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October 17, 2007

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Neil Cauldwell

Not only do games want to proliferate via different business models (free & ad sponsored being one of those) - the game developers themselves are also willing to break away from the tradition of two/three year development binges, e.g. smaller episodic releases via online distribution networks are gaining in popularity. I bet that's an avenue the newly independent Bungie are looking into.

However, console gamers tend to react unkindly to post disc purchase micropayments for in-game items. The Oblivion Xbox 360 'horse armour' add-on pack was a disaster. Halo map-packs have scraped through thanks to Xbox Live peer pressure (Facebook F8, anyone?).

Casey O'Donnell

The previous poster is dead on.

Even beyond that, game development wants to be free too. XNA Express is a step in the right direction, and Sony supporting Linux on the PS3 is a step in ... some direction. WiiWare is interesting, but doesn't really change the name of the game.

XNA Express locks you into C#/DX10/Vista/360. Linux on the PS3 doesn't get you any access to the tools/libraries made for making games on the PS3. WiiWare still requires forking over $2500+ for a dev-kit, and you're then covered by NDA. (Actually giving a talk about this on Friday at AoIR in Vancouver.)

Better support for cross-platform languages (C/C++), standard libraries for the basic sorts of things, and the ability to communicate and share code. Seems without these sorts of basic things game development will never be free, and nor will games.

christopher

"Although most users did not purchase the registered version..."

nope. but man did they ever purchase doom2, quake1, quake2...

Jim

Ahem, yes the valleywaggers are obviously not gamers or they'd be following the whole boom in free to play virtual item games like Puzzle Pirates, Maple Story, and...um...just about every one of the 100s of games in Korea and China right now. Not only are they dead wrong, they're obscenely misinformed for folks in the media biz. Shame, shame.

Scott Macmillan

It's hard to underestimate how much the brick-n-mortar distribution impacts your average 3rd party developer. Using that kind of distribution, if a developer strikes a good deal they can end up with 15% royalties off the box price... royalties that only kick in after you've earned out the developer advance that constitutes your milestone payments.

Routes to market like Steam, Stardock, and Manifesto Games are starting to change this scene... but then, once you've cut out your big publishers, you have a lot of game developers who need to start looking at marketing, PR, and other things they wouldn't ever need to worry about previously.

It makes for interesting times. :D

maths

The Valleywag article generalizes too much both about the music and gaming industries and fails to take into account different intellectual property situations and cultures in various markets around the world which give rise to the very models that the Valleywag author debunks. China is a good example of a market where publishers have rolled out a basic free to play model on a large scale. An examination of Shanda and The9 of China might be necessary for the Valleywag author as part of their gaming education starting here: http://www.ft.com/cms/s/2/92ff2e4c-0989-11dc-a349-000b5df10621,dwp_uuid=9c33700c-4c86-11da-89df-0000779e2340.html

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Cultural products must be free, the advertising around them is our real weapon.

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Tidbits

The Long Tail by Chris Anderson

Notes and sources for the book

FREE was available in all digital forms--ebook, web book, and audiobook--for free shortly after the hardcover was published on July 7th. The ebook and web book were free for a limited time and limited to certain geographic regions as determined by each national publisher; the unabridged MP3 audiobook (get zip file here) will remain free forever, available in all regions.

Order the hardcover now!