have to go through a publisher.


That’s right.

So you’ve got this flexible licensing structure in place for the game engines you've created. When someone wants to use your software you offer different rates for amateur developers vs. commercial developers. How do you determine the difference between who qualifies as amateur and who qualifies as commercial?

It's really easy. If you make $250,000 in a year, you're commercial. If you make less than that, you're what we call indie and you can qualify for an indie license, which is just $100. There are only a few stipulations. You have to be working on a game. It can't be like a sim or a technology pack or various other things. You must be focused on gaming to qualify for that discounted rate.

Let's say someone were to get really lucky and strike gold and make $250,000 with a GarageGames product . . .

Then they'd have to upgrade to a commercial license, which hopefully shouldn't be that painful if they made that much.

Do you plan on keeping this two-tiered licensing structure in place?


For the foreseeable future, yes. We’re also exploring other options. Nothing that would be more detrimental [to amateur developers], but things that might be more beneficial.

The Torque Platformer kit is extremely affordable. It's $30 for an amateur license? Is that correct?

That's a content pack and code pack that works with one of our existing engines. It actually works with Torque X which has a free version to it. So essentially you can play around with the Platformer starter kit for just $30.

Is the software accessible and user friendly? Or do you need serious coding knowledge before you jump in and start using Torque?

We have a wide range of engines. Torque Game Engine is kind of the original 3D engine. It's what Tribes was built on. GarageGames was founded by a bunch of those guys from Dynamix who came over and brought their engine with them. That one is a little more complex. It's a little harder to jump into. We realized that, so we made a simpler version. Now we have Torque Game Builder, which is 2D only and it has a very easy to use editor with a lot of drag and drop functionality, that we think anyone can really get into. Torque Game Engine is a little bit tougher. And then we have Torque Game Engine Advance, which adds a bunch of the latest and greatest shaders and that sort of thing.

So there is a basic package for people who might have no prior experience, but more options are available, depending on your skill level?

Exactly.

I also saw that you have plans to heavily discount your licensing for WiiWare games.

That’s right. We're still waiting for Nintendo to announce their plans for WiiWare. We still don’t know what their process is for developers who want to make games for that. They’ve said that it’s going to be open and easy, we’re just waiting to see something official. They haven’t announced pricing and process. We know that you are going to need a Wii development kit, which costs $2000. So it’s certainly not going to be on the scale of hundreds of dollars. We’re just trying to see where their costs line up so that we can fit in accordingly.

I know that you have a Torque Engine for Wii that you’ve made available already, and the upcoming Zorro game is being developed with that.

Yes, right. Those guys, Pronto Games, are the guys that actually did the port for the Torque Game Engine for Wii. They created the port and then made their own game.

Will you need to make some adjustments to make it functional for WiiWare?

Yes.

So right now you’re just waiting on Nintendo to give you the specs before you can implement them?

That’s right.

Your website states that the Torque Game Engine for disc-based Wii games includes networked multiplayer game support. Now, so far, there haven’t been any third party online games for the Wii. Have you encountered any resistance from Nintendo in allowing online support for your games?

We hear that they’re planning on opening that up. They say they’re going to open it up, so we’ll see.

Thanks so much for your time. Best of luck to you guys.

[NOTE: Plättchen Twist 'n' Paint, from Austrian game developer Bplus, has been announced as the first official WiiWare title. A Nintendo rep I spoke with at PAX told me on the condition of anonymity that the programming specs for WiiWare have already been quietly released to a handful of select companies. It sounds like Nintendo’s being awfully choosy in who they share their development info with. The possibilities for WiiWare are limited not “only by the imaginations of developers” but also by Nintendo’s cliquey invites to their online party. Which logically leads to the question, how much lip gloss and smokey eye shadow do you have to wear before Nintendo will let you compete with its first party titles?]



MORE IN OUR wii SECTION

Latest comment by Wedge |view all 17 comments
Lawl, who were you talking to there? I interned at GG last year. It is the best place to work in the universe. I really should get back into the development scene sometime......



Namelessted's Avatar
Namelessted at 08/30/2007 11:14

first post
Mxyzptlk's Avatar
Mxyzptlk at 08/30/2007 11:19

When do we get the Wii games that let me simulate murdering a hooker and trying to dispose of the body? 'Cause I could use some practice.
DeusPayne's Avatar
DeusPayne at 08/30/2007 11:22

Mmm...they'll call it Ted Kennedy's Big Day Out.
blehman's Avatar
blehman at 08/30/2007 11:30

As always, your interview skills are flawless Tristero. That being said, I haven't heard alot about GarageGames before now, but I think I'll keep on the lookout for their stuff. I like what he said about not making the latest greatest FPS or anything, just fun games.

I also think it's great that they have different levels of development kits for different levels of developers. That means that we can get new games out of people who previously probably couldn't understand the technology before. Exciting stuff really.
Tiff's Avatar
Tiff at 08/30/2007 11:38

Great interview Tristero! You are SO my favorite new editor :)
subnet6's Avatar
subnet6 at 08/30/2007 11:38

Where's the dirt? I didn't see any dirt!
Tristero's Avatar
Tristero at 08/30/2007 11:48

Yeah, subnet. Don't believe the hype about the dirt. He must have brushed that dirt off his shoulder before I could post the article.
luzer7072's Avatar
luzer7072 at 08/30/2007 12:00

Great interview. It really surprises me that the Torque engine could be available for WiiWare. I know the engine isn't exactly cutting-edge, but used to create a downloadable game (On the Wii, no less), it's still surprising. I wonder what the size-limit will be for WiiWare games...

I'm shocked that they haven't released the WiiWare info to all the developers yet. Isn't this supposed to launch in just a few months? I mean, it's great that they've released the info to a few companies, but if you're not putting it out there for all the little guys then Nintendo's development mantra for the Wii doesn't seem to hold much water. And considering it lies in the middle of a Blue Ocean....

One thing that really stood out to me was that there weren't any third-party online games. Isn't Madden '08 for the Wii online? I could be wrong...

Anyway, really great interview.
Justice's Avatar
Justice at 08/30/2007 12:04

Twist N Paint isn't the first official one is it?
I thought it was "THE BLOB!"
Snaileb 's Avatar
Snaileb at 08/30/2007 12:20

Tristero is a new editor! Huzzah!!

And I loved the interview, I wish I could've gone.
_DiGiTaL_'s Avatar
_DiGiTaL_ at 08/30/2007 12:30

Mxyzptlk , That would just be a GTA game on Wii killing hookers and getting rid of the body :P
Tristero's Avatar
Tristero at 08/30/2007 12:31

@luzer

Thanks for the brilliant correction. Me and Eric are obviously not sports fans. My obliviousness on this issue is quite embarrassing. I don't want to doctor our conversation, so I'll just have to let that mistake flag fly. Good looking out, though.
Curt's Avatar
Curt at 08/30/2007 13:07

Thanks for the great interview, Tristero. We'll try to live up to it. -Curt (GG)
Professor Pew's Avatar
Professor Pew at 08/30/2007 14:10

Oh shi- Tristero is an editor now?!

Never really heard of GarageGames before this either, except for when some Koreans kept spamming the company name in Starcraft, followed by a ^_^ kekeke.
JonDarkwood's Avatar
JonDarkwood at 08/30/2007 15:39

And still Nintendo's greatest strength is also one of its biggest weaknesses.

The quality and popularity of their first-party titles is both a gift and a curse for the Wii.
luzer7072's Avatar
luzer7072 at 08/30/2007 16:56

Mr. Darkwood, I love your avatar.
Wedge's Avatar
Wedge at 08/30/2007 18:34

Lawl, who were you talking to there? I interned at GG last year. It is the best place to work in the universe. I really should get back into the development scene sometime...

You must be logged in to post a comment. Click here to login or create a user account now.

RELATED ARTICLES

What if Destructoid was a Mushroom Man?
53 comments

GameFly Is Amazing (A little trick GameFly users may not be aware of)
15 comments

TGS 08: Fragile hands-on
8 comments

Johnny Lee finally gets some respect
5 comments

High Voltage 1st Wiiware
4 comments
Got gaming news?   Email:   tips@destructoid.com


community blogs (28440) members strong

Post a new community blog
October call for entries: The fear! THE FEAR!
Game with us: Friday Night Fights
Meet Dtoiders near you

popular right now
contests & giveaways

Destructoid PC contest shopping spree: What would you like to win next month?
Show your tackling talent to win a PS3 and a Blitz: The League II prize package!
Little Red Riding Hood BBQ winners announced: it's a man in a dress!
view all contests and previous winners

DRMEA won't back down from DRM fight: Sticking to its SecuROM guns with Red Alert 3
66 comments + 37100 views
ContestsMega Man 9 giveaway contest and introducing the Mega Man Boss Maker!
358 comments + 27965 views
PS3TGS 08: Sonic Unleashed hands-on proves me right!
33 comments + 24570 views
PS3TGS 08: Brand new Resident Evil 5 trailer is full of Wesker
40 comments + 15520 views
AMAZINGThe ten best mini-games EVER!
71 comments + 15185 views
More top stories

games reviewed   more games

Silent Hill: Homecoming review

Spectrobes: Beyond the Portals review

NHL 09 review

de Blob review

B-Boy review

Kirby Super Star Ultra review

Fracture review
view more game reviews

new podcast shows   free on iTunes

Hey, Podtoid records tonight

RetroforceGO! episode 63: We heart Neo-Geo

The Podcastle episode 20: Podcastle LIVE II
download back episodes

game figures & toys  via Tomopop
more video game toys and collectibles

     
Activision announces Secret Service, involves playing as a secret service member
TGS 08: Ninety Nine Nights 2 is coming and we have the concept art to prove it
Trailer for Lord of the Ri--er, I mean, The Legend of Spyro: Dawn of the Dragon
Trailer for Lord of the Ri--er, I mean, The Legend of Spyro: Dawn of the Dragon
The final two chapters of the animated Dead Space comic
Spider-Man: WoS launch trailer reminds of the Spider-Man 3 movie, in a bad way
TGS 08: Fragile hands-on
Damn gurl, check out my bangin WiiDiva Strap
TGS 08: Klonoa: Door to Phantomile Wii hands-on
 
     
Mega Man 9 DLC round-up: Proto Man and Endless Attack mode
Cave Story coming to WiiWare this holiday season
Punch-Out!! returns! First screens and video of new Wii sequel
DS: TGS 08: Monster Racers hands-on and epic dragon costume
PSP: TGS 08: glimpses of the PSP-3000 bundles
PHONE: Peggle to go mobile, batteries to die mid-call
In the future Battle.Net will cost money
Activision announces Secret Service, involves playing as a secret service member
Diablo III: Eight players is a party, nine could be too much
 
         
Contribute

Post a blog
Submit a news tip
This month's theme
Video game forums
Support

Login issues
Community Blogs
Report abuse
Terms of Use
Privacy Policy
Keep in touch

RSS Feed
Facebook
Myspace
Flickr
Game with us
Meet ups
Seriously

Advertising

Our software
Jobs - We're hiring!
Our Network

About Destructoid

Japanator
Tomopop
ModernMethod Publishing