Ruz, I guess it works better when the artist and coder are friends since long back, and both have an understanding in game design. Usually it is the coder who has spent time coding games and trying out game ideas, while the artist has made art for pretend game, but actually has no real experience in game design. the coder…
I can see your point eld though my situation is probably not like you described I made a functioning game demo back in 2004 and it worked as in it was a playable demo. I worked with a coder after initially doing some of the coding myself. This little team worked well as the guy was very talented and easy to get on with.…
I suppose another way to look at it that modders might start taking the stuff they do even more seriously and then release mods as games, albeit smaller scale games. Nothing to stop a bunch of polycounters getting together and doing just this. At the very least this recent spate of engine releases like unity and unreal…
this thread is making all sorts of ideas spin around in my head here.. i think the biggest problem with indie games, is that you can't make money the traditional way. i think something like this: http://www.newgrounds.com/ with the ability to donate/advertise could be an option. indie games needs word of mouth to travel…
oh come on... I'm sick of the piracy excuse, and their assumptions are quite unfounded as even they point out: that just described 90% of the people who buy games.
I've been thinking about this a lot the past few months. I've worked with the large companies. And after that experience I'd love to work on a smaller team creating our own games. I know plenty of people that I can contract work out to, I also know how to run the business side of things because I've ran my own RC business…
Someone brought up piracy as a reason for harder times for the random indie developer but I've actually seen an interesting trend when it comes to that. It seems that they (Pirates) are MORE supportive of indie developers than say... Activision. A few of the reasons being that indie developers sell their games cheaper,…
I think that it is most definitely the time for indies, but that's sort of the problem. When everyone goes after the same thing it all comes crashing down. Case in point: >100000 apps on the iPhone. Not hearing many success stories these days, are you? Top selling games are mostly major EA brands now. If I had a dollar for…
Hey guise, I've actually done this, and am in the process of doing it again. I'll share my experience with you. First of all, it's always a good time to try this. You're going to need strong, self-motivated people, because you're not going to make any money and you have to do everything yourselves. The key is finding…