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  1. #1
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    Default Talent

    Reading through the Roll Call I am very impressed to see so much commericial talent coming from here. Many of you have worked on some great projects and had good success in the industry.

    My question now is why do not enough of us collaborate on some serious endevours


    Alex
    weaponstudios.com
    dopefarmer.com
    injoygames.com

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    collaboration is a good thing if you have the team work skills and need to fuse your skills together.

    However, the reason why I've moved away from commercial games is I enjoy independence of not having other developers relying on me (or me on them.) I like sharing my time with many different things from programming to artwork to marketing. Sticking to tighter time schedules is less risk. Working with developers who are located in different cities (or countries) has also been quite problematic at times. Above all, I love the way all the money that comes in belongs to me, hehe

    I wouldn't consider any future team work myself unless it was with a small group located close together so we could have plenty of business meetings in the pub

    I know not all Indie developers are focused on solo development but I find it works for me.

    Cheers,

    Paul
    Paul - Shoecake Games - http://www.shoecakegames.com

  3. #3
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    I never understand why the question "My question now is why do not enough of us collaborate on some serious endevours" comes up in a forum devoted to indie development. It always leads me to believe that the person asking the question has a desire to be "bigger" than indie, that they think there is something noble about people joinging together to create some big game that's going to take the world by storm and catapult the developers into the wonderful world of AAA retail game development. People put groups together like this in private, not on a forum.

  4. #4
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    My view of being an indie has always had to do with the company's independence from outside pressure. Usually I would take that to mean financial independence. I don't think of indies as making games that are not AAA or are AAA etc... or really having much to do with the size of the company.
    Steve Verreault - Twilight Games
    http://www.twilightgames.com --- http://www.indiegamer.com

    "Do you really think it is weakness that yields to temptation? I tell you that there are terrible temptations which it requires strength, strength and courage to yield to.” - Oscar Wilde

  5. #5
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    Quote Originally Posted by Mark Fassett
    ...that they think there is something noble about people joinging together to create some big game that's going to take the world by storm and catapult the developers into the wonderful world of AAA retail game development.
    That's kind of assuming a lot, isn't it?

    I mean, that you expect that just because people work in a group their goal is to get a game published at retail? I work with an artist (and am not against the team getting bigger with success) but have no desire to publish at retail. That's why I'm an indie.
    Jason McIntosh
    Otherwhere Gameworks

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    Maybe my perception of posts like this comes from too many days of reading the same kind of stuff on gamedev.net. I have never seen any public "why don't we work together" posts result in anything. I don't expect that, because people work in a group, they have a desire to be retail developers. I said, perhaps not clearly, that it was my perception of the motivation behind this type of post. It may not even be a conscious motivation.

    Svero: My opinion of AAA retail development right now is a bit off, mostly because of one of the biggest "indies" - they made a game that doesn't run decently on an FX 5900 at any higher resolution than 800x600, gets less than 30fps, the people in the game STILL HAVE POINTY HEADS, and it costs $55. I am so glad a friend gave me a copy, and I didn't waste my money.

    I agree - the size of the indie does not make them any less indie. The comment was aimed more at the retail mindset.

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    I think that there is a misunderstanding as to my point.

    I am not advocating collaboration on developing a game...obviously the reason we are independant game developers is because we want to be independant.
    This is not GameDev.net - I have enough experience to squelch unrealistic notions of developing a AAA game with a scattered team.

    My clockwork is thinking about expansion in an independant - downloadable - sense. I'm thinking in two areas - mergers and publishing.

    The pool of talent we have here is unprecedented in the online world (with respect to ASP and the like) and I would like to see the companies think in a broader sense to bring their products to market.

    For one, I think it is wonderful to see the new Services forum listing. This will no doubt become a great place to gather contacts and form integrated business relations. I would like to see more of this. Downloadable marketing firms forming strong bonds with developers. Having a good company to outsource art assets and voice work.
    My post is pertaining purely to forming strong business links - not assembling teams or developing non-profit communities.

    We, as independants, have a huge opportunity to take advantage of the online and lower end world of gaming. I would like to see more mergers (lower end - not GH and Real) and a greater use of the valuable resources many independant companies are providing.

    Alex
    weaponstudios.com
    dopefarmer.com
    injoygames.com

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    My question now is why do not enough of us collaborate on some serious endevours
    What? We're not currently engaged in serious endeavors?

    You think we can get a lot of egos with a long list of professional credits to actually join together in a common vision?

    Actually, I'm seeing some cool stuff coming out of the "Game In a Day" competitions (not that they are really competing) over at GarageGames. And I've been able to get some help from some old pros and talented beginners with my own project. And I expect I'll have the chance to return the favors a few times. In my mind, that's really the "indie" way to collaborate - instead of banding together as a top-heavy team, we instead act sort of as contractors - exchanging use of our talents & expertise where needed to create games more EFFICIENTLY.

    On top of that, look at the free (or very cheap) exchange of code, ideas, advice, and resources that are taking place within the indie community. Granted, it's a system that can be abused, and for which there are a lot more consumers than providers. But it thrills me to see it happening - to see indies helping out other indies or just contributing free or low-cost resources to benefit their community.

    Ultimately, though, I've worked on some "great," million-selling titles in the past. I'm very proud of them, and have some fond (and not-so-fond) memories from that time in my life. I could probably, if I pushed hard enough (and was willing to accept the loss in my standard of living), go back to it and be part of that again... making other people's games, contributing my little bit to making some publisher rich with the next AAA title. But that's not my big motivating factor anymore. I've been there, done, that, got a LOT of T-Shirts.

    Instead of just being a 'little brother' imitation of the inefficient ways big business does it, I'm a bit more excited about participating in the evolution of alternative ways of collaboration that is happening in the indie gaming scene. We'll see what happens going forward.
    Rampant Games: Games With Personality!
    Tales of the Rampant Coyote: Adventures In Indie Gaming
    Frayed Knights - a 3D RPG that refuses to take itself seriously.

  9. #9
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    "In my mind, that's really the "indie" way to collaborate - instead of banding together as a top-heavy team, we instead act sort of as contractors - exchanging use of our talents & expertise where needed to create games more EFFICIENTLY."

    ...Did you read my second post?

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