Issue 44 - To the Edge of Reality

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N. Evan Van Zelfden"In order to have a discussion about the future of independent game studios, we must first have a discussion about intellectual property." N. Evan Va Zelfden sits down with Binu Philip, presidentof Edge of Reality, to talk about IP, games,and why it's rewarding to be an independent developer.
 

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Original Comment by: Tyker Mcleod

The end of graphical progression in games:

When graphically, games can not advance further in quality, will players turn to 2d games made by independents?

I would like to think so, because it would allow AnyonE to make one given enough dedication, and then have greater chance of getting significant sales.


What is this fixation with graphics? as long as they look decent
(not little R's beating up # symbols then after a while you get used to it).

It's idealistic to think in this way... I choose to do so because I want to make games with a small team, and know that there is a big potential market for good indie games out there.
There is but it could be bigger.


What can be done to change the current situation, the entire game industry?
(and the gaming community at large)
 

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Original Comment by: mofomojo

How big was the iD team when Doom was released? 10, maybe 15 people? I don't think that it's much larger today at maybe about 50 or 60 people. Either way, it goes a long way not only to have a talented staff, but also an inspired staff.

I mean, it goes a really long way.

I suppose that Katamari Damacy was probably developed by at least 50 people or less. So yeah, it's less about being organized and more about having the drive, a good director, and a dedicated team.

Those who take video game development seriously I think really understand what it is that I'm talking about, those who do it because it's a neat job to pay the bills - don't.

In short, if you want to make it big these days, you'll probably want to start a videogame independently and for non-profit. Then as your team gains more attention, you'll go into low-profit territory, then you'll grow big and then you're going to become a large developer.

Look at Garry's Mod, the guy who developed that did it because he was bored. He caught some attention by the folks at Valve and now they're paying him to develop Garry's Mod 10. As I said; inspiration goes a long way.

When you treat inspiration as merely "IP" and as a product, then you're clearly in the wrong industry. You need to be an artist, or have artistic inspiration, to be a good videogame developer.