The following is about the most incestuous link I’ve ever put up:
Fellow blogger Jay Barnson (who was one of the participants in my XFire Aftermath series) has a great article titled Going Rogue over at The Escapist (where I publish my Stolen Pixels comic) and in that article Jay interviews Steven Peeler, the guy behind Depths of Peril, which I reviewed back in June.
If you’re having trouble following all that, I might suggest making a flowchart. Another option is to simply give up on the previous train wreck of a paragraph and move onto the next one, which I promise will be far more lucid:
The article is about the jump from being a mainstream developer working for The Man, to becoming an indie developer and working for yourself. Whatever faults The Man may have, he’s usually in a better position to pay you than (say) you are. The tradeoff seems to be that you can work on the kind of games that interest you, on your own terms, at your own pace, and for the audience you think is important, as long as you’re willing to work hard for very little. On the upside, if you make a hit, you get rich instead of your paymasters.
It’s a good read. My hat is off to the guys (and non-guys) who take the risk and bring us games that otherwise wouldn’t get made. What’s most disappointing is to see that pirates are targeting indies. Says Peeler:
And he’s not the only one:
– Cliff Harris, Positech Games
If you have pirated an indie game, please correct this error by following these steps:
- Get an electric hedge trimmer.
- Coat the blades with Tabasco sauce.
- Switch it on.
- Drop it down the front of your pants.
- Pay for the game. They’re usually very reasonably priced.
Barring that, at least stop seeding and indexing the things. Sheesh. There is a difference between “sticking it to The Man” and “sticking it to some guy”. Nobody is going to take your quest against those nefarious corporations seriously while you’re shafting regular people who put out good games with good support and no DRM.
And to the indie developers out there: Survival horror, man, survival horror. Underexploited market.
Think about it.
Grand Theft Auto Retrospective
This series began as a cheap little 2D overhead game and grew into the most profitable entertainment product ever made. I have a love / hate relationship with the series.
The Plot-Driven Door
You know how videogames sometimes do that thing where it's preposterously hard to go through a simple door? This one is really bad.
Blistering Stupidity of Fallout 3
Yeah, this game is a classic. But the story is idiotic, incoherent, thematically confused, and patronizing.
The product of fandom run unchecked, this novel began as a short story and grew into something of a cult hit.
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?