Archive for category Game Business
You have all seen them. You may have backed a crowdfunding project because of them. But the question remains, are they good for your business? Kickstarter has finally written a blog post on the topic and it pretty much meshes with how I have always thought of them.
For a typical stretch goal a creator will promise to release their game in additional formats or add extra functions if certain funding goals are hit. But expanding a project’s scope can change the creative vision and put the whole project at risk. We’ve seen stretch goals leave some projects overwhelmed, over-budget, and behind schedule.
Many Kickstarter projects end up significantly overfunded, and creators often use those funds to improve the project’s end product. More funding might mean higher-quality materials and other improvements that thank backers with a better-made thing. For other creators overfunding means the project turns a profit. Both are great outcomes. Stretch goals, on the other hand, trade long-term risk for a short-term gain. Tread carefully.
This is pretty much how I have always looked at stretch goals. While they may seem like a good way to spend that extra money or attract additional backers, if you do not plan them out correctly, they can be a bad thing for your project. I would personally like to see that extra money just go toward general polish on the game rather than extra features that may or may not work out or that may or may not ever get completed. Read the rest of this entry »
With the news yesterday on Ouya’s plans to match the successful Kickstarter campaigns of potentially Ouya exclusive games, a lot of people, both press and developers alike, have wondered if this is a good deal for indie developers. After thinking about it and seeing some numbers, I think it is.
The first thing going for Indie developers is that there are roughly 58,000 Kickstarter backed consoles in circulation right now. That is not including the thousands sold both by Ouya directly and participating retailers. That means there are 10s of thousands of console owners hungry for quality games to reach the console. While asking those console owners to wait a year or more for your game might seem daunting, it is nothing new. It happens all the time on Kickstarter. Read the rest of this entry »
Originally Published on Game Politics.
Popular indie game making tool, Game Maker, has a bit of a DRM problem. Over the weekend, some users noticed that the tool was permanently vandalizing their sprites with images of a skull.
A recent update to Game Maker Studio has left many developers confused and frustrated after an anti-piracy system went haywire.
Those who use a legally obtained version of Studio have had game resources, such as sprites, overlayed with an image of a skull and crossbones. The resources are permanently edited, rendered useless.
In response to these complaints, YoYo Games has decided to remove this particular action from the many things its current DRM does when it detects a pirated copy of the software. However, the DRM and the many more ‘passive’ things it does will remain.
We’d LOVE to be able to remove the protection completely, but we know that vast numbers would simply copy it if it was that easy. There are many levels to the current protection system, and while many are visible like this, there are also many hidden so that we can always tell when a final game was created with a crack.
We expect an update to go out tomorrow to remove this protection, and will move away from the “destructive” protection like this, to more passive methods to help protect innocent users who through no fault of their own, somehow trigger it.
While YoYo states that it would love to remove DRM completely, it feels that because it is targeted by pirates so much, it cannot do so. It feels that it would not be able to retain the same level of sales without it. This is an unfortunate decision as many game developers, such as CD Projekt, have found that without DRM, it is still possible to make money.
For now, YoYo advises those who have this problem to uninstall the application and delete all the data and registry files and then reinstall.
The current solution is to uninstall, delete both %appdata%\GameMaker-Studio and %localappdata%\GameMaker-Studio, delete the GameMaker-Studio registry key, scan your machine in case its a virus, and then reinstall.
What this DRM will do to Game Maker’s reputation among indie developers is yet to be seen. Few if any people would willingly use software that would vandalize their game projects. Hopefully, those affected by this DRM will be able to properly recover their projects without losing much if any of their progress.
In Episode 28 of the Super Podcast Action Committee hosts Andrew Eisen and E. Zachary Knight discuss the importance of voting, Microsoft’s bad Xbox 360 press event in Israel, and a dumb patent designed to count how many people are watching licensed content from a console (so they can charge more money, we assume). Download it now: SuperPAC Episode 28 (1 hour, 18 minutes) 69.6 MB.
As always, you can subscribe to the show on iTunes and use our RSS Feed to add the show to your favorite news reader. You can also find us onFacebook (where there’s an app that will let you listen to the show), and on Twitter @SuperPACPodcast. You can send us feedback on the show by dropping a note to email@example.com.
Credits: The Super Podcast Action Committee is hosted by E. Zachary Knight and Andrew Eisen, and produced by James Fudge. Music in the show includes “Albino” by Brian Boyko and “Barroom Ballet” by Kevin MacLeod. Both are in the public domain and free to use.