{"id":1004,"date":"2014-10-13T19:09:16","date_gmt":"2014-10-13T19:09:16","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2014\/?page_id=1004"},"modified":"2014-10-14T14:09:51","modified_gmt":"2014-10-14T14:09:51","slug":"aaa-indie-diy-games","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2014\/aaa-indie-diy-games\/","title":{"rendered":"AAA vs Indie"},"content":{"rendered":"<p><em>What is an independent game developer?<\/em><\/p>\n<p>Small developers have been around since forever but it&#8217;s only in the mid-00 that a new idea of <em>independent game development<\/em> started to emerge.<\/p>\n<p>I think it makes sense to locate the indie games movement in the context of a broader indie \/ DIY culture.<\/p>\n<p>Which includes indie rock via punk.<\/p>\n<figure id=\"attachment_1014\" aria-describedby=\"caption-attachment-1014\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-1014\" title=\"fugazi\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/fugazi-1024x695.png\" alt=\"\" width=\"1024\" height=\"695\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/fugazi-1024x695.png 1024w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/fugazi-300x203.png 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/fugazi.png 1657w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-1014\" class=\"wp-caption-text\">Post-hardcore band Fugazi<\/figcaption><\/figure>\n<p>Independent cinema.<\/p>\n<figure id=\"attachment_1015\" aria-describedby=\"caption-attachment-1015\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Reservoir-Dogs.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-1015\" title=\"Reservoir-Dogs\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Reservoir-Dogs-1024x691.jpg\" alt=\"\" width=\"1024\" height=\"691\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Reservoir-Dogs-1024x691.jpg 1024w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Reservoir-Dogs-300x202.jpg 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Reservoir-Dogs.jpg 1600w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/a><figcaption id=\"caption-attachment-1015\" class=\"wp-caption-text\">Reservoir dogs<\/figcaption><\/figure>\n<p>Independent comics and publishing<\/p>\n<figure id=\"attachment_1016\" aria-describedby=\"caption-attachment-1016\" style=\"width: 800px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Slide04.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1016\" title=\"Slide04\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Slide04.png\" alt=\"\" width=\"800\" height=\"600\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Slide04.png 800w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Slide04-300x225.png 300w\" sizes=\"auto, (max-width: 800px) 85vw, 800px\" \/><\/a><figcaption id=\"caption-attachment-1016\" class=\"wp-caption-text\">Daniel Clowes<\/figcaption><\/figure>\n<p>Indie != obscure or marginal<\/p>\n<p>And we can connect it to broader trends like the DIY\/maker movement, open source, local farming etc.<\/p>\n<p>As both a rejection of regimented factory and office work.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-1018\" title=\"cubicle-farm\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/cubicle-farm-1024x756.jpg\" alt=\"\" width=\"1024\" height=\"756\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/cubicle-farm-1024x756.jpg 1024w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/cubicle-farm-300x221.jpg 300w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p>And an affirmation of an <em>excess of creativity<\/em> that is not captured (yet) by the capital.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-1017\" title=\"Holy Man Jam, Boulder, CO  Aug. 1970\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/hippies-1024x732.jpg\" alt=\"\" width=\"1024\" height=\"732\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/hippies-1024x732.jpg 1024w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/hippies-300x214.jpg 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/hippies.jpg 1772w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p><strong>Independent from what?<\/strong><\/p>\n<blockquote><p>The machinery of gaming has run amok&#8230; An industry that was once the most innovative and exciting artistic field on the planet has become a morass of drudgery and imitation&#8230; It is time for revolution!<\/p><\/blockquote>\n<p>-Greg Costikyan<a href=\"http:\/\/www.escapistmagazine.com\/articles\/view\/video-games\/issues\/issue_8\/50-Death-to-the-Games-Industry-Part-I\" target=\"_blank\"> Death to the Games Industry<\/a> &#8211; An early indictment of the game industry<\/p>\n<p>&nbsp;<\/p>\n<p><strong>1992<\/strong><br \/>\nthe typical development budget for a PC game was as little as $200,000<\/p>\n<p><strong>2005<\/strong><br \/>\nFor A-level title is around $5m<br \/>\nFor triple-A title $10m is common<\/p>\n<p><strong>2010<\/strong><br \/>\nAverage AAA TITLE BUDGET: $28M<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><em>What happened?<\/em><br \/>\nFactors include: Moore&#8217;s law, CD-ROM, 3D<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1029\" title=\"graphics to DIE for\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/graphics-to-DIE-for.png\" alt=\"\" width=\"488\" height=\"640\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/graphics-to-DIE-for.png 488w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/graphics-to-DIE-for-228x300.png 228w\" sizes=\"auto, (max-width: 488px) 85vw, 488px\" \/><\/p>\n<blockquote><p>Today, art assets (not programming) are the main cost driver. As machines become capable of rendering more detailed 3D models in real time, the market demands more detailed 3D models<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p><\/blockquote>\n<ul>\n<li>Sales are growing but production costs are growing faster<\/li>\n<li>The average game (not the industry as a whole) loses more and more money.<\/li>\n<li>The publishers make up the losses on the few games that hit.<\/li>\n<li>Big budgets breed conservatism. Publisher don\u2019t want to risk a lot of money.<\/li>\n<\/ul>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-1031\" title=\"GTA\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/GTA-1024x576.jpg\" alt=\"\" width=\"1024\" height=\"576\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/GTA-1024x576.jpg 1024w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/GTA-300x168.jpg 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/GTA.jpg 1920w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p>&nbsp;<\/p>\n<blockquote><p>Only 20% of games that start production will end up with a finished product.<br \/>\nAnd of that percentage of finished games, 20% will make a profit.<br \/>\nThis means that 4% of all games which start production will eventually make a profit.<\/p><\/blockquote>\n<p>-Electronic Entertainment Design and Research 2008<\/p>\n<p>&nbsp;<\/p>\n<p>Before digital distribution the issue of <strong>shelf space<\/strong> was crucial. Most of the sales were concentrated in the first 2 weeks after the release. Marketing was (and still is) a big part of the budged.<\/p>\n<p>The result was a <em>Hit-based market<\/em> where big budgets bred conservatism and there was little room for niche products or risk taking content.<\/p>\n<figure id=\"attachment_1019\" aria-describedby=\"caption-attachment-1019\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-1019\" title=\"longTail\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/longTail-1024x734.jpg\" alt=\"\" width=\"1024\" height=\"734\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/longTail-1024x734.jpg 1024w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/longTail-300x215.jpg 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/longTail.jpg 1342w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-1019\" class=\"wp-caption-text\">Then hardware manufacturers and some publishers figured out the &#8220;long tail&#8221; paradigm<\/figcaption><\/figure>\n<h1><\/h1>\n<h1>So you want to work in the game industry<\/h1>\n<p><iframe loading=\"lazy\" width=\"800\" height=\"600\" src=\"https:\/\/www.youtube.com\/embed\/lGar7KC6Wiw?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><strong>Crunch time <\/strong><br \/>\nThe <a href=\"http:\/\/ea-spouse.livejournal.com\/274.html\" target=\"_blank\">EA spouses controversy<\/a>. Cutting costs by establishing up to 80-hour work weeks instead of hiring new developers.<\/p>\n<blockquote><p>You don\u2019t get a game out like that with a bunch of people who don\u2019t have any passion about the quality of the product and don\u2019t want to spend that one extra night.<\/p><\/blockquote>\n<p>&#8211; Epic CEO, who stated his company would not hire people willing to work for less than 60 hours a week<\/p>\n<blockquote><p>Geek culture takes such strongly held commonalities of interest and consumption far more seriously than most other subcultures.[&#8230;]<br \/>\nThe exchange is simple: you will work 60-hour weeks for a quarter less than other software fields; in exchange, you have a seat at the table of your primary identifying culture\u2019s ruling class.<\/p><\/blockquote>\n<p>&#8211;<a href=\"https:\/\/www.jacobinmag.com\/2013\/11\/video-game-industry\/\" target=\"_blank\">You Can Sleep Here All Night: Video Games and Labor<\/a><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1028\" title=\"Things127-game-dev-story-1\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Things127-game-dev-story-11.png\" alt=\"\" width=\"992\" height=\"524\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Things127-game-dev-story-11.png 992w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Things127-game-dev-story-11-300x158.png 300w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p><strong>Talent Burnout<\/strong><\/p>\n<blockquote><p>They\u2019ll work new employees until they burn out and then replace them with another fresh face who\u2019s eager to prove themselves in the industry &#8211; working harder for less money.[&#8230;] The developers that work their way up at these studios are either the most determined or the most stubborn \u2013 but not necessarily the most creative or the most fulfilled<\/p><\/blockquote>\n<p><a href=\"http:\/\/www.gamasutra.com\/view\/news\/120171\/Analysis_Is_The_Game_Industry_A_Happy_Place.php\" target=\"_blank\">Is The Game Industry A Happy Place?<\/a><\/p>\n<p><strong>Gender (wage) gap<\/strong><\/p>\n<figure id=\"attachment_1021\" aria-describedby=\"caption-attachment-1021\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/gender-gap-in-games.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-1021\" title=\"gender-gap-in-games\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/gender-gap-in-games-1024x599.png\" alt=\"\" width=\"1024\" height=\"599\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/gender-gap-in-games-1024x599.png 1024w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/gender-gap-in-games-300x175.png 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/gender-gap-in-games.png 1233w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/a><figcaption id=\"caption-attachment-1021\" class=\"wp-caption-text\">Survey by Game Developer Magazine 2013<\/figcaption><\/figure>\n<p><strong>Cyclical Layoffs<\/strong><br \/>\n&#8220;Layoffs are more than just losing a job; they&#8217;re gaining a mountain of uncertainty, stress and financial concerns. I have moved my family more than seven times over the last 16 years, across the country and up and down the west coast. I&#8217;m a pro at living with very few material possessions, as I grew tired of lugging them around. As you can imagine all those moves put an enormous stress on relationships, both personal and professional. Your circle of immediate friends shrinks to zero with every move.&#8221;<\/p>\n<p>In big budget game development publishers set hard release dates for a game (e.g. Christmas), the studio hires as many developers possible and it may find itself bigger than it can afford to be.<\/p>\n<p>At the end of a successful project developers may get laid off because they are not needed for the pre-production of the next title.<\/p>\n<p><a href=\"http:\/\/kotaku.com\/why-game-developers-keep-getting-laid-off-1583192249\" target=\"_blank\">Why Game Developers Keep Getting Laid Off<\/a> (talks about good practices too)<\/p>\n<h1>INDIE IS MORE THAN &#8220;SMALL BUDGET&#8221;<\/h1>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-1024\" title=\"braid2\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/braid2-1024x576.jpg\" alt=\"\" width=\"1024\" height=\"576\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/braid2-1024x576.jpg 1024w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/braid2-300x168.jpg 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/braid2.jpg 1280w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><br \/>\nThe indie games movement emerged as a response to all these issues. Indie came to signify:<\/p>\n<ul>\n<li>Self-directed creative work: experimental, personal, risky&#8230;<\/li>\n<li>New distribution channels (in part provided by major players): Steam, app store, itch.io, festivals\/party\/new arcade<\/li>\n<li>New funding models: Indie Fund, humble bundle, Kickstarter, Patreon<\/li>\n<li>New game criticism\/journalism: expanding the notion of pleasure, complicating the notion of quality, reaching new types of players.<\/li>\n<li>Community support: belonging to a scene of practitioners, collaborating rather than competing.<\/li>\n<li>Different development cycles: prototype often &gt; release early &gt; polish and commercialize only if it works<\/li>\n<li>Soft deadlines<\/li>\n<li>Creating a more inclusive community in term of gender, class, race and background (informal education, alternative conferences, advocacy)<\/li>\n<li>Reframing game making as artistic and cultural practice, not necessarily an industrially organized job<\/li>\n<\/ul>\n<figure id=\"attachment_1022\" aria-describedby=\"caption-attachment-1022\" style=\"width: 720px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1022\" title=\"gradient_you_are_here\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/gradient_you_are_here.jpg\" alt=\"\" width=\"720\" height=\"540\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/gradient_you_are_here.jpg 720w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/gradient_you_are_here-300x225.jpg 300w\" sizes=\"auto, (max-width: 720px) 85vw, 720px\" \/><figcaption id=\"caption-attachment-1022\" class=\"wp-caption-text\">Indie\/AAA is not a binary category<\/figcaption><\/figure>\n<h1>However<\/h1>\n<blockquote><p>Solo indie developers earned an average income of $11,812<\/p><\/blockquote>\n<blockquote><p>57% percent of indie game developers made under $500 in game sales. On the other end of the spectrum, 2 percent made over $200,000 in game sales.<\/p><\/blockquote>\n<p><a href=\"http:\/\/www.gamasutra.com\/view\/news\/221630\/6_key_points_from_the_2014_Indie_Salary_Report.php\" target=\"_blank\">6 key points from the 2014 Indie Salary Report<\/a><\/p>\n<p><iframe loading=\"lazy\" width=\"800\" height=\"450\" src=\"https:\/\/www.youtube.com\/embed\/GhaT78i1x2M?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><br \/>\n<\/br><\/br><\/p>\n<h1>Assignment<\/h1>\n<p><em>If you said you want to make games for a living:<\/em><br \/>\nFind the game developer\/designer you want to be. Research her\/his background and career: how did they get there? What were her\/his breakthrough or crucial experiences?<br \/>\nLook for interviews, biographies, and all sort of public records. She\/he doesn&#8217;t have to be necessarily famous. Be prepared to present your findings in class.<\/p>\n<p><em>If you didn&#8217;t:<\/em><br \/>\nDig into <a href=\"http:\/\/itch.io\/\" target=\"_blank\">itch.io<\/a> or <a href=\"http:\/\/wip.warpdoor.com\/\" target=\"_blank\">Warp door<\/a> or <a href=\"http:\/\/www.freeindiegam.es\/\" target=\"_blank\">Free indie games<\/a> and present an obscure small game that you particularly liked to the class.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>What is an independent game developer? Small developers have been around since forever but it&#8217;s only in the mid-00 that a new idea of independent game development started to emerge. I think it makes sense to locate the indie games movement in the context of a broader indie \/ DIY culture. Which includes indie rock &hellip; <a href=\"http:\/\/mycours.es\/gamedesign2014\/aaa-indie-diy-games\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;AAA vs Indie&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"open","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-1004","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/pages\/1004","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/comments?post=1004"}],"version-history":[{"count":16,"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/pages\/1004\/revisions"}],"predecessor-version":[{"id":1013,"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/pages\/1004\/revisions\/1013"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/media?parent=1004"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}