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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 12:46:52 PM

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1  Player / General / Re: Working With Serious Games on: November 28, 2009, 06:50:29 PM
since its employees don't work overtime and are paid pretty well

Yeah. Right.

< insert some sarcastic moaning about the games industry here >

Neither they get paid better nor will their job be from 8 to 5. Games == software == difficulty project planning == resulting in overtime. If you don't want to do overtime do not work. At all.

If you work on real games, no offense to anyone doing 'Math for 1 year olds' out there, your schedule could look like this:
- Bad schedule
Only 8 months left till your new game comes out. YAY! Only 8 months more to work 80 hours a week. If you are lucky. But face it, your employee sucks big time. Or its name is Epic or some other no brainer thinking that overtime produces awesome games.
- Good schedule
Say your project lasts 8 months. The last ones are always more 'crunchy'. So 80 hours a week for the last month. Around 60, if you are unlucky, two months before that. Why is that the good schedule? Because a good employee will always know that you won't want to waste your life within the company and therefor compensates your time. Like with a 1 to 1 overtime freetime scale. Or extra bucks. Or prostitues. Or drugs...

Good example: Relentless http://www.relentless.co.uk/
2  Player / General / Re: Torchlight - shameless Diablo ripoff by Diablo devs on: October 31, 2009, 04:39:29 PM
Mythos anyone? They even used the same sounds...
But respect to them that they pulled this off in such a small amount of time.
I like the game but without any form of multiplayer it will R.I.P. on my hdd soon.
 
3  Developer / Business / Re: internship next year - any cool companies? on: October 26, 2009, 04:00:21 PM
Something not in the Netherlands? Only leaves like 150 countries  Tears of Joy
I would advise that you look for a company in the EU, cause getting a VISA for internships is a pain in the ass. Your internship will take 6 months I hope?

http://www.gamedevmap.com/

Is a resourceful site, even if it does not cover all developers. Some stuff I experienced:
Germany:
Can be divided into three game development areas. Berlin (capital), Hamburg and southern Germany. Berlin hosts some unknown small game developers and your main competition here are students from the 'games-academy'. Hamburg has a lot of game devs who do browser games. Southern germany got some bigger developers with +100 developers but that ain't your soup Smiley
4  Developer / Business / Re: Starting a game development company - would appreciate opinions on: October 07, 2009, 04:05:28 AM
Random thoughts on your posts:

Quote
The reason I started this thread was because of some disagreements with the standard business model, which means I'd disagree with some things from industry experts.
There is something like a standard business model in the industry? Which one would that be? Publisher advances? Self funding self publishing? There are so many business models out there that I hardly found any standard. Care to elaborate yours? Because I haven't seen any thought on who is going to pay your bills.

Quote
The main business would be a light game development business, probably focusing on easier, less risky games like MMORPGs, web browser games, and semi-casual games at first.
Less risky? LESS FUCKING RISKY? Tell that your VC guy. "High in, High out" is his motto. No risk, no money. If there would be less risk we would all be sitting in money. But the thing more important is: Focus on something. You want to do MMOs? Fine, focus on doing MMOs. Because you know, all successful guys out there did one thing and one thing only: ID focused on 3d shooters, LucasArts focuses on Star Wars games, Ford started with one and one car only in their beginning. I don't say it is bad that you have a vision what your company should be like in some decades but you won't be successful if you don't focus on something. Sounds like a mantra and I don't want to sound smart-alec.

Quote
My idea for the pricing would be to make the prices automatically dynamic.
Groundbreaking. Try telling that your retailer. You know, the guy who owns the physical shelve space. Why should he bother with your -in his eys- stupid price finding, others can do with a fixed price! You are selling your games over the internet so you can always adjust prices? Fine. But you know, that "high demand, high price" schematic only works when there is some kind of shortage, right? Like there is only one gold coin left on mother earth. That is a physical shortage. Why should there be a shortage on virtual goods? I can copy these bytes and voilá, another copy made, no shortage. In short: Why would your customer pay for your freak price finding? Why should he not feel ripped off?

Quote
That's why piracy is rampant in places like China and Southeast Asia, all huge markets, but plenty of people who download a pirated copy and sell it at $3-$8 per game. The music industry made it into these places with lower prices, and I suppose the games industry could do the same.
A large (like 99%) portion of western games never makes it to the Asian market. The ones that actually get released fail terribly. And now don't tell me that Starcraft is huge in Aisa, because it is not. The market over there is A LOT different than the western market. And I am not talking big-eyes-big-boobs different, it is like another dimension. Doesn't mean it cannot be done though.

Quote
But back on indie publishing, because it's something I really want to do. ... and keep 50-75% of the profits...
Finally some focus! Found your niche, check! Found a growing market, check! But srsly.... 50-75% of the profit? You know, there is a reason why everyone (with a sane mind) is trying to avoid publishers like a bad prostitute when planning a start up. Their share is just too freaking high. I can't remember the exact numbers, but it was something around max 50% back in the days (for retail publishers, including everything from marketing to shelve space). Ask yourself: Can any indie developer afford to loose 50% of their profit? Why should they give YOU their previous money?

Lunch is calling... :D
5  Player / General / Re: The TIGForums Twenty 2009! on: September 10, 2009, 02:22:30 PM
1. [20] Dyson
2. [19] Half-Life
3. [18] Action Half-Life
4. [17] Time Gentlemen Please
5. [16] Shogo M.A.D.
6. [15] Ivory Springs
7. [14] Quake 3
8. [13] Silent Hill
9. [12] Bionic Commando Rearmed
10. [11] Neverwinter Nights
11. [10] Wolfenstein (2009)
12. [9] Fallout 3
13. [8] Ijii
14. [7] Tales of Monkey Island
15. [6] Bubble Spinner
16. [5] Age of Conan
17. [4] Muramasa: The Demon Blade
18. [3] Burnout Paradise
19. [2] Sims 3
20. [1] Braid
6  Developer / Design / Re: Help - I am overambitious! on: June 03, 2009, 04:30:04 AM
...what is the next step between that and a large scale procedurally generated fully intractable survival game?

There is not one. There are many. The smaller the steps the better for you. For me the 'divide and conquer' pattern works best. After the initial game design thought I've roughly three to five 'features' that the game should have. Each feature will now be broken down into sub features. Each sub feature will be broken down again. This break down continues until I am satisfied with each feature.

Additionally I'm using some project managment software to keep track of my (sub) features. This is some extra work but what I gain from that is worth a lot: First I can see what lies ahead. And second what is aback. This is keeping my motivation up for long and complex projects and in the first place this makes it possible for me to work on complex projects.
7  Developer / Business / Re: Need some Business model Advice (Flash or Shareware?) on: June 02, 2009, 05:45:09 PM
To write games in Flash, and depend on advertising, and licensing, or to release low-priced shareware titles.

There are so many approaches to a successful business and the combination of these are endless. My best approach at this late night would be one or more of the following:

- multi platform title (flash, iphone, facebook, the more the better) so one can keep the risk of getting no income at all low and increase the count of possible revenue streams
- free game for all platforms, income over ads and/or licensing deals
- free game with micro transactions
- free game where licensees pay for their game theme
- find a college now! someone that fits you and your style of doing things, someone that can do stuff you can't
- if one got the money, create a good game and really go indie with self distribution and self funding

And each possibility has another thousand strings attached.

"indie piracy". A pirate does not give a bottle of rum if you spent your precious money on creating the game or if it came from a big fat conglomerate. As soon as you charge money for it and make it digital you've got to face piracy. You should consider piracy as a risk to your business and therefore handle it like all other risks, with care.

The best advice I have right now is: Read every games/developer/news blog/forum you can get. The more you read the better. There are so many great guys out there telling their business story that ignoring this knowledge would be pretty...short-witted.
8  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: June 02, 2009, 04:37:50 AM
Hi,
I leeched alot of enthusiasm from this forum and so I thought I could give some, too.

I am working as a programmer at a game studio located in Germany. At work we often joke about all these youngsters giving themselves out for the industry for nothing. And because businness is like that I tend to work on games after work, too. So I can still remind myself how working on games is really the best thing that happened to me, yet.

And now into the pit again, my brain needs to code!
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