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The Xfire Debate Club Presents: Indie Games Days

Indie Games Chat on Xfire
January 24th, 2008 (Q&A Session Transcript)



[Xfire] Matteox: Hello Everyone and Welcome to the Xfire Independent Games Q&A. We've brought together some very special insiders and developers into the indie gaming world, so please join me and welcoming them!

[Xfire] Matteox: The Guests will now introduce themselves and start taking your questions!

[Zakelro] Corvus: Heyo folks! I'm a professional storyteller who has begun to move into videogames as a part of my exploration into the power of audience-driven storytelling. I currently make a living writing for and about games while I work on an open source participatory storytelling platform called the HoneyComb Engine.

[uTime] Xaroth: Hello, all. My name is Geoff Benson, and I'm the sole developer over at http://www.pseudoquest.com , as well as the president of a tiny little traditional games publishing company called uTime Games.

[Kongregate] Chris: Hi! I'm Chris Pasley, the Director of Games for Kongregate, formerly writer and game producer at Adult Swim.

Chronic Logic - Josiah: Hey people my name is Josiah Pisciotta, I am the owner of Chronic Logic (www.chroniclogic.com) and took part in the development of Kingdom Elemental, Bridge Construction Set and Gish among some other smaller games

[Introversion] Mark M: Hi everyone. I'm the MD of Introversion Software. We released our first game - Uplink - in 2001 straight out of college and went on to write Darwinia and then DEFCON. If you don't know what I'm talking about then take a quick look at www.introversion.co.uk

[Kongregate] Chris: Oh yeah, links. http://www.kongregate.com. ;)

[Zakelro] Corvus: As a follow up, you can read more about my theories and plans for the engine at my blog: http://blog.pjsattic.com/corvus

 

Question: Prime Synergy: What would you suggest to someone who wants to make an indie mmo?

Chronic Logic - Josiah: Answer: Good luck :)

[Zakelro] Corvus: Answer: Start much smaller or be prepared to work for a very long time with little to no monetary gain.

[uTime] Xaroth: Answer: (re: zakelro) ...and how! The important thing is to start small, and keep at it. Don't expect to make the next WoW in your basement overnight.

[Kongregate] Chris: Answer: About the indie MMO question: actually, at least for Kongregate, Flash isn't a bad platform to start with. We've got two MMOs in development and the developers seem happy at being able to work som an MMO smaller-scale.

Chronic Logic - Josiah: Answer: No really MMO's are an insane amount of work. Even non-MMO's take way longer and cost a lot more then you can ever plan for. Start with something smaller tell you get a couple games under your feet and then like Zakelro said start small and expand slowly. I have never made an MMO though so what do I know :)

 

[Zakelro] Corvus: Question: <CNN>DGMurdockIII: can you tell us a litttel more about the HoneyComb Engine?

Answer: Best to hit my blog and do a search. Talking about it here would take a loooong time!

 

[Zakelro] Corvus: Question: {HUG} Mascott: how do you feel about the idea of all gaming becoming closed source

Answer: Not all! There are amzing open source projects out there, from Panda 3D to OGRE and Crystal Space.

 

[Introversion] Mark M: Mascott: Question: how do you feel about the idea of all gaming becoming closed source & licenced devs only to the point where the very act of an individual or freelance group creating a game for a console is considered a crime of reverse engineering and tampering? what are you doing to actively reject that future state of gaming

Answer: I know what you are saying and I think that the console owners really do make some stupid mistakes. Obviously they have to protect there investments to a certain extent, but how stupid can you be? Denying the creativity for a certain platform is not the way to go, and that's why I think that PC will always remain the indie platform of choice.

 

Question: Wraith: what programming languages would you reccomend someone learn if they want to make games?

Chronic Logic - Josiah: Answer: I recommend C/C++ if you have a strong grasp of C you are off to a good start and should find most other languages easy to learn

[Introversion] Mark M: Answer: Hey Wraith, the *only* programming language you really need is C++

[uTime] Xaroth: Answer: Anything works, really. Whatever you're comfortable with, or want to learn. Flash is a popular platform, as is good ol' C++. I'm doing everything for PQ in PHP, MySQL, and AJAX - not your standard games platform, but it works. Heck - I used to write games on the TI-85. The important things have more to do with learning how to program, rather than what language is used.

 

Question: Vossk™: What got you guys started in the independant game field?

[Zakelro] Corvus: Answer: The industry, by and large, does not encourage exploration and innovation. It's also very concerned with profit, a focus I feel hinders expression. A few years ago I began exploring starting a game design studio and the more I tried to make the numbers work, the more discouraged I became. So I now run a Story Studio and work on my project as a labor of open source love.

[Introversion] Mark M: Answer: Just to follow up on the question of getting started, I'm with Corvus. You just can't express yourself in the mianstream industry and if you want to take some risks and do something trully different, then you have to strike out on your own. It is possible - we did it - and I'm sad that we don't see more mainstream developers telling the publishers where to go.

Chronic Logic - Josiah: Answer: I started trying to make games when I was a kid. I know it was something I wanted to do. It took a lot of years and incomplete games before I finally got started with other developers and managed to finish a game and start selling it. I guess it was just persistance and getting in with the right people.

 

[Kongregate] Chris: Question: s_D|Soldat DM Pro-Wannabe: What freedoms does indy gaming give you, other than not being restricted by the bonds of a major corporate banner?

Answer: Having worked both for a more independant company and a corporate one, I can say that being indie gives you a freedom to work on things YOU think are good, not having to build to others' expectations or worse -- focus group numbers.

 

[Zakelro] Corvus: Question: EkaInfinitos: What are your favorite independent games?

Answer: I recently became enamored of Audiosurf, an IGF 2008 Finalist.

 

[uTime] Xaroth: Question: =CK=Daemon -Matt: What are the aspects of a game that you think is the most crucial?

Answer: It has to be fun, first and foremost. Mechanics are nice, eye candy is cool, but if it doesn't play well, then the rest of that doesn't matter. Also, robots of some kind are always a plus.

 

[Zakelro] Corvus: Question: Vossk™: Do you take inspiration for new games from succesful releases such as the Halo franchise, Gears of War, Mass Effect, etc.?

Answer: Personally, I try not to get discouraged and how the industry is treading the same water, over and over and over. That is, when they're not actively backsliding on quality content in favor of the idiotic quest for photo-realism.

 

Question: Should I go to college to get a general computer science degree? Or should I go to college for game programming? Or should I get my computer science degree and then go back to college to get a specific game desgin degree?

[Introversion] Mark M: Prime Synergy: Answer: Get a Computer Science degree. Your best shot of being hired is by being a strong programmer. Learn those tough key skills, get your maths up to par and work on your game design in your spare time. Developers are looking for hard talent first, creativity second.

[uTime] Xaroth: Answer: I couldn't agree more with Mark M. Computer science first, game-specific stuff later.

 

[uTime] Xaroth: Question: EkaInfinitos: What do you see as the future of indie game development?

Answer: Flash. Lots of Flash. As a traditional programmer, it's a little strange to say it, but I think that the low barrier to entry that Flash provides has done more for the creation of independent games than anything else out there.

 

[Zakelro] Corvus: Question: Prime Synergy: What is a good start for making indie games? Like how small should the game be, how many people should I try to get involved, etc?

Answer: Start really small. Some of the best indie games (fl0w for example) are a very simple concept expressed tremendously elegantly. Then add to your mechanic for the next game. Keep your teams as small as possible and really focus on communication during the entire process.

 

[Kongregate] Chris: Question: s_D|Soldat DM Pro-Wannabe: With the success of Portal, which is essentially a spiritual successor of the student-Digi Pen game Narbacular Drop, do you think more gamers are aware that there's an indy gaming community

Answer: No, actually, but I don't think that's a bad thing. Players are consumers and as such should just look at whether they want to play the game or not. What Portal may do that's really beneficial, is to convince other publishers that it's worth getting indie games in front of those players.

 

Chronic Logic - Josiah: Question: ascendingone: can you make money as an indie game developer?

Answer: Yes just ask Mark :)

 

[Kongregate] Chris: Question: Vossk™: If your company could make any sequel or game, regardless of licensing or franchise, what would it be?

Answer: I would love to make a game based on the Budayeen world of "When Gravity Fails" by George Alec Effinger.

 

Question: d3daiM: I am a computer enthusiast and am always concerned about the latest games with the latest in graphic innovation. I have yet to find an indie game that matches a retail game in this field. What is the reason? And what do you think the future holds for graphic innovation in indie games?

Chronic Logic - Josiah: Answer: It is very difficult to compete with AAA titles on the graphics side of things because of the amount of resources and $$ they spend. I do think indie games have done some inovation in graphics, but that does not mean beating out AAA tiles in realism, more like having very stylized graphics that are unique

[Introversion] Mark M: d3daiM: Answer: I'll turn this on it's head and ask you why you think games need to have fantastic graphics. We have deliberately made games that steer well clear of photorealism and concentrate on providing the most intense gaming experience you have had. We can do that, because we are a small focussed team, but we're never going to compete with the giants on the graphics front. I was recently at a large studio and they employed an artist whos job it was to recreate the pistol he had created last year with 25% more polygons. We can't afford to employ enough staff to do that, and more to the point

[uTime] Xaroth: Answer: The number one reason is resources. Retail games have teams of dozens, even hundreds of people working on them. They take millions of dollars and months or years to complete. Indie games, on the other hand, are frequently one to three people, sometimes just in their spare time, with budgets of around $0, plus or minus some.

However, there are an increasing number of good tools out there that help reduce this difficulty. The opening of various 3D game engines (along with their development in the OSS world) helps a lot.

[Zakelro] Corvus: Answer: Graphic innovation? Well, with the insane rush for photorealism, indie games ARE being innovative by continuing to rely on art direction and unique graphic styles.

 

[Zakelro] Corvus: Question: d3daiM: How would you exactly define and "indie" game?

Answer: One not published by a major publisher. One which the developer holds the full right to.

 

Question: Vossk™: If your company could make any sequel or game, regardless of licensing or franchise, what would it be?

Chronic Logic - Josiah: Answer: X-com is the first thing I can think of because I love that game!

[Zakelro] Corvus: Answer: An MMO based on Abarat (Clive Barker books for teens) would be awesome! Someone needs to make it and I'd love to be lead designer on that team.

 

Question: Soldat DM Pro-Wannabe: Would you work for these large corporate banners if given the chance?

[Introversion] Mark M: Answer: no

Chronic Logic - Josiah: Answer: No, being indie is a choice. I have always know I wanted to be my own boss, I just can't stay motived more then 6-12 months working to make someone else money.

 

Question: sng1989: Would you ever make a free game?

[uTime] Xaroth: Answer: Free as in beer? Already done! ;) Free as in libre? Well, maybe. Project management for OSS is a lot of work.

[Zakelro] Corvus: Answer: My games will all be free, as will the engine I'm working on.

Chronic Logic - Josiah: Answer: Yes, making free games can be a nice way to get your games out there and reach a lot of people. The original Bridge Builder was a free game which really helped us find a market for our future bridge building games.

 

[Kongregate] Chris: Question: Joe: If you go about and make a Flash game, how do you get it out to everyone?

Answer: Flash games have a lot of different outlets right now. There are tons of different portals to get your game on. There are also a lot of opportunity to monetize your Flash game through sponsorships and licenses, which are getting more and more developer-friendly as time goes by. First, just upload it to Kongregate. ;)

 

Question: How important do you think music is in games?

[Introversion] Mark M: Answer: I think audio is absolutely key in creating atmosphere and immersion. Music is part of that, but so are all the other effects that you include. Within DEFCON we vary the frequency of the music depending on how many people are dying. This took us a long time to figure out, but has this incredibly depressing effect on the player.

[Zakelro] Corvus: Answer: I'll echo Mark here. I'm actually hosting a Round Table onthe topic of music in games on my blog this month. Music is a powerful storytelling tool

 

[uTime] Xaroth: Question: Vossk™: Do you think that outstanding graphics, good voice-acting, and fluid animations are key to letting gamers have a good experience in todays gaming technology?

Answer: Nope. There are some really fun games out there that don't have (or need!) these things, and there are some really crappy games out there that have all those. Indie is definitely leading the charge on the former case there.

 

[Introversion] Mark M: Question: Sephiroth aka KILL: What would you say is the most important thing to know when getting started in game developing?(besides programing)

Answer: Get a good lawyer. Get a good accountant. Get someone how can negotiate well.

 

[uTime] Xaroth: Question: EkaInfinitos: What snatched you up into the indie scene? Were you fueled by a vendetta against the big corporations? Coders gone wild? Perhaps you started playing indie games and fell in love?

Answer: I like creating games of all types. The fact that some of my games are worth playing is a nice perk, and what keeps me creating.

 

[Kongregate] Chris: Question: Prime Synergy: How would you suggest expanding someone's creativity so they can make a truly unique game?

Answer: I like to answer that by a quote my old boss, the head of Adul Swim used to tell us. Wake up every day and ask yourself "How do I suck today?" Just look at every single aspect of what you're doing and ask if it's the absolute best thing yo can make it. Being truly self-analytical can go a long way into pushing yourself into new creativity.

 

[Zakelro] Corvus: Question: KillerStefan/RetroRebel: Why aren't much indie games released as open source games like Sauerbraten?

Answer: Because they are very expensive to make and difficult to make well. Open source teams tend to move on to other projects before games are complete. Sauerbraten is a bit of a shing gem and even its been through multiple dev teams.

 

[Kongregate] Chris: Question: sng1989: What do you think of big gaming companies that keep pushing back relsase dates?

Answer: it happens...even with indie games.

 

Chronic Logic - Josiah: Question: Panthar: Is game developement either a "maybe" profitable hobby. Or fun job. Or how would you describe the feelings about your job?

Answer: There is a lot of "maybes" involved when you first start but it is probably the most fun at that time also. Once you get more established the income should be more steady but there are a lot more things to deal with as well that may not all be fun.

 

[Zakelro] Corvus: Question: Gazmask_: If any of you developers would get the offer to come and work , for example: EA. Would you say yes? Or would you stay at your 'little' independent team? would you also refuse/accept the offer when you just started ddeveloping?

Answer: I write under contract for EA and even that chafes. There is no way I would trade my freedom for money. I'm too old for that.

 

[uTime] Xaroth: Question: Prime Synergy: How would you suggest expanding someone's creativity so they can make a truly unique game?

Answer: Don't focus on games, as odd as that sounds. Immerse yourself in film, music, art, literature, math, physics... anything, really. The broader your worldview, the more likely you'll come upon some unlikely - and unique - idea for game mechanics.

 

[Introversion] Mark M: Question: EkaInfinitos: Mark: What's it like to be on the Introversion creative team with such releases as Uplink and Defcon?

Answer: Truly, Truly amazing. When I started the firm with the two other guys I had no idea where we would end up. I'm not the creative force behind our games, but I love everyone of them. Each year we get a little bigger, but we're trying really hard to maintain true to our ideals and make great new stuff. I hope you like what we have in store!

 

Question: Sir: Do you think that the future for indie games (also) lies with Linux?

[Introversion] Mark M: Answer: Sadly not. We have tried to put our games out for Linux, but know one buys them and the number of distributions that we need to support really makes it unfeasible. You going to yell at me now?

Chronic Logic - Josiah: Answer: I think it is important to support OS other then Windows, but it is not for the money that we support Linux, although every sale helps :)

[Kongregate] Chris: Answer: No, I think the future of indie games is OS-agnostic games. That's one reason I think Flash games are so attractive, though I understand Flash isn't always tight on Linux. Hopefully that'll get better, though.

[Zakelro] Corvus: Answer: I wish. I only keep a Windows install around for things like this. If a game doesn't run native, or at least under WINE, I just don't play it. But I agree with Mark that Linux users are really not the key audience for people wanting to make money off of games.

[uTime] Xaroth: Answer: No way! The future is Haiku! Er... ok, so nobody's ever heard of Haiku. Nevermind.

 

Chronic Logic - Josiah: Question: Graceful Dave: If you had to make a bare bones team, what would they have to be able to do? Or, if one person wanted to do it solo, what would their skill set HAVE to be?

Answer: You should have a programmer, an artist and business/marketing person or someone who can do all three :)

 

[Kongregate] Chris: Question: im a baker!!: do you find yourself ever wanting to push hardware to its limits with your creations, just to see how effectively you can use the resources and what you're capabale of doing with the technology, or do you find some kind of indi rebel inside you telling you not to conform to latest technology?

Answer: I always want to push the status quo forward, so I try to encourage every game to be a little better and milk the technology for all its worth, but the problem can be if you uset the bar too high, you limit the number of people who can have fun playing it because their machines can't handle it. And that's bad for everyone.

 

[Zakelro] Corvus: Question: Sir: Do you condem developers like Red Octane and Pandemic for "selling out" to large companies?

Answer: Condem? No. Everyone has to make that decision for themselves. I'm dissapointed when an indie gets scooped up, but I certainly don't blame people for taking advantage of the deeper coffers.

 

[uTime] Xaroth: Question: Vossk™: Where do you the future of both independant companies and big-time companies going? Do you believe one will over-take the other?

Answer: I think there's a false dichotomy here. There is a place for both to co-exist easily. There is a (rather large) audience that demands the latest and greatest in what the art form has to offer, both technically and creatively. There is also a (rather small by comparison on one hand, rather large on the other depending on how you want to define it) audience for games which are easily picked up, or which expand and stretch the boundaries of the form.

 

Question: <CNN>DGMurdockIII: do you support mac?

Chronic Logic - Josiah: Answer: I have found the OSX is a great market for Indie games. I started supporting Mac because I wanted to support alternate OS, but found that it is also worthwhile to support OSX.

[uTime] Xaroth: Answer: So long as Safari continues to support web standards, my games will continue to work on the Mac.

[Introversion] Mark M: Answer: We put all our games out on Mac Os as well.

[Introversion] Mark M: I like apple ;)

 

[Introversion] Mark M: Question: =CK=Daemon -Matt: How do you feel about people that "rip" your games from torrents and other places?

Answer: Personally, I see this as a fact of life. People will take stuff for free, and the key is not to punish those who steal, but to reward those who pay. If you are interested, we wrote about this recently: http://forums.introversion.co.uk/introversion/viewtopic.php?t=1046

 

[Zakelro] Corvus: Question: Sir: Where did EA go wrong and how would you fix it?

Answer: EA didn't go wrong, they've always BEEN wrong. There's no "fixing" something that large either.

 

[Zakelro] Corvus: Question: Tom: Do you think that games will now slide towards better storyline than gameplay and grapihcs in the near future?

Answer: Sadly, no. I lament this fact almost daily. The industry, by and large, is driven by marketing these days and you can't put a nice picture of the story on the back of a box. You can, however, put a crisp image of an innapropriate dressed polygonal woman, so...

 

Question: -<TFO>- ߺ±S/Lìnk§âhañrí™: whats it like when you play your own games you created?

Chronic Logic - Josiah: Answer: I find I get very used to the games I am working on and it becomes hard to have an balanced opinion of them. It is important to get other people to play your games and see how they play them. For example our latest game Kingdom Elemental, I find the game very easy, but I dont know how many reviews we have received saying even the easiest setting is too hard and that is after two patches to make the game easier!

[Kongregate] Chris: Answer: it changes during the development cycle. At the beginning it's amazing, because you're seeing all the stuff that you just had on paper come to life. In the middle it's still fun, because it's starting to shape up indo something good. Then at the end you're so tired of testing the thing over and over and over and over that you barely want to play it again. ;)

[uTime] Xaroth: Answer: Everytime I play something I've made, I continuosly want to go back and change things. It's frustrating in a way, but nice because I can always find an easy way to challenge myself to make something better.

 

Question: Zeicron: Do you think the future of indie MMOs lies in the micro-transaction payment model?

[uTime] Xaroth: Answer: I certainly hope so, given that's how PQ works! ;) Realistically, I see a limited market for truly "massive" MMORPG's in the indie space, given peoples' expectations for the genre and the effort that goes into producing one. I do, however, expect to see a large number of innovative models for this throughout the indie scene.

[Kongregate] Chris: Answer: I think it might. Giving people things for free is always good, and if you can monetize a small amount of people that play that free game, it might really be able to do well for you. We're developing a microtransaction system now for our Premium Games program that I think will be a good platform for this.

 

[Introversion] Mark M: Question: {HUG} Mascott: Question for Mark-There were rumblings of Introversion making a foray onto consoles earlier this year. Would a boxed retail game for a console make Introversion any less of an indie developer?

Answer: Perhaps. There is always a lot of debate over what indie actually means. As far as I am concerned it is about being free from a publisher and releasing the games that the developer wants to make. In my mind, DEFCON and Multiwinia will always be indie games, even if they do come out for a console. What do you think?

 

[Zakelro] Corvus: Question: Prime Synergy: What drives you to do what you do?

Answer: I'm perniciously stubborn.

 

[Zakelro] Corvus: Question: Zarki: When will indie game making stop ?

Answer: Never. Indie game making is in our culture's blood. Just watch a group of kids making up games on a playground, or in their backyard. Indie FTW!

 

[uTime] Xaroth: Question: Zarki: How efficient do you have to be to make an indie game ?

Answer: Not very. You just have to be persistent.

 

[Zakelro] Corvus: Question: d3daiM: How do you fund for your creations?

Answer: I write for a living and do all of my own coding (I'm a storyteller, not a coder, so that's a slow and interesting process!)

 

Chronic Logic - Josiah: Question: LOKGARRRRRRRRRRRRRRRRRRRR: If given the choice, would you leave to join a well known developer (valve,ubisoft,etc.)? or would you stay indie?

Answer: This question has been asked a few times. I would stay indie.

 

Question: Sir: How would you define a Indie game as successful? The number of times it is played, the game getting widly published (al la Alien Hominid), or something else?

[uTime] Xaroth: Answer: For me, just paying the development costs is a success. Though, beyond that, finding that niche group of hardcore players makes it worthwhile on a personal level.

Chronic Logic - Josiah: Answer: If you can make games and making a living doing it then I would consider it a success :)

 

Question: What would you sugesst to someone that keeps jumping from one idea from another and has about 15 unfinished projects?

[Introversion] Mark M: Answer: I would say that the person clearly has a ton of ideas that are bursting to get out and that is a good thing. To be successful though you will need to find someone that can finish of some of those projects for you!

[uTime] Xaroth: Answer: Following up on Mark M's comment: I recommend that the person who finishes those projects be the originator of them. Otherwise, they'll never get done. ;)

 

[Zakelro] Corvus: Question: BYOB: What do you suggest to do to a person who wants to create games/programs?

Answer: Just do it. Start simple. Experiement. Talk to people. Go to GDC if you can (they have an excellent volunteer program). BLOG (seriously)--blog and start commenting on other indie blogs, it's more useful than you're thing.

[Zakelro] Corvus: eh.. more useful than you'd think, that is.

 

Chronic Logic - Josiah: Question: ascendingone: do you have day jobs or is your only job your job as an indie developer? And how was this at the beginning of your career?

Answer: I work full time on Indie games.

[uTime] Xaroth: Answer: My day job's with Xfire (disclaimer: no official relationship exists between uTime and Xfire). I have always been interested in creating games in various formats, so this whole "doing it in my spare time" as a hobby thing hasn't changed a bit.

 

[Kongregate] Chris: Question: Prime Synergy: Do you suggest asking the players of your game for donations in order to make the game better?

Answer: You can...but the developers I've talked to that have tried it have never really gotten much out of it. I think advertising is a better bet, whether it's Google Adsense or MochiAds. Of course, you could just do both.

 

[Zakelro] Corvus: Question: EkaInfinitos: Has being an indie developer rewarded you with perks outside of the gaming sphere?

Answer: Yeah, my wfe's friends and coworkers cut me some extra slack, despite being "that wierd house husband"

 

Question: GODJonez: How do you get funding for the game development, hosting, etc.? Do you get any sponsors or co-operation from somewhere to aid you?

Chronic Logic - Josiah: Answer: I have always been self-funded. By starting small and building up a number of games that sell I have been able to sustain funding for future games.

[Introversion] Mark M: Answer: We did it by writing Uplink at University (in spare time). After that we funded ourselves from the sales. As soon as you accept money, you become someone's whipping boy - and that's not what indie games are all about.

[Kongregate] Chris: Answer: I'm probably different from these other guys in that I'm the one who doles money out by selecting and directing our Premium Games. ;) Where do we get that money? Venture funding. ;) But the goal is to make back the development costs with advertising and microtransactions.

 

Chronic Logic - Josiah: Question: Have you guys made mods for other games before becoming indie game dev's? after?

Answer: No.

 

Question: Prime Synergy: How is it possible to work full time on indie games, but yet pay for the expenses of daily life?

Chronic Logic - Josiah: Answer: Yes, but I don't have a lot of expenses!

[uTime] Xaroth: Answer: Get a day job. ;)

 

Question: sng1989: What music do you put into games? Do you make your own? Get a group of people to make them? Or do you find them on the Web?

Chronic Logic - Josiah: Answer: I work with external musicians who create the music for the games.

[Introversion] Mark M: Answer: It depends on the project. For Uplink and Darwinia we found it on the web (check out Trash80) and for DEFCON we made it ourselves. Music is so important to us that we produced soundtracks for Darwinia and DEFCON.

 

Chronic Logic - Josiah: Question: ►→☺♀‡☼†♂☻©←◄: How many hours a week do you put in in order to develop a game in order to develop it in a reasonable time?

Answer: It depends on the deadlines, but I prefer to work a resonable amount of time (6-10 hours a day) to help prevent burnout on projects.

 

Question: Elliot: What do you thik of the Indie causal games?

[uTime] Xaroth: Answer: The casual gaming space is HUGE. I like it for several reasons: the potential of the space is still untapped; it's endlessly changing and growing; it provides a wonderful place to prototype ideas (or to scan around for inspiration); it offers a low barrier to entry for new indie game devs; and finally the games can be tried out, played, and finished in a few minutes usually, which is great when one can't devote a lot of time to playing games at a stretch.

Chronic Logic - Josiah: Answer: I develop games I would want to play and I don't play casual games, but to each their own.

 

[Zakelro] Corvus: Question: ascendingone: what do you feel is the purpose of gaming in society and how (if ever) do you take that into account when you're making a game?

Answer: Wow, that's a question and a half right there, isn't it? In short, I believe that games are a powerful tool for communication and education. They have the potential to touch and reach an audience more directly and more impactfully than any other medium to date. I do nothing BUT take that into account with what I do.

 

Question: d3daiM: Have you ever been successfully in getting any well known actors or musicians/artist to partake in a project?

[Kongregate] Chris: Answer: I've done games with Adult Swim properties and used those voice actors, but no one really huge.

Chronic Logic - Josiah: Answer: I have managed to contact a couple of known musicians for game music but nothing ever came of it, mostly because we didn't finish the game.

 

Chronic Logic - Josiah: Question: =WFC=Dranzer[CoD/OG]: What is your family's view on what you are doing?

Answer: They are very supportive and are happy I am doing something I enjoy.

 

[Zakelro] Corvus: Question: ۩۞۩ Sephiroth aka KILL: is flash a good way to get started making games?

Answer: Yes it is. If you want something more challenging, but less costly, take a look at www.panda3d.org

 

Question: Sir: This is digressing a bit, but I want to get an opinion from the independent side of game delvelopers. Does videogame violence cause real life violence?

[uTime] Xaroth: Answer: Does throwing your controller at the wall count as violence? If not, then no. The fact that violent people tend to play violent games does not imply that violent games cause violent people. Correlation != causation!

[Kongregate] Chris: Answer: Nope. It may push people who are already unbalanced and violent a little, but no more than violent movies and TV shows do.

 

Chronic Logic - Josiah: Question: Zombie: How do you stay optimistic about making releases, even if the target audience isn't as excited as you are?

Answer: By working on games that I enjoy playing.

 

[Introversion] Mark M: Question: Vossk™: How did you feel about Xfire kidnapping you, loading you into a van, driving you to an unmarked warehouse and forcing you to answer our questions? Did they pay you with cash or in-game gold?

Answer: They have a gun against my head

 

Chronic Logic - Josiah: Question: EkaInfinitos: Do you have any favorite oldschool games, like Commander Keen?

Answer: X-com

 

[Zakelro] Corvus: Question: GODJonez: What tools and programming languages do you use for the games?

Answer: I'm using Python for the server side of things (the only components I'm currently working on). We'll see what happens when I start working on graphical client apps.

 

Chronic Logic - Josiah: Question: Elliot: What do you think of the premade engines for indie games (torque)?

Answer: If they do what you need them to and can help you make your game then I am all for them.

 

[Zakelro] Corvus: Question: GODJonez: What tools and programming languages do you use for the games?

Answer: X-COM, Ultima Underworld, Nord and Bert Couldn't Make Head Nor Tails of It (Infocom text adventure)

 

[Zakelro] Corvus: Question: <CNN>DGMurdockIII: are you big supportes of open source games?

Answer: I'm a big supported of all open source software, yes.

 

[Zakelro] Corvus: Question: Prime Synergy: What is a good method of searching for other developers in your area who share the same dream you do?

Answer: www.igda.org

 

[uTime] Xaroth: Question: Prime Synergy: You mentioned that, in order to expand your creativity, you should read more books, watch movies, and things like that. Anything you would suggest that really made an impact?

Answer: Anything non-geeky. Paying attention to your environment can help: the idea for the card game I published came while trying to cheer up my wife en route to work. I created a story from elements I drove past (a schoolbus, a billboard for doughnuts, etc.) and by the time I'd finished, I realized that I had an amusing premise for a game. The trick is to immerse yourself in things not related to programming or games and keep an open mind. If you do that, there's no telling what will inspire you!

 

[Zakelro] Corvus: Question: ۩۞۩ Sephiroth aka KILL: what do you think about violence in games?

Answer: I don't mind violence in games any more than I mind violence in films. It has a place. But I do wish we'd see more games that explored the consequences of violence, rather than merely glorifying it.

 

Question: d3daiM: Do you feel there is there is opportunity for indie releases on the consoles?

Chronic Logic - Josiah: Answer: With things like the XBLA there are very nice opportunities for Indies on Consoles

[Zakelro] Corvus: Answer: We're getting there, yeah. It's not a free-for-all like on the PC and probably never will be, but I think with Live! Arcade reaching out to indies and Nintendo's Wii Ware, we're making slooow progress.

[Introversion] Mark M: ...hmm

[Introversion] Mark M: although in recent times I think MS are backing away from indies

 

Question: EkaInfinitos: Do you have any favorite oldschool games, like Commander Keen?

[uTime] Xaroth: Answer: Do 16-bit RPG's count as oldschool nowadays? Phantasy Star 4 is fantastic. Going back further, Ms. Pac-Man and Joust are high up on my alltime faves list.

[Kongregate] Chris: Answer: there was a time when you couldn't have pried Final Fantasy II (IV) from my hands.

 

Question: GODJonez: What tools and programming languages do you use for the games?

[uTime] Xaroth: Answer: Whatever's at hand. PseudoQuest is done with: PHP 5, MySQL 5.0, JavaScript, XHTML, and XML/AJAX. I'm playing a bit with Flash, just to see what's possible with it. No promises on anything to play with in it anytime soon. ;)

Chronic Logic - Josiah: Answer: C/C++, SDL (libsdl.org), OpenGL, OpenAL (openal.com)

 

Question: Prime Synergy: If you design indie games full time and get a day job, should you expect any free time?

Chronic Logic - Josiah: Answer: Haha no :)

[Zakelro] Corvus: Answer: HERETIC!

 

[Zakelro] Corvus: Question::[SB]:DarkMan: What do you guys think about companies like Sony and Nintendo locking up the consoles, therefore keeping people from making homebrew games?

Answer: Well, it'd be nice if they didn't.... but there entire profit structure revolves around controlling the flow of games to their consoles, so it makes sense. Then again, homebrew on the DS is awesome and I suspect generates at least a handful of console sales, so... It's really a complex topic worthy of long chats at the pub.

 

[Kongregate] Chris: Question: Prime Synergy: Is there any game in the last year you feel really changed the industry for the better?

Answer: for my industry, Desktop Tower Defense. It even beat out BioShock and Halo 3 as the #1 best game on an MTV "Best Games" list I saw. Not that MTV is all that credible, but still, no flash game that I know has made such a big impression.

 

[uTime] Xaroth: Question: sng1989: What would you suggest to a music composer that wants to start getting his music into games?

Answer: Find indie game devs who are looking for music and donate it. Like, for free, even. Building a portfolio of games that include your work can be an important part of developing a strong game music career. Or, make your own games! Maybe even try your hand at making a music-centric game.

 

[Zakelro] Corvus: Question: Vossk™: Where does your team get inspiration from?

Answer: Life. Literature. Film. Not always in that order.

 

Chronic Logic - Josiah: Question: =CK=Daemon -Matt: Whats your ideas on getting outside help. have you ever sneaked onto an IRC to get help for something

Answer: I recommend it getting help anyway you can.

 

Question: sniping_dreamer: What's your opinion on "games are art"? Like that Super Columbine Massacre RPG, which was pulled out in the Slamdance festival. Do you think these games are just stunts to gain notiriety, or there's something to look inside them?

[Introversion] Mark M: Answer: Throughout history the old guard have been afraid of the next media channel. First it was the novel, then it was TV, now it's video games. I really do believe that games are an expressive art form with as much credability as any other. It's a sad fact of life that there will always be a bunch of idiots who don't understand, are scared and try to censor what we do. To the people that keep pushing the boundaries, I say - stick it to 'em!

[Kongregate] Chris: Answer: There's definitely something to them. i understand the SCMRPG has some artistic merit, but the one that was made afterwards about Virginia Tech I think was just done to be tasteless. I think games are art, but that we can do more to address tough and uncomfortable issues in our games and really make it impossible to argue the point.

Chronic Logic - Josiah: Answer: I never saw the game myself, but I would not write it off just because of the title. Games are a form of expression just like art.

[Zakelro] Corvus: Answer: As long as the public conversations keep happening, there's really no such thing as bad attention. We're not the first medium to suffer the slings and arrows of outrageous politicians and newscasters.

 

Question: some_kid: vista: love it or let it burn?

[uTime] Xaroth: Answer: I actually rather like Vista. I know, I know - that makes me unpopular. But, I've also got the machine to utilize it, and am very happy to actually be *using* the 4GB in my machine (esp. when running multiple virtual machines, Photoshop, 3 web browsers, and the rest of it all at the same time).

Chronic Logic - Josiah: Answer: BURN!!

[Zakelro] Corvus: Answer: Burning is too good for it.

 

Question: Prime Synergy: Would going to a conference such as GDC be a good idea for indie developers?

[Zakelro] Corvus: Answer: YES! I went last year and managed to quit the day job by October. Volunteer to be a Conference Associate. It not only pays for your pass and gives you a shot at cheap hotels, but you get to meet a LOT of great people.

[Introversion] Mark M: Answer: There are hundreds, but GDC SFC is def my favourite. You will meet loads of other developers who can help and inspire you. Being on the road is a lovely part of this industry - meeting new people who share your passion - fantastic.

[Kongregate] Chris: Answer: Absolutely. I would recommend the Game Design Tutorial there, it was a lot of fun. I also really enjoyed the Austin Writer's Conference a lot.

[Kongregate] Chris: Answer: I want to add that getting on the IGDA SIG mailing lists is a really good way to be updated on what's going on and finding good people to talk to.

 

Chronic Logic - Josiah: Question: Zeicron: After the game is finished, what does one do to distribute it?

Answer: This is huge question, but I distribute from our own site because that is the only real way of controlling your own distribution (no one can tell you no). Getting coverage of your game is a big challange. We do press releases and try and get news and reviews on as many places as are free :)

 

[Zakelro] Corvus: Question: {HUG} Mascott: What can a regular person do if they have an awesome idea for a game?

Answer: Start being exceptional and do something about it. Seriously. YOU have the power. It just takes a lot of work and a lot of dedication. DO IT!

 

[Introversion] Mark M: here here

 

{HUG} Mascott: Question: What can a regular person do if they have an awesome idea for a game?

Chronic Logic - Josiah: Answer: Team up with like minded people and start making it!

[uTime] Xaroth: Answer: Start making it! Make a quick prototype, and keep on adding to it until you like what you see.

 

[Zakelro] Corvus: Question: =CK=Daemon -Matt: Would you ever partner up with another developer in this chat room?

Answer: Sure! I'm always available to write on contract (hint, hint).

 

Chronic Logic - Josiah: Question: <CNN>DGMurdockIII: what do you think of the nitendo Wii?

Answer: It is good to see a company doing something different besides improving the graphics of a console.

 

[uTime] Xaroth: Question: =CK=Daemon -Matt: Would you ever partner up with another developer in this chat room?

Answer: Sure! Perhaps some friend requests will need to be made...

 

Question: sng1989: What do you do when you actually have free time, if your free time is mainly used for making games

[Zakelro] Corvus: Answer: What is this 'free time' of which you speak?

Chronic Logic - Josiah: Answer: Travel, play video and non-video games. Spend time with family and friends, all the normal stuff I guess :)

[uTime] Xaroth: Answer: Aside from developing PQ in my spare time, I'm also an avid gamer. My "half-completed" games list is something like 25+ titles right now. Some day I'll make it through the whole thing!

 

[uTime] Xaroth: Question: EkaInfinitos: If you had unlimited resources and could design any game right now at the drop of a hat, what would it be about?

Answer: Oh, man. I'm a sucker for turn-based tactical strategy games (Shining Force, Fire Emblem, etc.). I'd love to do something creative in that space.

 

Chronic Logic - Josiah: Question: Sir: As of this point there is no quality control for indie games. Do you think that a system should be implemented or does the gaming comunity do it by itself?

Answer: I don't think you can have a system to control quality for Indie games because they are all different and do you want someone telling you what you do and don't like?

 

[Introversion] Mark M: Question: MARK: How do you recruit new people to help with projects and to join the team?

Answer: That's actually quite hard. Our two recent employees were both members of the IV fan base. Whenever we need a job doing, we will advertise it on our forums (as well as elsewwhere) and we wait to see the response. If the person is strong enough then they get the job.

 

Chronic Logic - Josiah: Question: Joe: What is the difference between an indie game company and a mainstream distributer? An office?

Answer: I have an office so I would not an office but a lot of money :)

 

Question: :[SB]:DarkMan: How often do you trash an idea for a game (whole game, not part of it), for any reason?

[uTime] Xaroth: Answer: Fairly often. Sometimes a game idea or mechanic just plain isn't fun, so it needs to be scrapped. Luckily, game ideas are cheap, so it's easy to move on to the next one!

[Kongregate] Chris: Answer: I guess I'm lucky in that I've never had to cancel a game, but I've come really really close. I woudl only do it if the quality was not up to snuff.

 

Chronic Logic - Josiah: Question: *THC*arma358: How did the indie companies start?

Answer: We got started by making a game and selling it from our website. So making games started as a hobby but turned into a full time job.

 

Chronic Logic - Josiah: Question: =CK=Daemon -Matt: Has someone ever come to you and said you stole THERE idea?

Answer: Not yet!

[uTime] Xaroth: Hey! Josiah! You stole my idea! I was going to say "Not yet!".

 

[Introversion] Mark M: Question: {HUG} Mascott: Mark-For Uplink, what kind of research was done into the hacking "scene?"

Answer: When we were at University, we were all interested in our network security course and enjoyed testing security protocols for nw administrators (not always with their knowledge). We knew a lot about how to hack, and it was from that knowledge that we were able to create such a realistic sim.

 

Question: sng1989: Would you make a "zork" like game?

[Zakelro] Corvus: Answer: Yes, I'm working on a zombie text adventure with a developer in Chicago right now.

[Kongregate] Chris: Answer: I already did! Harvey Birdman's Habeas Dorkus. ;)

 

[Zakelro] Corvus: Question: d3daiM: What would you say is the most inhibiting factor when planning/making an indie game?

Answer: the sheer volume of organization and work involved.

 

[uTime] Xaroth: Question: Vossk™: Do you ever find yourself competing, so to speak, with other independant gaming companies?

Answer: Oh, heavens no. There's more than enough room for everyone out there!

 

[uTime] Xaroth: Question: Joe: When you finish a game, how much do Copyrights cost and what do you need to copyright? Can you get an All-in-One deal that says everything in it is yours?

Answer: Copyright, thanks to the Berne Convention, is free. Or, for extra protection, it can be had for something like $20. (by registering it with the copyright office)

 

Chronic Logic - Josiah: Question: FrostFenix: what type of comments do you usually recieve for making an indie game

Answer: I dont think there is any normal comments, I have received all kinds, but I will say this, not everyone is going to like your game :)

 

[Zakelro] Corvus: Question: Prime Synergy: What is a typical day like in the indie gaming scene?

Answer: There are no typical days for me and the only common denominator is a lot of hard work and hustle.

 

Question: frigginglorious: Do you think games like Neverwinter Nights and Baldurs gate (or that MMO) have captured a real Dungeons and Dragons game experience?

[uTime] Xaroth: Answer: I have yet to overthrow a kingdom by finding a bag of diamonds, hiding its existence from my party up until I bought an army with it, and then get killed by a backstabbing ex-Paladin in a computer RPG yet, so I'd say not really. The combat mechanics are close, though.

Chronic Logic - Josiah: Answer: They have done an amazing job, but it is just not the same.

 

[Zakelro] Corvus: Question: sng1989: Would you recommmend Java as a programming language for games?

Answer: Sure thing. There are some fun Java games out there. Java gets a bad rap, but Pogo.com uses Java for most of their games

 

[Kongregate] Chris: Question: *THC*arma358: What do you like about your repective games/websites?

Answer: I like that we don't screw developers over. ;) I like that we share revenue and fund indie gaming projects and don't insist on owning the IP.

 

[Zakelro] Corvus: Question: Ketchup: I plan to go into the games industry, but I also really like my hair. Will the stress that game programming brings cause my hair to fall out?

Answer: I'm no geneticist, but I think you should check out your mother's borthers and your mother's mother's brothers and see how much hair they have for the answer to that question!

 

Chronic Logic - Josiah: Question: Vossk™: Do you believe gaming is becoming one of the larger industries beside movies, music, etc?

Answer: This is a fact, gaming is a huge industy, 2nd largest entertainment industry I think.

 

[Zakelro] Corvus: Question: :[SB]:DarkMan: What do you think about use of tons patents?

Answer: Booo! Patents suck!

 

Chronic Logic - Josiah: Question: speedrockracer: how do you think about microsoft dominating pc games and making ppl buy vista to play games ?

Answer: It is very bad for everyone.

 

[Xfire] Matteox: Alright Everybody it's time to end the chat. =o(

[Xfire] Matteox: But it's also time to give out some prizes! =oD

[Xfire] Matteox: Please thanks our special guests for taking time out to answer our questions today.

[Xfire] Matteox: *thank!

[uTime] Xaroth: It's been a blast, everyone! Thanks for coming out, and I look forward to seeing a few of you over in PseudoQuest!

Chronic Logic - Josiah: Thanks everyone!

[Xfire] Matteox: There are 5 winners of the indie prize pack which includes:

[Xfire] Matteox: A copy of Gish

[Xfire] Matteox: A copy of Aveyond

[Xfire] Matteox: A copy of Void War

[Kongregate] Chris: It's been great! Thanks for all the great questions.

[Xfire] Matteox: A copy of Dough Nuts!

[Xfire] Matteox: 800 Pseudoquest Gold

[Xfire] Matteox: and An Xfire Tshirt

[Xfire] Matteox: The 5 Winners are: *Drumroll*

[uTime] Xaroth: Aw, man. Drumroll won?

[Xfire] Matteox:

d3daim

lokgarrrr

primesynergy

sir

sng1989

[Xfire] Matteox: Congrats to the winners and thank you for coming everyone!

[Xfire] Matteox: PM ME IF YOU WON!!!