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24Aug 12

Slight disclaimer to start off with, I'm an indie game developer who mostly does freelance programming work. I would not be able to do what I do for a living had it not been for the rise of digital distribution in it's various incarnations. Anyway lets get to it.

Not all that long ago there were a lot less on the indie games scene, while not being entirely true, they were a lot less prominent the way they are now. The proliferation of the internet did a huge thing for small independent developers and that was giving them a way to sell their game that didn't involve boxed retail. Back then if you were an indie trying to get your game to be even taken and put on a store shelf was an enormous undertaking and that wasn't even considering the supply chain things of actually making disks. That's not to say that you couldn't do it, but it was a barrier that for a one or two person team just wasn't really practical so it was pretty limiting in the kinds of games you made.

You could setup your own site and sell digitally from there or burn your own CDs and then mail them individually out to each customer you had. But in many places it was still the transition period between widely available broadband and modems so a lot of people couldn't download games easily and the latter option well that sounds about as much of a nightmare as it actually is.

Steam.jpg

Fast forward a little bit to the beginning of Steam the store front not the awful patcher/DRM for Half Life 2 and XBLA you pretty quickly began to see more and more smaller games popup. It very rapidly became possible for a small team of people to make a game and sell it and get in front of a large enough audience for that to actually be a profitable idea. That's spiralled a bit out of control on the Microsoft side with their own restrictions, policies and redesigns but Steam became the haven for a lot of developers. Suddenly everyone who had an internet connected 360 or bought Half Life 2 could see your game.

This visibility was an incredible change. There have always been people that just make games, for flash portals, hobbyists and similar. And these new services offered that shift where you could work on making weird small games and get it in front of that critical mass where making them as your full time job was actually viable. On the 360 side there was always some weirdness putting your games next to the 360 lineup and with what games got chosen by Microsoft to even be on the service. This led to, in many ways, unrealistic expectations for what an indie game should be, not in terms of quality but in terms of scope. And early on a lot of deals that were being signed required developers to put in a multiplayer component into all XBLA titles. For a lot of games that just meant leaderboards, but many games were required to put in full on multiplayer modes which was disastrous for some developers and in hindsight an utterly ridiculous requirement.

AppStore.jpg

The next big thing to happen in the industry would be Apple getting into the smart phone business and after they realised that only having web applications was really dumb, they opened the App Store to developers. Now beyond the iPhone selling massive quantities it did a couple of things that were somewhat new. One was the flat 70/30 split that was totally transparent to everyone and the other was that your dev kit was your phone. (Note: Microsoft has something similar with the 360 and XNA but that didn't exactly take off in the same way). And this has led to more and more smaller games because the expectation you have of a phone game wasn't exactly very high before. Compare what you get now on iOS and Android to what came before. Pretty massive gap and because of the App Store and the now called Google Play all of that stuff is possible.

It's not all rosy of course because the simplicity of make a game put it out on a store and sell it to people, going from finished game to on limitless selling on a store taking all of about 7 days. It has led to a whole lot of terrible games, the massive price reduction where now somehow $2 is expensive for a game that took a team months to make. However it was the thing that helped bring back the rise of the tiny team. You could make a small game idea, put it out there and people didn't care that much how good or bad it was because they only spent like a Dollar on it, unless it was completely awful.

It's progressed a whole lot in a really short space of time, you have dozens of services to choose from Humble Bundle and Indie Royale, to Steam, GoG, Desura, XBLA and PSN. Each one of these just by their existence and how they work now have made being a game developer for many possible. Digital distribution right now has a whole host of problems, from DRM that's really intrusive and stops you from playing a game you bought, licensing agreements that say you might not own your game even though that concept is kind of insane, how DLC has changed how we think of what happens to our games after they've been made, free to play games that are designed to be awful games purely to get money out of people, so so many patches for everything. But this stuff will get sorted out one way or another. There will always be people that take the high road and say the people that buy our games are great. And on the flip side there will always be people that think of consumers as walking wallets that should give us their money. But all of it stems off of the internet, the idea of digital distribution and that has led to games, that wouldn't otherwise have existed, actually getting made and the people that made them are able to continue making awesome things.

9 comments
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gbrading
gbrading moderator

Once again, highly informative. Part of me is nostalgic for the days when you'd order games via post and they'd arrive in big boxes with a dozen floppy disks. I'm probs nostalgic for it because I didn't live through it! :P

 

The thing I'm still waiting for from digital distribution though is a viable way to play old, old games. I'm meaning things on the Amiga or the ZX Spectrum. Currently there are load of games in legal limbo I feel the world needs to be able to play (Grim Fandango, System Shock 1 + 2) and so far nobody has put forward a workable method of getting these out of print games back on sale. Games are possibly the only form of media where it may in the future be impossible to play old games, and I think that's quiet worrying.

 

On the indie development front I think the rise of Kickstarter has continued to show that you don't need a big publisher behind you to raise funding for a game. True we're yet to see how any of the Kickstarter projects have panned out, but I have great hopes for some of them. As regards to physical vs. digital, I think there will always be a place for a physical copy, just as the way vinyl still hasn't disappeared yet. But I do see boxed copies of games eventually becoming collector's items in the same way vinyl works today.

lim_ak
lim_ak

 @gbrading I think Kickstarter will just be another method of getting funding the same way that more people are using the Minecraft paid Alpha model. I think boxed copies still have a future, as you said there will always be people that want collectors items.

 

As for older games, there are a lot of people working on emulation for pretty much anything you can think of, but hopefully it'll end up being more available the ways to reproduce the chips and boards using FPGAs or some other more readily available hardware for the express purpose of archives.

Blue-Diamond
Blue-Diamond

I just bought Din's Curse (Indie gam)e on Steam for $9, and I could load it right up and play it. No site to go to, No new Account and Password. No tutorial to go though, straight to game play. I love it, but it does give you help popup for when you need them and they explain the game as you go along some you will figure out on your own. So you can click off the popup quick and back to your game in an instant. I love that style of introduction to a game it is awesome. You learn as you go along in your game play. And the way they do it doesn't really slow the game down a bit. Hints there when you need them, so you are not kept wondering what to do. Love that you can save at any time. That is a big thing for me to save whenever you want, we have a life and when it calls we have to step away from the computer in a hurry. Hit save right quick and walk away. Come back to right where you left off.  Din's Curse ...Show the big boy how it's done right. Wishing you much success.

nate1222
nate1222 like.author.displayName 1 Like

Steam and GOG have brought a swath of indie games to my attention. And a crapload of older games I like, like the Ys series and EXSEED's offerings, are being brought to me very affordably via Steam, GOG, Gamersgate...

lim_ak
lim_ak like.author.displayName 1 Like

 @nate1222 Woo! GoG I really like and am really hoping their shift to newer games pans out for them, they were doing well with the back catalogue stuff so I hope they keep it up with the DRM free-ness.

Blue-Diamond
Blue-Diamond

yes if not for Steam I wouldn't have bought a lot of indie games. I think Minecraft was the only one I had ever bought before I finally started a Steam account this year 2012. I have to admit I'm one that likes the physical copies of a game and to be able to play it offline. But digital has it's Pros.

lim_ak
lim_ak like.author.displayName 1 Like

 @Blue-Diamond I like physical copies as well, I multiple boxes full of them. I think we just need to ditchDRM completely, there's no real reason for the online activations and all that nonsense. In the end it's kind of a big waste of time. 

Blue-Diamond
Blue-Diamond

 @lim_ak

YES, if they are taking a vote... then yes do away with DRM and anything that clutters up a PC. I paid a lot of money for my PC to be able to play my games at high quality. People that are involved with the gaming industry don't forget or take advantage that 1) we put a lot of money into a PC to play your game (average $2000 for a decent PC 2) we took the time to look for your game. To download it and want to play game after download without a hiccup (average $40 for a decent game). then 3) if online we had to pay for online. (on average $60 a month). Don't gum me down and waste more of my time and money with DRM. Just startup cost is $2100 and you are afraid of being ripped off, how does game industry think the customer feels when they cannot play the game they paid for after a $2100 startup cost?

Garfield360UK
Garfield360UK like.author.displayName 1 Like

Interesting blog. It does seem like digital distribution is the way forward in terms of selling games over physical stores (such as Game where sales seem to be falling). Sure there are a lot of factors to take into consideration (such as internet availability, speeds, hard disk space, publicity for games given how large the internet is).

 

However I do think a balance can be found between selling purely digital and selling on disk (perhaps have collections of your games to be put on disk to sell to even more people, those who can not or refuse to download digital games, people of which do exist). Also the advertising side for indie developers is very very difficult. Unless Steam (or Valve should I say) or Microsoft, Sony, et al get behind your game, you will face an uphill struggle to get a game name out there. Same with the media, unless you can get a big site or known reviewer to give your game some air time on their sites or podcast or whatever, you may find yourself hidden away relatively fast.

 

However, as a consumer (and not a developer), I am glad to see the indie scene. It brings fresh ideas, different price points, and in general is very pro consumer rather than sending out these drastic DRM measures or having online passes etc which are a tad anti consumer (but saying that, I can see the issues with second hand games for big multiplayer focused games, when server costs need maintaining and other issues, having to support players for what would be essentially free is a problem).

 

However, we can see Burnout Paradise as an example of how to solve this, support the game and bring in content people will happily pay for and you can generate long term revenue (as shown also with Team Fortress 2 and other now free to play games).

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