Yard Sale
10-06-2006, 07:59 AM
I'm sure there are a lot of people out there who have attempted to start an indepedent studio out there. As I'm sure a lot of them might have failed and some ended up with a publisher and employee funding. So whats the best route for making an indepedent studio? A good game pitch simply won't do it. Finding dedicated indie developers (who will work for little to no payments) is dramatically challenging, so it rests in your connections to create a staff. So lets say you have enough staff to work on a small-scale title. Now, we have to check legal restrictions for a company name, trademarks, and so forth. Of course, the team leader will end up forking out the majority of money for the initial registrations of trademarks, servesr, hosting, LCC, etc.
So thats two accomplishments down, what about a title? Some developers think making an MMORPG for their first title will be their best bet in making it big in the industry. Well, has anyone here tried that? Yeah, it usually doesn't work out unfortunately. I think the common ground for indie developers is 'starting small, going big or giving up'. Try remaking old 80s games, puzzles, side scrollers, mini-rpgs, small-scale strategy games. I would use this as a 'test' title. Testing your staff, testing how well you can market it, testing if it can pop some interest to the gaming community. Here is the interesting part.. We want to make money, right? We also want our game development company to be successful. Should we release this first mini-game (assuming it had say, 3D graphics, top notch engine, innovating gameplay) for a price? How many consumers see a price on a mini game and run away? Things like this make me wonder how easy it would be to release your first few titles for free to the public? Clearly these free games (if developed correctly) will get some action, even poor quality free games get played - they just dont get popular. So, what do you think? Would the outcome of developing a couple small-scale titles for free be worth it in the long run? To say the least, its publicity and it DOESNT make the game look cheap and it probably had a very small development cycle compared to games that sell from 49.99 to monthly fees or subscriptions.
So thats two accomplishments down, what about a title? Some developers think making an MMORPG for their first title will be their best bet in making it big in the industry. Well, has anyone here tried that? Yeah, it usually doesn't work out unfortunately. I think the common ground for indie developers is 'starting small, going big or giving up'. Try remaking old 80s games, puzzles, side scrollers, mini-rpgs, small-scale strategy games. I would use this as a 'test' title. Testing your staff, testing how well you can market it, testing if it can pop some interest to the gaming community. Here is the interesting part.. We want to make money, right? We also want our game development company to be successful. Should we release this first mini-game (assuming it had say, 3D graphics, top notch engine, innovating gameplay) for a price? How many consumers see a price on a mini game and run away? Things like this make me wonder how easy it would be to release your first few titles for free to the public? Clearly these free games (if developed correctly) will get some action, even poor quality free games get played - they just dont get popular. So, what do you think? Would the outcome of developing a couple small-scale titles for free be worth it in the long run? To say the least, its publicity and it DOESNT make the game look cheap and it probably had a very small development cycle compared to games that sell from 49.99 to monthly fees or subscriptions.