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  • The clone that won't disappear: 'Threes' vs. '2048' on Google Play

    by 
    Jessica Conditt
    Jessica Conditt
    05.05.2015

    Google removed the quirky puzzle game Threes from the Play store on Tuesday. Its removal was unceremonious and sudden, but that's not exactly why Threes creator Asher Vollmer found the situation frustrating. That came down to two reasons: A robot informed Vollmer that his game was removed from Google Play in a cold, automated message. Threes was removed from Google Play because it used "2048" as a keyword -- and 2048 is a blatant, known clone of Threes. Google -- probably a human there, not a robot -- reinstated Threes after just a few hours offline and following a stream of articles and Twitter activity around its removal. Of course, 2048 remained live on Google Play the entire time, alongside a bunch of other Threes clones. This string of events highlights one of the biggest differences between Google and Apple, and how they approach their app stores. "Apple's policies are preventative and Google's policies are retroactive," Vollmer says. "You can probably figure out which one I prefer."

  • Rockets, flirting and bruised egos on Steam Early Access

    by 
    Jessica Conditt
    Jessica Conditt
    05.05.2015

    Steam launched its Early Access program in 2013, allowing developers to publish and sell incomplete, in-progress builds of their games on the internet's largest digital distribution hub. And publish they did -- by May 2014, more games had launched on Steam that year than in all of 2013, partially thanks to Early Access. This contributed to the gaming industry's ongoing digital revolution, where publishers shifted away from shipping physical products, indies were on the rise and Kickstarter changed how everyday players interacted with game creators. The revolution continues to simmer today and developers, especially independent ones, are still figuring out what to do with all of these new tools -- including Early Access.

  • The curious case of 'SpyParty' and self-funded indie games

    by 
    Jessica Conditt
    Jessica Conditt
    04.28.2015

    Game developer Chris Hecker attended Parsons School of Design in the late 1980s -- his admissions counselor was a fashionable man named Tim Gunn, who accepted Hecker's portfolio complete with a four-foot oil painting of Freddy Krueger, the canvas slashed as if it had been attacked by the subject's own bladed fingers. Hecker eventually dropped out of Parsons and studied computers, picking up jobs at Microsoft and, finally, EA Maxis, building Spore. Now, he's an independent developer and his current project, SpyParty, has been in the works for eight years. Hecker is experienced. He's a veteran developer. He's a relic of gaming's lost AA industry. Or, as Hecker puts it, he's "old and decrepit." "I'm 44 years old, which is old as hell in development," he says.

  • 'No Pineapple Left Behind' skewers the American education system

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    04.12.2015

    As Rockstar Games' Bully proved, grade school makes for a pretty interesting (if painfully underused) setting for video games, which is why I'm intrigued by No PIneapple Left Behind. In it, you're a principal lording over pineapples, making sure they do amazingly well on standardized tests because that's what begets more funding for your school. Problem is, a number of factors run the risk of turning your pineapples back into children -- and you can't have that because pineapples excel at taking tests and things like rote memorization rather than actually learning.

  • Shoot retro space bullets at friends' phones in real time with 'Dual'

    by 
    Jessica Conditt
    Jessica Conditt
    04.01.2015

    Dual is more than a retro-styled space shooter. It's even more than a mobile game, and if developer Sebastian Gosztyla has his way, it's more than a video game, period. He wants Dual to be a catalyst for physical interaction. Dual is a two-player, cross-platform competition designed to get players moving in the real world, even as they sling reams of geometrical bullets from their mobile screens and onto friends' in real time. "It requires people to be aware of both screens in order to get a full picture of everything," Gosztyla says. "This makes the players' bodies become part of the experience. They become aware of their proximity and movements to each other, and create rules about how to play. I have seen people hide screens, get a little physical, use their height as an advantage or just turn around and ignore the other screen altogether."

  • 'Un Chien Andalou' inspires a surreal indie game from Russian devs

    by 
    Jessica Conditt
    Jessica Conditt
    03.31.2015

    In 1929, famed artist Salvador Dalí and filmmaker Luis Buñuel awoke from a night of strange dreams, Buñuel recalling the image of a razor blade cloud slicing through the moon as if it were an eyeball, and Dalí describing a human hand covered in ants. They turned these images into a silent, surrealist short film called Un Chien Andalou, which opens on a woman with one eye held open, a cloud cutting across the moon and a blade slicing through the eye of a dead calf. The hand, crawling with ants, also makes an appearance. The film has no plot, but it's rife with emotive and disturbing imagery. Cut to 2014, when Russian game developers Ilya Kononenko and Yuliya Kozhemyako decided the first scene of Un Chien Andalou would make the perfect setting for their entry in a local game jam with the theme "Phobias." Their completed game is now due out on April 3rd, called The Tender Cut.

  • A ton of great indie games take over Kyoto at BitSummit 2015

    by 
    Jessica Conditt
    Jessica Conditt
    03.31.2015

    BitSummit has been at the forefront of Japan's independent gaming scene for the past two years, hosting an event that shows off projects from small studios and industry veterans alike, plus live music and an awards show. Last year's showcase attracted 5,000 fans and 130 game developers, including Mega Man designer Keiji Inafune, Epic Games, Sony and Microsoft. For the 2015 show, BitSummit has partnered with four studios -- 17-Bit, Vitei, Q-Games and Pygmy Studio -- to establish the Japan Independent Games Aggregate, which will oversee all event planning. Plus, one of the leading indie-game promotion houses in the Western world, Indie Megabooth, will help organize BitSummit 2015, lending it an extra layer of delicious credibility. Indie Megabooth President and CEO Kelly Wallick joins JIGA on its board of advisers, and she spoke with us briefly about the new collaboration.

  • It's complicated: Nintendo's relationship with indie gaming

    by 
    Joseph Volpe
    Joseph Volpe
    03.04.2015

    Independent games are a cornerstone of Sony's PlayStation 4 messaging, and a contributing factor to the system's blockbuster success. They are not for Nintendo -- neither for the Wii U, nor the 3DS. An unsurprising strategy given the Japanese company's reliance on Mario and Zelda, its familiar, first-party franchises. And yet, independent games have had a presence on the company's digital software channel, the eShop, for almost a decade. Only now, they're more noticeable. "We've been supporting Indie content and self-publishing for a really long time," says Damon Baker, senior manager of licensing at Nintendo. "I mean, [going] back to the WiiWare, DSiWare days. But I think that it's just a more visible community because there's so much talent that's coming out of it; there's so much coverage for it that it just makes it naturally higher profile."

  • Making an indie game for Xbox One costs just over $5,000

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    07.30.2014

    So let's say that you want to quit your day job and start making indie games. It's a noble pursuit to to be sure, and with Microsoft's Independent Developers @ Xbox program for Xbox One, it's supposedly pretty easy. What Redmond doesn't tell you, however, is just how much it'll cost you. That's where Jamie Fristrom, the developer behind Sixty Second Shooter Prime comes in. On his blog, Fristrom breaks how much everything from URL registration and maintenance ($19) to paying to have the game rated in foreign markets ($2,042) costs, with the total coming in at $5,143 -- a stark contrast to something like Destiny's $140 million price-tag. He notes that even with Redmond giving away free development kits, Xbox isn't the cheapest indie platform around but that the costs to publish there were "absolutely worth it." What's more, he says that if you choose to skip stuff like releasing in other territories, making a game for under $3,000 could be totally feasible. Good to know.

  • Recommended Reading: Jawbone on the rise and the indie gaming bubble

    by 
    Billy Steele
    Billy Steele
    02.15.2014

    Recommended Reading highlights the best long-form writing on technology in print and on the web. Some weeks, you'll also find short reviews of books dealing with the subject of technology that we think are worth your time. We hope you enjoy the read. Jawbone Is Now the Startup Apple Should Fear Most (978 words) by Marcus Wohlson, Wired Pocket!function(d,i){if(!d.getElementById(i)){var j=d.createElement("script");j.id=i;j.src="https://widgets.getpocket.com/v1/j/btn.js?v=1";var w=d.getElementById(i);d.body.appendChild(j);}}(document,"pocket-btn-js"); In case you hadn't heard, there are reports that Jawbone is securing a massive round of funding that would fuel the company's IPO. The Bluetooth gadget outfit has given us a range of wireless speakers and it's line of Up fitness trackers, but more capital could mean new product categories -- things like smart clothes and improved wrist gadgets. As Wired's Marcus Wohlson notes, those new categories are "a move Apple has struggled to make in recent years." And of course, there's always the chance Google could nab Jawbone up before Cupertino has a chance to.

  • GOG.com launches indie game portal that could compete with the Mac App Store

    by 
    Mike Wehner
    Mike Wehner
    08.20.2013

    If you're an indie game developer and want to see your wares distributed on Mac, you're probably going to target either the Mac App Store or Steam. While both of these marketplaces are vibrant, GOG.com thinks it might be able to do things even better. The digital game distribution outlet -- which originally launched to focus strictly on vintage titles -- is launching a new indie developer portal for both Mac and Windows titles. Perhaps the most interesting thing about GOG's new venture is that it could very well become a direct competitor to Apple's own Mac App Store. GOG's userbase has been steadily growing for several years thanks to well-timed sales and a vast catalog of older content for both Mac and Windows, and the company is offering a couple of options with regards to revenue splits. Developers can opt for the same 70/30 (Developer/GOG) split as Apple offers on its digital store, or -- and this could be a big deal for many -- GOG will offer an advance on the royalties from future sales. That advance is then repaid to GOG through a 60/40 (Developer/GOG) split until the amount is repaid, at which point royalties default back to 70/30. This novel approach to royalties can help fledgling developers score some much needed cash once a project has been finished, and may well lure some game makers away from other distribution options. On top of this, GOG promotes all of the games it sells via well-trafficked social media channels as well as the site's front page. These perks may or may not fully equal the foot traffic advantage that the Mac App Store will likely always hold, but it's definitely worth the consideration of budding game creators. [via Develop]

  • Sony drops PlayStation Vita price to $199, confirms Fez and other indie games are on the way

    by 
    Donald Melanson
    Donald Melanson
    08.20.2013

    It's not just PS4 news from Sony at its Gamescom keynote today, the company has also just confirmed a big bit of PlayStation Vita news: it's dropping the MSRP to $199. That price goes into effect tomorrow. Sony also says that it's dropping the cost of the memory cards for the device, although it's not offering specific prices for those just yet. What's more, the company has also confirmed that a slate of indie games are heading to the handheld console this year, including Fez, which will also be making its way to the PlayStation 4 -- again, further specifics will have to wait, but we'll bring you those as soon as we know them. Update: We've just received specifics about those memory card price drops. The 4GB unit is falling from $19.99 to $14.99; the 8GB from $29.99 to $19.99; the 16GB from $59.99 to $39.99; and the 32GB from $99.99 to $79.99.

  • Amazon launches indie game portal to promote the little guys

    by 
    Joseph Volpe
    Joseph Volpe
    06.06.2013

    Amazon feels for indie devs. So much so, that it's set up a standalone Indie Game storefront on its site specifically to highlight these gaming gems that might otherwise get overlooked. The new portal, designed to "increase discoverability," will feature select games for Mac, PC and the browser, but Amazon's not just leaving it at that. To properly promote this new storefront launch, it's tossing in some limited time promos to entice gamers to click and explore the catalog. From today until July 23rd, Amazon customers can purchase Indie Bundles containing up to 10 games for $10, as well as receive download codes, good for three pre-selected games, with every purchase (available until July 17th). The company's also throwing its considerable weight around in the publicity department, with a weekly spotlight Q&A feature aimed at shedding some light on developers and a Gamer's Choice award; a distinction that nets a game prominent storefront promotion. Feel like rewarding innovation, creativity, your penchant for slack-jawed amusement and the little guy? Yeah, us too. So check out the source and vote with your dollars.

  • PBS mini-documentary explores indie game creation, shows what they do that majors can't (video)

    by 
    Jon Fingas
    Jon Fingas
    10.05.2012

    The indie game world has undergone a metamorphosis over the past few years, transforming from an often overlooked niche into as much a staple of the game industry as once-every-year blockbusters like the Call of Duty series. It's that fast-rising side of gaming that PBS' Off Book has explored in a succinct documentary. As both developers and game journalists explain, the small and more flexible nature of indie teams lets them delve into game concepts, art and sound that major developers typically avoid -- you probably wouldn't get Bastion, Fez or Super Meat Boy out of a company focused mostly on hitting its quarterly revenue targets. Crowdfunding and internet distribution methods like Steam and Xbox Live Arcade have similarly removed many of the barriers that either kept these games from commercial success or forced uncomfortable deals with large publishers in the past. Accordingly, the indie sphere that PBS sees in 2012 is less about trying to become the next Activision or EA and more about experimentation and personal expression. If you've ever wanted an elegant summary of what makes Spelunky feel so special, the whole Off Book episode awaits after the break.

  • Valve launches Steam Greenlight to pick cream of indie game crop

    by 
    Jon Fingas
    Jon Fingas
    08.31.2012

    Steam has developed a reputation as a haven for indie games like Super Meat Boy, so it's only fitting that store owner Valve has just launched a section to welcome more of those games into its tent. Greenlight lets small developers submit titles and have gamers vote as to whether or not the candidates should get space on Steam's virtual shelf. Pickier players don't have to see every game in contention; they can filter the list down to specific game types and platforms, and collections can narrow the selection to categories hand-picked by fans or publishers. No games have cleared Greenlight just yet, but it won't be long before the logjam becomes a flood -- between this and general apps, Steam is about to get a lot more crowded.

  • 15 indie developers re-imagine Pong for iOS, hope to win Atari contract

    by 
    Sean Buckley
    Sean Buckley
    06.17.2012

    As far as video games go, it doesn't get much simpler than Pong -- two paddles, one ball, no complications. A classic, to be sure, but definitely not the flashiest game when pitted against the average smartphone title -- maybe that's why Atari is asking indie developers to jazz it up. Yes, the Pong Indie Developer Challenge is in full swing, and Atari has pared down some 90-odd submissions to mere 15. Not familiar with the contest? Here's a quick refresh: Atari is looking for indie developers to re-imagine Pong for iOS as a fun, original, visually interesting and overtly marketable title. The stakes? Winners can score up to $100,000 and a publishing contract with Atari. Many of the semi-finalists' redesigns are as simple as adding multitouch gestures or bending the traditionally square playing field into a more circular court, but a few ambitious developers mixed it up with 3D playing fields, anthropomorphic paddles or augmented reality multiplayer. Check out Mashable's collection of contestant trailers at the link below for a look at the Pong of tomorrow. As for us? We're still pretty pleased with yesterday's model.

  • Microsoft loosens up on Xbox Live Indie Game devs: increases file allowance, drops minimum price to $1

    by 
    Mat Smith
    Mat Smith
    01.05.2012

    The Xbox Live gatekeepers have decided to cut their faithful indie game developers some slack -- but not too much, mind. New changes for 2012 include a new 80 point ($1) entry price for smaller games, expanded size limits (up to 500MB) and the ability to create up to 20 titles -- devs were previously limited to half of that. However, there's still no access to Xbox Live Achievements or Leaderboards for those impoverished indie developers. Way to keep the little people down, Microsoft.

  • Manifesto Games web site sighting

    by 
    Kyle Orland
    Kyle Orland
    08.28.2006

    Longtime game developer and general roustabout Greg Costikyan sent a jolt through the industry when he announced Manifesto Games, a company dedicated to rewarding original, independent game ideas and getting around the narrow retail channels that keep them from gamers. After a months-long gestation process, the company is now well on its way with a beta web site highlighting and selling some of the brightest independent games on the market.The site is still a little rough around the edges, but in return for registering and helping to troubleshoot, Manifesto is offering a free download of Plasmaworm, a game they appropriately describe as "Snake on acid." Here's wishing them the best in their mission to stir things up.

  • Why there are no indie games (and why there should be)

    by 
    Christopher Grant
    Christopher Grant
    05.28.2006

    While there are indie game projects -- like that Indy point-and-clicker I wrote about earlier -- the industry continues on a path towards longer development time and larger budgets making indie gaming, as we've come to know it, largely inviable.Luke O'Brien takes a look at the problem for Slate and ponders why, when some of the industry's earliest blockbusters were the product of independent development (think Ultima, Doom, Dune II), independent development is the rare exception to the rule. While mainstream publishers rely on sequels and updates, certain factions (like Costikyan's Manifesto Games) are trying to bypass the system by selling their games online. One notable omission: episodic gaming. With companies like Telltale Games and Valve actively using technology to deliver their games directly to gamers and disrupt the publisher paradigm, O'Brien's piece didn't consider the effects of these (admittedly larger) independent developers. Can independent developers use technology to assume control from the major publishers, much like the early movie industry did? [Thanks, Andrew]

  • GarageGames hints at Virtual Console content

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    04.08.2006

    In an interview with Little Mathletics, one of GarageGames' promoters was tasked with answering a question regarding the indie developer's involvement with Nintendo's Virtual Console service. Like any good promoter, Jay Moore gives a wishy-washy answer that could just as easily be interpreted as a not-so-subtle hint.Q: Now that Satoru Iwata from Nintendo has essentially confirmed that the Revolution will feature original content on their download service, do you see yourself establishing the same kind of relationship with them?A: We've always said we'll be everywhere there is an opportunity to bring fun games to players with our tools and our games. I can neither confirm or deny any relationship with Nintendo or why GarageGames booth was right next to the Nintendo Gamers Lounge at GDC. Games like Marble Blast Ultra and Geometry Wars (developed by Bizarre Creations) have made the Xbox Live Arcade service an extremely appealing hub for smaller and often addictive games. Combining them with Nintendo's proven classics on the Virtual Console is sure to be deadly. [Via Revo DS-x2]