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<channel>
	<title>newretro.org &gt; Indie games, toys and pop culture blog</title>
	
	<link>http://newretro.org</link>
	<description>newretro.org is the home for Alex Amsel's articles about games and indie game development, as well as my rants and ramblings about films, toys, and pop culture.</description>
	<pubDate>Thu, 20 Nov 2008 20:10:47 +0000</pubDate>
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	<language>en</language>
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		<title>Digg it up for Cletus Clay on PC and XBLA</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/459958683/</link>
		<comments>http://newretro.org/games/2008/11/20/digg-it-up-for-cletus-clay-pc-xbla/#comments</comments>
		<pubDate>Thu, 20 Nov 2008 20:09:40 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Dev]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[anthony flack]]></category>

		<category><![CDATA[clay]]></category>

		<category><![CDATA[cletus clay]]></category>

		<category><![CDATA[pc]]></category>

		<category><![CDATA[plasticine]]></category>

		<category><![CDATA[tunasnax]]></category>

		<category><![CDATA[xbla]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=43</guid>
		<description><![CDATA[
Today I can reveal that Cletus Clay is going to appear on both PC and Xbox LIVE Arcade platforms!
We&#8217;ve also got a new blog post revealing why Anthony chose to work with clay, as well as a little more about the game itself, complete with one of our early images.
Please read for the blog post [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter" src="http://farm4.static.flickr.com/3062/3045539471_17811ea6d3_o.jpg" alt="Clay models" width="425" height="392" /></p>
<p><strong>Today I can reveal that Cletus Clay is going to appear on both PC and Xbox LIVE Arcade platforms!</strong></p>
<p>We&#8217;ve also got a new blog post revealing why Anthony chose to work with clay, as well as a little more about the game itself, complete with one of our early images.</p>
<p>Please <a href="http://www.tunasnax.com/blog/index.php?blog=8&amp;title=what_is_cletus_clay&amp;more=1&amp;c=1&amp;tb=1&amp;pb=1" target="_blank">read for the blog post</a> and Digg members can <a href="http://digg.com/xbox/Cletus_Clay_the_game_made_out_of_clay" target="_blank">Digg us up</a>!</p>
<p style="text-align: center;"><img class="aligncenter" src="http://farm4.static.flickr.com/3139/3045539509_53dd49667a_o.jpg" alt="Cletus Clay" width="425" height="239" /></p>

	Tags: <a href="http://newretro.org/tag/anthony-flack/" title="anthony flack" rel="tag">anthony flack</a>, <a href="http://newretro.org/tag/clay/" title="clay" rel="tag">clay</a>, <a href="http://newretro.org/tag/cletus-clay/" title="cletus clay" rel="tag">cletus clay</a>, <a href="http://newretro.org/tag/pc/" title="pc" rel="tag">pc</a>, <a href="http://newretro.org/tag/plasticine/" title="plasticine" rel="tag">plasticine</a>, <a href="http://newretro.org/tag/tunasnax/" title="tunasnax" rel="tag">tunasnax</a>, <a href="http://newretro.org/tag/xbla/" title="xbla" rel="tag">xbla</a><br />
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		<item>
		<title>Cletus Clay blog live on TunaSnax</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/455046836/</link>
		<comments>http://newretro.org/games/2008/11/16/cletus-clay-blog-live-on-tunasnax/#comments</comments>
		<pubDate>Sun, 16 Nov 2008 16:55:27 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Dev]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[anthony flack]]></category>

		<category><![CDATA[cletus clay]]></category>

		<category><![CDATA[plasticine]]></category>

		<category><![CDATA[stop frame]]></category>

		<category><![CDATA[tunasnax]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=42</guid>
		<description><![CDATA[To those who were wondering, I am still alive - just! I&#8217;m hard at work hammering out our indie title, which you can now find blogged on TunaSnax.
I&#8217;m very pleased to say that we&#8217;re working with Anthony Flack to create his long awaited follow-up to Platypus (download it here), Cletus Clay. To say the least, [...]]]></description>
			<content:encoded><![CDATA[<p>To those who were wondering, I am still alive - just! I&#8217;m hard at work hammering out our indie title, which you can now find blogged on <a href="http://www.tunasnax.com" target="_blank">TunaSnax</a>.</p>
<p>I&#8217;m very pleased to say that we&#8217;re working with Anthony Flack to create his long awaited follow-up to Platypus (download it <a href="http://www.tunasnax.com/game/Platypus/" target="_blank">here</a>), Cletus Clay. To say the least, it&#8217;s bloody hard work for all of us but also highly satisfying.</p>
<p style="text-align: center;"><img class="aligncenter" style="vertical-align: middle;" src="http://farm4.static.flickr.com/3237/3030135024_0d03743cac_o.jpg" alt="Cletus Clay" width="425" height="258" /></p>
<p>For those who don&#8217;t know, we make everything in clay then animate it using traditional stop-frame techniques - just like Wallace and Grommit (<a href="http://www.aardman.com/" target="_blank">Aardman Animations</a>). What you see on the screen, give or take some clean-up and effects work, actually exists on a desk somewhere and it&#8217;s the photo which is on-screen.</p>
<p>I hear some people have just seen the blog this weekend and think we&#8217;re not really doing this, but honestly - we really are, and it&#8217;s more difficult than you can imagine. We&#8217;ll talk more about the process over the next few months and I&#8217;ll doubtless also mention it here.</p>
<p>Right, back to the hard grind!</p>

	Tags: <a href="http://newretro.org/tag/anthony-flack/" title="anthony flack" rel="tag">anthony flack</a>, <a href="http://newretro.org/tag/cletus-clay/" title="cletus clay" rel="tag">cletus clay</a>, <a href="http://newretro.org/tag/plasticine/" title="plasticine" rel="tag">plasticine</a>, <a href="http://newretro.org/tag/stop-frame/" title="stop frame" rel="tag">stop frame</a>, <a href="http://newretro.org/tag/tunasnax/" title="tunasnax" rel="tag">tunasnax</a><br />
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		<item>
		<title>Colour blinded by War Twat?</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/371467283/</link>
		<comments>http://newretro.org/games/2008/08/22/colour-blinded-by-war-twat/#comments</comments>
		<pubDate>Fri, 22 Aug 2008 02:13:50 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Games]]></category>

		<category><![CDATA[freeware]]></category>

		<category><![CDATA[indie]]></category>

		<category><![CDATA[oddbob]]></category>

		<category><![CDATA[war twat]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=41</guid>
		<description><![CDATA[Sometimes you have to love indie developers.
I recently commented to OddBob that not only was the frankly insane War Twat designed to destroy my eyesight, but that our resident mutant colour-restricted project manager couldn&#8217;t even see what was going on.
Instead of ignoring us nutters, he&#8217;s only gone and developed a version for the colour blind! [...]]]></description>
			<content:encoded><![CDATA[<p>Sometimes you have to love indie developers.</p>
<p>I recently commented to <a href="http://http://www.merseyremakes.co.uk" target="_blank">OddBob</a> that not only was the frankly insane War Twat designed to destroy my eyesight, but that our resident <span style="text-decoration: line-through;">mutant</span> colour-restricted project manager couldn&#8217;t even see what was going on.</p>
<p>Instead of ignoring us nutters, he&#8217;s only gone and developed a <a href="http://www.merseyremakes.co.uk/gibber/2008/08/20/war-twat-higher-vis/" target="_blank">version for the colour blind</a>! Technically, it&#8217;s a high contrast version to be more precise. Now that&#8217;s what you call service. There&#8217;s also a good interview with the crazed creator by Aleks Krotoski over at the <a href="http://blogs.guardian.co.uk/games/archives/2008/08/08/game_pitch_war_twat.html" target="_blank">Guardian&#8217;s games section</a>.</p>
<p style="text-align: center;"><img class="aligncenter" style="vertical-align: middle;" src="http://www.merseyremakes.co.uk/gibber/wp-content/uploads/2008/08/wtvis.png" alt="War Twat for the colour blind" width="500" height="263" /></p>
<p>If you&#8217;ve not tried War Twat yet then get the real version from <a href="http://www.retroremakes.com/wordpress/rm5-war-twat/" target="_blank">here</a>. You don&#8217;t have to pay, it&#8217;s <strong>freeware</strong>. Or you can wimp out and just watch the video below.</p>
<p style="text-align: left;">Let me know your highest scores - I could only reach 433 then my head self-destructed. Go on, try it, then admit your score in public!</p>
<p style="text-align: center;">
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="251" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.vimeo.com/moogaloop.swf?clip_id=1496693&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="400" height="251" src="http://www.vimeo.com/moogaloop.swf?clip_id=1496693&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
<a href="http://www.vimeo.com/1496693?pg=embed&amp;sec=1496693">War Twat</a> from <a href="http://www.vimeo.com/oddbob?pg=embed&amp;sec=1496693">oddbob</a> on <a href="http://vimeo.com?pg=embed&amp;sec=1496693">Vimeo</a>.</p>
<p style="text-align: center;">

	Tags: <a href="http://newretro.org/tag/freeware/" title="freeware" rel="tag">freeware</a>, <a href="http://newretro.org/tag/indie/" title="indie" rel="tag">indie</a>, <a href="http://newretro.org/tag/oddbob/" title="oddbob" rel="tag">oddbob</a>, <a href="http://newretro.org/tag/war-twat/" title="war twat" rel="tag">war twat</a><br />
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		<item>
		<title>Pirated Games - Deal With It</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/365238140/</link>
		<comments>http://newretro.org/misc/2008/08/15/pirated-games-deal-with-it/#comments</comments>
		<pubDate>Fri, 15 Aug 2008 00:37:34 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Games]]></category>

		<category><![CDATA[Misc]]></category>

		<category><![CDATA[drm]]></category>

		<category><![CDATA[piracy]]></category>

		<category><![CDATA[pirated games]]></category>

		<category><![CDATA[price]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=39</guid>
		<description><![CDATA[One of my favourite indie authors is Cliff Harris, otherwise known as Cliffski. His background includes stints doing game development at Elixir and then Lionhead. Upon leaving Peter Molyneux&#8217;s outfit he moved into indie games, starting out with niche title Democracy, following up Kudos, Rock Legend, and Democracy 2 (amongst others), all available from the [...]]]></description>
			<content:encoded><![CDATA[<p>One of my favourite indie authors is <a href="http://www.positech.co.uk/about.shtml" target="_blank">Cliff Harris</a>, otherwise known as Cliffski. His background includes stints doing game development at Elixir and then <a href="http://www.lionhead.com/" target="_blank">Lionhead</a>. Upon leaving <a href="http://en.wikipedia.org/wiki/Peter_Molyneux" target="_blank">Peter Molyneux&#8217;s</a> outfit he moved into indie games, starting out with niche title Democracy, following up Kudos, Rock Legend, and Democracy 2 (amongst others), all available from the <a href="http://www.positech.co.uk/" target="_blank">Positech website</a>.</p>
<p style="TEXT-ALIGN: center"><img class="size-medium wp-image-40 aligncenter" title="FAST anti-piracy advert" src="http://newretro.org/wp-content/uploads/2008/08/fast72-copy-300x172.jpg" alt="" width="300" height="172" /></p>
<p>Cliff&#8217;s rants are not for the faint-hearted, in particular when it comes to the topic of piracy. However, he did a very brave thing and confronted the problem head on, putting out a public question on his <a href="http://positech.co.uk/cliffsblog/" target="_blank">blog</a> asking why people pirate games.</p>
<p>In <a href="http://www.positech.co.uk/talkingtopirates.html" target="_blank">this post</a> he talks about what happened, the mass of responses that he got, and how he is reacting to them. I urge you to go and read his page directly and I&#8217;d also like to add a few comments of my own.</p>
<p>Piracy is a difficult subject - it ranks up there with religion on the Internet hateometer. However, it isn&#8217;t a simple topic, unless you&#8217;re <a href="http://www.rllmukforum.com/index.php?showtopic=183132" target="_blank">Bruce Everiss</a> anyway (link to be followed with care). I&#8217;ve always had a live and let live view of software piracy where software is being given away, but not where it&#8217;s being sold.</p>
<p>In the case of freebies, I&#8217;d wager that 90% of the people would never have bought the software anyway, possibly even more other than in exceptional cases. This contrasts with someone selling software that someone else made, yet not paying them for it. That pisses me off. Why should some eBay seller, market trader or criminal outfit sell my game and pocket all the cash?</p>
<p>So, on to Cliffski&#8217;s post. To be honest, little I read was a surprise. Out of the many responses he received, the most common reasons given for using pirate games were:</p>
<ul>
<li>Price of games</li>
<li>Game Quality</li>
<li>DRM</li>
<li>Ease of obtaining vs going to shops</li>
<li>Political reasons</li>
<li>Taking advantage of free stuff</li>
</ul>
<p>The latter two I&#8217;ll give short shrift too. I&#8217;d wager almost anyone giving political reasons is too young or stupid to understand that people need to make money from their work. And as to anyone taking advantage of free stuff, that&#8217;s just human nature and, to be brutally honest, all of us do this at some point in our lives - be it music, photocopying, or games.</p>
<p>Let&#8217;s look at the other four topics in more detail.</p>
<p>Firstly, the price of games. It&#8217;s important to understand that there will always be consumers who complain about price. Whoever picks the price point of any goods or services is making their decision based on what they expect their audience&#8217;s <a href="http://en.wikipedia.org/wiki/Opportunity_cost" target="_blank">opportunity cost</a> to be of buying the game. This is an economic term which basically says, &#8220;If the price of A is this and the price of B is that, I&#8217;ll pick product B. However, if the price of A is just a bit less, then I&#8217;ll buy product A instead. Product B sucked anyway.&#8221;</p>
<p>What this means is that you can&#8217;t keep everyone happy. Some people will buy at $20, some at $25, and some only at $5. Consumers have a lot of choice when it comes to spending money, and they will value your game as they see fit. Games are priced too high only if revenue is not being maximised at that price point, and the maximal revenue situation is a lower price point. <strong>Selling more copies doesn&#8217;t mean making more money.</strong></p>
<p>My bet is that if indie and casual games were reduced by $5 across the board, revenues would either remain broadly static or even drop. I&#8217;m basing this on the fact that $20 for the entertainment hours that a game provides is not a lot of money, and also hasn&#8217;t changed significantly in years. This contrasts significantly with other forms of entertainment, particularly cinema and sport. That said, there are ways to make lower price points work, such as through subscription schemes and 2-for-1 deals.</p>
<p>Of course, this is just my opinion.</p>
<p>Actually it isn&#8217;t, because casual game companies have done endless price point testing and as a pure individual download game price point, $20 maximises revenue. What they are finding out is that some people won&#8217;t pay that but you can earn money from advertising to them, selling in-game items, subscriptions, and so on.</p>
<p>Summing up, the price of games will always be an issue, so the best solution is to go for the standard price for the class of game you&#8217;re working on, perhaps with some allowance for your profile and target audience. <strong>You can play clever on the price with bargain weeks, package deals, and lowering the price after a period of time or when the sequel comes out.</strong> There is something to be learned here, but I&#8217;d say it&#8217;s also something that should be in the back of any indie developer&#8217;s mind if they are selling direct to their audience.</p>
<p>The next issue is one of game quality. In my view this is something of an excuse because these are the days where demos rule. Not all demos are created equal of course, but most these days show enough of the game for users&#8217; to know what they&#8217;re getting. The fact is that many people still buy on hype, or have undue expectations. In both of these cases a longer demo is simply going to lower sales, and is not going to solve the piracy issue.</p>
<p>No one goes out to write a shoddy game, but it happens for many reasons. We have released a few real dogs in our time. Vin Diesel hated one of <a href="http://www.geek.com/vin-diesel-talks-of-launching-game-company/" target="_blank">our games</a> but of course he had no clue how it went down or that we weren&#8217;t allowed to feature him in it per se.  Still, I&#8217;m so proud to be have been slated by such an esteemed actor.</p>
<p>Vin, I&#8217;m waiting for a phone call so we can discuss why &#8220;your&#8221; game was crap but since it&#8217;s been six years&#8217;an all I don&#8217;t expect much. Right, now I&#8217;ve got that rant out of the way&#8230;</p>
<p>Games are pirated whether good or bad. In fact, a very good game is generally pirated in massive numbers and poor games much less so. I&#8217;ve never seen any evidence to link demo quality to piracy numbers. What does this tell us? Well, probably that people using game quality as an excuse to pirate games are not people you&#8217;re going to sell to easily. <strong>All you can do is try to write a good game and gain a good reputation, something all developers should be doing anyway.</strong></p>
<p>So we move on to the problem of DRM. There is no doubt in my mind that <a href="http://www.geeksaresexy.net/2007/09/06/when-drm-goes-bad-on-a-great-game/" target="_blank">bad DRM experiences</a> have cost sales on the PC platform, certainly for games at retail. Many of us have had nightmares with DRMs which are cack-handed - EA&#8217;s handling of the Spore editor was tedious to say the least and definitely puts me off buying EA PC products. When nasty DRMs make their way to download games as well, the people responsible should be hung, drawn, quartered, shot, slapped, tickled silly, then put out of their misery. <strong></strong></p>
<p><strong>There is no excuse for painful DRM - it just kills your customers.</strong> This is doubled when your DRM can then go out of date, and I include DRMs which insist on you being connected to the Internet (PC or console) or specifically limit you to one machine. It&#8217;s your game, you should be able to do with it as you wish using your own registration code.</p>
<p>Cliff has decided to remove DRM completely from his games for the time being - a brave decision which I applaud. We did the same for our first ever game back on the Amiga. I was one of many school yard file swappers in the 8 and 16-bit days and I cut my teeth on game hacking, so I know what a waste of time heavy protection is.</p>
<p>Still, these days I would use a simple system of on-line registration and then leave people to it. All I want to do is stop the act of copying to USB stick or simple file sharing. <strong>Anyone who is prepared to go beyond that is welcome to play my game - the more the merrier - but I&#8217;m not going to waste time and effort chasing them down for money when I&#8217;d rather be doing real work. </strong>Besides, I hope that they&#8217;ll come looking to buy one of my games in the future, perhaps when they do have money.</p>
<p>Finally we come to the final excuse, &#8220;it&#8217;s easy&#8221;. To be fair, it&#8217;s really good to go on-line and download what you want, legally or otherwise. I much prefer downloading to traipsing down to a store who&#8217;ll probably sell me a scratched second hand CD at near full price and probably without telling me. Well, except for my early Steam experiences with Half-Life 2. The less said the better. Teeth. Gnashing. Lots of.</p>
<p>Cliff&#8217;s respondents stated that Steam was a good system and implied that users seemed to prefer it to direct downloads. I wonder if that&#8217;s because <strong>once you have a game on Steam, you can effectively take it anywhere</strong> - it&#8217;s attached to your account. While the Steam software has a somewhat painful history, this is one aspect of it I do really like. I tend to have multiple installs across my machines.</p>
<p>As Cliff himself points out, if only it were easy for all indies to get on Steam. The iTunes model anyone?</p>
<p>In summary, Cliff has done a very brave thing and I believe that many people can and should learn from his findings. The most useful thing for me was to see the apparent love for Steam. It really, really is a waste of your time, as an indie developer, chasing down pirates. In pure financial terms, you&#8217;ll earn more developing your next game than chasing dodgy copies, it&#8217;s that simple. And it&#8217;s more fun.</p>
<p>This will sound harsh but I&#8217;ve always said the same thing:</p>
<p><strong>PIRACY HAPPENS</strong></p>
<p><strong>DEAL WITH IT</strong></p>
<p>If you think dealing with it is to constantly chase pirated copies and moaning about it, stop! Turn around and - in the immortal words of <a href="http://www.bbc.co.uk/cult/classic/titles/whydontyou.shtml" target="_blank">Why Don&#8217;t You</a> - go out and do something else less boring instead.</p>

	Tags: <a href="http://newretro.org/tag/drm/" title="drm" rel="tag">drm</a>, <a href="http://newretro.org/tag/piracy/" title="piracy" rel="tag">piracy</a>, <a href="http://newretro.org/tag/pirated-games/" title="pirated games" rel="tag">pirated games</a>, <a href="http://newretro.org/tag/price/" title="price" rel="tag">price</a><br />
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		<title>Geometry Wars - The Making Of</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/352064725/</link>
		<comments>http://newretro.org/culture/2008/08/01/geometry-wars-the-making-of/#comments</comments>
		<pubDate>Fri, 01 Aug 2008 00:09:24 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Culture]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[geometry wars]]></category>

		<category><![CDATA[humour]]></category>

		<category><![CDATA[podcast]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=38</guid>
		<description><![CDATA[There are thousands of gaming podcasts around the net but, to be honest, most are dull as dishwater. There are a few exceptions, notably Ben Croshaw&#8217;s Zero Punctuation over at Escapist Magazine. I did just find this gem blogged about on Destructoid, however.
It&#8217;s a great parody featuring Bizzare Creations&#8217; Geometry Wars, or rather the making [...]]]></description>
			<content:encoded><![CDATA[<p>There are thousands of gaming podcasts around the net but, to be honest, most are dull as dishwater. There are a few exceptions, notably Ben Croshaw&#8217;s <a href="http://www.escapistmagazine.com/videos/view/zero-punctuation" target="_blank">Zero Punctuation</a> over at <a href="http://www.escapistmagazine.com/" target="_blank">Escapist Magazine</a>. I did just find this gem blogged about on <a href="http://www.destructoid.com/" target="_blank">Destructoid</a>, however.</p>
<p>It&#8217;s a great parody featuring <a href="http://www.bizarrecreations.com/" target="_blank">Bizzare Creations&#8217;</a> Geometry Wars, or rather the making of it.<br />
<P><script src="http://flash.revver.com/player/1.0/player.js?mediaId:1054474;affiliate:24664;width:480;height:392" type="text/javascript"></script></P><br />
<P>I popped over to the <a href="http://loadingreadyrun.com" target="_blank">LoadingReadyRun</a> homepage and found another good video, this time featuring Wii games that never made it. The last couple are particuarly funny, stick with it! This video is probably not for the easily offended; you have been warned. </P></p>
<p><P><script src="http://flash.revver.com/player/1.0/player.js?mediaId:280210;affiliate:24664;width:480;height:392" type="text/javascript"></script></P></p>
<p><P>&nbsp;</P></p>

	Tags: <a href="http://newretro.org/tag/geometry-wars/" title="geometry wars" rel="tag">geometry wars</a>, <a href="http://newretro.org/tag/humour/" title="humour" rel="tag">humour</a>, <a href="http://newretro.org/tag/podcast/" title="podcast" rel="tag">podcast</a><br />
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		<title>Castle Crashers and Braid XBLA Price Storm!</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/350743703/</link>
		<comments>http://newretro.org/culture/2008/07/30/castle-crashes-and-braid-xbla-price-storm/#comments</comments>
		<pubDate>Wed, 30 Jul 2008 18:26:23 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Culture]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[braid]]></category>

		<category><![CDATA[castle crashers]]></category>

		<category><![CDATA[indie]]></category>

		<category><![CDATA[price]]></category>

		<category><![CDATA[xbla]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=37</guid>
		<description><![CDATA[LATEST: Shacknews is reporting the pricing as an error, however the debate is still very relevant as XBLA prices are definitely on the increase and I expect Castle Crashers to be 1200 or perhaps 1600 points personally.
A storm is brewing over indie games Castle Crashers and Braid. A Japanese website has published the proposed price [...]]]></description>
			<content:encoded><![CDATA[<p>LATEST: Shacknews is <a href="http://www.shacknews.com/onearticle.x/53933" target="_blank">reporting</a> the pricing as an error, however the debate is still very relevant as XBLA prices are definitely on the increase and I expect Castle Crashers to be 1200 or perhaps 1600 points personally.</p>
<p>A storm is brewing over indie games Castle Crashers and Braid. A Japanese <a href="http://translate.google.com/translate?u=http%3A%2F%2Fnews.dengeki.com%2Felem%2F000%2F000%2F095%2F95636%2F&amp;hl=en&amp;ie=UTF8&amp;sl=ja&amp;tl=en" target="_blank">website</a> has published the proposed price points for these much anticipated titles, 1800 points and 1200 points resepectively. Meanwhile the  blogs at <a href="http://devblog.thebehemoth.com/?p=268" target="_blank">Behemoth</a> and <a href="http://www.destructoid.com/rumortoid-braid-to-cost-1200-ms-points-castle-crashers-costs-1800--97346.phtml" target="_blank">Destructoid</a> (amongst others) are filling up with riled users unsure what to make of it all, as you can see by the Destructoid image below:</p>
<p style="text-align: center;"><img class="aligncenter" style="vertical-align: middle;" src="http://www.destructoid.com/elephant/ul/97346-castlecrashers.jpg" alt="Castle Crashers" width="468" height="302" /></p>
<p>The first thing to say is that I expect the Western price point of Castle Crashers to be 1600 points rather than 1800, but I can&#8217;t confirm that with any insider knowledge right now. I&#8217;m sure the matter will be cleared up ASAP, possibly even today.</p>
<p>So what&#8217;s the problem? Assuming 1600 points, that&#8217;s $19.99 for a top quality game. Here are some of the issues along with my take on them.</p>
<blockquote><p>If I&#8217;m paying more than $10, I want a boxed copy and no DRM rubbish</p></blockquote>
<p>There are two issues here. Firstly, it looks like it will take some time for console game buyers to get used to the idea of buying games without a box attached. PC users have been doing this for years, and at a standard price point of $19.99 (casual games and bigger indie games), so there is nothing fundamentally wrong with this model. Secondly, there is distrust of Microsoft&#8217;s DRM model. Console gamers are used to take/loaning discs to mates, and Microsoft currently provide no adequate method to deal with this, or to transfer ownership (for a fee perhaps). Also, if Microsoft stop supporting the system, you may not be able to play the game in future.</p>
<blockquote><p>It&#8217;s too expensive for a download game</p></blockquote>
<p>Not really. Castle Crashers is competing time-wise with the big games out there. Sure, it isn&#8217;t Halo, but so what? I&#8217;ll play Castle Crashers more than Halo, so what does it matter?</p>
<blockquote><p>Developers are money grabbing because they know we want Braid and Castle Crashers</p></blockquote>
<p>Indie developers struggle to get their games made, and are unlikely to get rich off them. In fact, they are just trying to make enough to develop their next game, with Microsoft et al wanting ever bigger, flashier titles.</p>
<p>Game development, particularly console game development, is extremely expensive. While a Flash game may take 2-6 weeks for 1-2 people, a console game - even on XBLA - may take 1-2 years and 4-8 people, as well as a lot of additional QA/localisation/hardware/rating/marketing related costs. You don&#8217;t have to be an accountant to see the difference. It&#8217;s very high risk and profits are hard to come by, especially for an understaffed, overworked indie with no corporate investors to pay for production.</p>
<blockquote><p>Microsoft are charging me more than 1600 points = US$19.99 because I&#8217;m in Canada, UK, etc</p></blockquote>
<p>Now this I am sympathetic with. As a developer, we base everything on the US rates because that&#8217;s what affects us. Microsoft charge more elsewhere because of sales tax and their own reasons. I suggest people write to MS to discuss that particular issue, but don&#8217;t blame the poor indie for a console pricing policy.</p>
<blockquote><p>It&#8217;s only a simple brawler / platformer. I&#8217;m not paying more than $10 for that!</p></blockquote>
<p>You know what? Give the games a go and if you think they are worth the money then buy them. If not, then leave them alone. Anyone who thinks a game should be priced by genre is rather foolish in my opinion. You don&#8217;t do this with film or music or television! Tetris and <a href="http://www.nintendo8.com/game/495/dr._mario/" target="_blank">Dr Mario</a> were super simple yet have taken more of my gaming hours than most FPS titles. It&#8217;s all about value for money, about entertainment.</p>
<p>In summary, console users are still very new to the whole download thing and the lack of a boxed copy still resonates as a problem. I think Microsoft (and Sony and Nintendo) should look at their DRM systems as I think there are ways to mitigate some of people&#8217;s concerns. Also, perhaps a boxed copy could be part of the deal with a little extra $$$?</p>
<p>However, give the games a go and treat them as with any other game you&#8217;ll buy. It doesn&#8217;t matter how much they cost, what the license is, who made them (indie or otherwise), retail or digital - if you like them enough then they are good enough.</p>
<p>For the record, I&#8217;m a huge fan of both games - although I&#8217;ve played Braid more than Castle Crashers as I have access to it - and I&#8217;m a fan of the talented and friendly people behind them.</p>
<p>EDIT: Great opinion piece on <a href="http://www.gamasutra.com/php-bin/news_index.php?story=19620" target="_blank">Gamasutra</a> where 2D Boy (World of Goo) explains issues with XBox Live Arcade for indies.</p>

	Tags: <a href="http://newretro.org/tag/braid/" title="braid" rel="tag">braid</a>, <a href="http://newretro.org/tag/castle-crashers/" title="castle crashers" rel="tag">castle crashers</a>, <a href="http://newretro.org/tag/indie/" title="indie" rel="tag">indie</a>, <a href="http://newretro.org/tag/price/" title="price" rel="tag">price</a>, <a href="http://newretro.org/tag/xbla/" title="xbla" rel="tag">xbla</a><br />
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		<title>Developing for PC, Mac, and Linux</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/348283345/</link>
		<comments>http://newretro.org/games/2008/07/28/developing-for-pc-mac-and-linux/#comments</comments>
		<pubDate>Mon, 28 Jul 2008 11:06:55 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Dev]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[indie]]></category>

		<category><![CDATA[linux]]></category>

		<category><![CDATA[mac]]></category>

		<category><![CDATA[pc]]></category>

		<category><![CDATA[sales figures]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=35</guid>
		<description><![CDATA[In 1981, IBM launched their Personal Computer (PC). For many years it was only ever used as a business computer, with a few shareware games released. However, that changed in 1993 with the massively successful shareware title Doom. The next few years saw a massive boom in PC gaming.
I mention that brief piece of history [...]]]></description>
			<content:encoded><![CDATA[<p>In 1981, IBM <a href="http://en.wikipedia.org/wiki/IBM_PC" target="_blank">launched</a> their Personal Computer (PC). For many years it was only ever used as a business computer, with a few shareware games released. However, that changed in 1993 with the massively successful shareware title <a href="http://en.wikipedia.org/wiki/Doom_%28video_game%29" target="_blank">Doom</a>. The next few years saw a massive boom in PC gaming.</p>
<p>I mention that brief piece of history because it is of great relevance to independent game developers in 2008. It is rarely referred to as such, but shareware is probably what you&#8217;ll be dealing with on the PC unless you are developing an on-line game.</p>
<p>The retail market is in a poor state, but the download market is very active, particularly in the <a href="http://en.wikipedia.org/wiki/Casual_game" target="_blank">casual</a> space. Games tend to be based around the try before you buy model, whether limited by content, such as only the first level being free, or by time, 60 minutes gameplay for free by example.</p>
<p><a href="http://newretro.org/wp-content/uploads/2008/07/ibm_pc.jpg"><img class="alignright alignnone size-medium wp-image-36" style="float: right;" title="IBM PC" src="http://newretro.org/wp-content/uploads/2008/07/ibm_pc.jpg" alt="IBM " width="180" height="130" /></a></p>
<p><strong>PC - Pros</strong></p>
<ul>
<li>Massive potential market.</li>
<li>Mature and successful on-line market <a href="http://www.shacknews.com/onearticle.x/50962" target="_blank">rather than retail based</a>.</li>
<li>Completely open download platform - no concept approval required; no restrictions of any kind.</li>
<li>Huge variety of open source and low cost tools.</li>
<li>Set your own price and sell where you want.</li>
<li>Other revenue options, such as ad-based, micro-transactions, or subscription.</li>
<li>Release your game whenever you want - no third party approval required.</li>
<li>Immediate downloads for home/office web surfers.</li>
<li>Generally lower cost of development.</li>
<li>Easy to add additional content and updates at any time.</li>
<li>PC boxed copy sales can be a useful extra source of revenue.</li>
<li>Easy access to your audience.</li>
<li>Massive on-line audience for web based games or MMOs.</li>
</ul>
<p><strong>PC - Cons</strong></p>
<ul>
<li>PC hardware is variable, leading to unexpected problems on a number of machines. This is not to be underestimated.</li>
<li>Lower profile than a console release.</li>
<li>Rampant piracy. However, this could be <a href="http://www.rllmukforum.com/index.php?showtopic=183132" target="_self">debated</a> forever so I&#8217;ll leave that discussion alone!</li>
<li>Lack of a submission structure may lead to lack of development strategy if self-publishing or approaching publishers towards the end of a project.</li>
<li>Lack of approvals mechanism often leads to much lower production values.</li>
<li>Distribution platforms such as <a href="http://steampowered.com/v/index.php" target="_blank">Steam</a> and <a href="http://www.gametap.com/" target="_blank">GameTap</a> require approval from their owners and may incur exclusivity restrictions - if only with respect to other PC distribution systems and portals. Anecdotal evidence from developers is that such platforms are getting harder to reach as mainstream publishers are providing more content.</li>
<li>Some resellers may take a large cut of the sales price, particularly true of many popular casual game portals.</li>
</ul>
<p>Piracy is an issue, although evidence for the real effect on sales figures is shakey. Russell Carroll has written <a href="http://www.gamasutra.com/php-bin/news_index.php?story=17408" target="_blank">excellent articles</a> on the matter over at <a href="http://www.gamasutra.com/" target="_blank">Gamasutra</a>. However, what isn&#8217;t arguable is that a good console download will usually sell many more copies than a good PC download, at least for indie games.</p>
<p>In terms of sales figures, expect around 10k sales if you do very well, 20-30k for a very significant hit, perhaps more if you have a track record and an audience.. Those are not big numbers, although they are big enough if your game is $20 and you receive 60-90% of the income which you will if selling through your own site, affiliates or Steam. Casual games can sell many more copies but the per unit revenue may be a lot less as many traditional portals do not pay high rates and have various customer bundling schemes.</p>
<p>It&#8217;s important to bare in mind that the vast majority of indie and casual games will be lucky to scrape past 2000 units. I&#8217;ll be writing an article on sales figures later this year, but you&#8217;ll find some hard figures <a href="http://www.gameproducer.net/category/sales-statistics/" target="_blank">here</a>.</p>
<p>In my opinion, the PC is the best platform to get started with unless you already have experience of professional game development. The console learning curve is steep, and for most people it&#8217;ll be extremely difficult and frustrating to even get through the approvals stage. By all means aim for console, but keep a PC version in mind and in progress where possible.</p>
<p>A brief note on Mac and Linux based projects. They may well be worthwhile if you are doing PC, but it&#8217;s debatable otherwise. Both platforms benefit from an active user base and seemingly less piracy. Supporting the Mac can get your title more press attention too and that can be very important. Mac may increase sales by 10-25%, and Linux by a few percentage points. It will depend upon how the game is promoted and how it resonates with the audience.</p>
<p>If you wish to consider these platforms, I&#8217;d suggest using a cross platform <a href="http://www.libsdl.org/" target="_blank">library</a> or <a href="http://en.wikipedia.org/wiki/List_of_game_engines" target="_blank">engine</a>.</p>
<p>EDIT: Great opinion piece on <a href="http://www.gamasutra.com/php-bin/news_index.php?story=19620" target="_blank">Gamasutra</a> where 2D Boy (World of Goo) explains issues with XBox Live Arcade for indies.</p>

	Tags: <a href="http://newretro.org/tag/indie/" title="indie" rel="tag">indie</a>, <a href="http://newretro.org/tag/linux/" title="linux" rel="tag">linux</a>, <a href="http://newretro.org/tag/mac/" title="mac" rel="tag">mac</a>, <a href="http://newretro.org/tag/pc/" title="pc" rel="tag">pc</a>, <a href="http://newretro.org/tag/sales-figures/" title="sales figures" rel="tag">sales figures</a><br />
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		<item>
		<title>Relaxing After Crunch</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/346845626/</link>
		<comments>http://newretro.org/misc/2008/07/26/relaxing-after-crunch/#comments</comments>
		<pubDate>Sat, 26 Jul 2008 20:03:16 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Misc]]></category>

		<category><![CDATA[crunch]]></category>

		<category><![CDATA[peak district]]></category>

		<category><![CDATA[relaxing]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=34</guid>
		<description><![CDATA[I&#8217;ve spent the last few days pulling some hefty hours on a great project we&#8217;re working on - something for the indie scene I guess you could say - but my series about indie development platforms will continue on Monday with the ubiquitous PC evaluated.
Right now I&#8217;m enjoying the rarest of things, a hot and [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve spent the last few days pulling some hefty hours on a great project we&#8217;re working on - something for the indie scene I guess you could say - but my series about indie development platforms will continue on Monday with the ubiquitous PC evaluated.</p>
<p>Right now I&#8217;m enjoying the rarest of things, a hot and sunny day in England! After spending a few nights coding player movement and animation hook-ups, I&#8217;ve found a good way to switch off is by heading off into the country - the <a href="http://www.visitpeakdistrict.com/" target="_blank">Peak District</a> in my case - and enjoying the sight of real cows rather than the digital ones I&#8217;ve been looking at during the week. Yes, you read that right, our game involves cows.</p>
<p>But more on that next month ;)</p>
<p>What do other people do to switch off after periods of intense work I wonder?</p>

	Tags: <a href="http://newretro.org/tag/crunch/" title="crunch" rel="tag">crunch</a>, <a href="http://newretro.org/tag/peak-district/" title="peak district" rel="tag">peak district</a>, <a href="http://newretro.org/tag/relaxing/" title="relaxing" rel="tag">relaxing</a><br />
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		<feedburner:origLink>http://newretro.org/misc/2008/07/26/relaxing-after-crunch/</feedburner:origLink></item>
		<item>
		<title>Game Connection for free!</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/337074927/</link>
		<comments>http://newretro.org/biz/2008/07/16/game-connection-for-free/#comments</comments>
		<pubDate>Wed, 16 Jul 2008 13:34:35 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Biz]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[event]]></category>

		<category><![CDATA[game connection]]></category>

		<category><![CDATA[indie]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=33</guid>
		<description><![CDATA[Game Connection have announced a Level Up program for their European event. This means that five lucky indies can exhibit at Game Connection Europe for free. This is a great opportunity for any start-ups to meet publishers since GC provides you with a booth, a meeting system, and a ton of publishers looking to sign [...]]]></description>
			<content:encoded><![CDATA[<p>Game Connection have announced a Level Up program for their European event. This means that five lucky indies can exhibit at Game Connection Europe for free. This is a great opportunity for any start-ups to meet publishers since GC provides you with a booth, a meeting system, and a ton of publishers looking to sign projects.</p>
<p>Tuna did Game Connection a while ago and signed three titles off the back of it, and also made several great new contacts. Burned deep into my memory is when Nintendo themselves came to see us, little old Tuna. We were gobsmacked (and happy that the liked Alien Hominid GBA!).</p>
<p>And that&#8217;s the point - indies attending GC can get in front of almost anyone.</p>
<p>For more information, visit the <a href="http://www.game-connection.com/index.php/content/latest-news/game-connection-lauches-the-level-up-program-2008-edition" target="_blank">Game Connection</a> site. Highly recommended.</p>

	Tags: <a href="http://newretro.org/tag/event/" title="event" rel="tag">event</a>, <a href="http://newretro.org/tag/game-connection/" title="game connection" rel="tag">game connection</a>, <a href="http://newretro.org/tag/indie/" title="indie" rel="tag">indie</a><br />
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		<item>
		<title>Developing for PS3 PlayStation Network (PSN)</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/335458129/</link>
		<comments>http://newretro.org/games/2008/07/14/developing-for-ps3-playstation-network-psn/#comments</comments>
		<pubDate>Mon, 14 Jul 2008 21:44:20 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Dev]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[indie]]></category>

		<category><![CDATA[playstation network]]></category>

		<category><![CDATA[ps3]]></category>

		<category><![CDATA[psn]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=31</guid>
		<description><![CDATA[Sony&#8217;s follow-up to the massively successful PlayStation 2, the PS3, included an on-line service to compete with XBLA. PlayStation Network (PSN) offered similar game download facilities as its main competitor, although without  the Game Points and Awards. That, however, is changing with the constant firmware updates such as the recent - although buggy - [...]]]></description>
			<content:encoded><![CDATA[<p>Sony&#8217;s follow-up to the massively successful PlayStation 2, the PS3, included an on-line service to compete with XBLA. PlayStation Network (PSN) offered similar game download facilities as its main competitor, although without  the Game Points and Awards. That, however, is changing with the constant firmware updates such as the recent - although <a href="http://uk.ps3.gamespy.com/articles/885/885933p1.html" target="_blank">buggy</a> - <a href="http://blog.us.playstation.com/2008/06/29/firmware-v240-walkthrough-part-1-the-xmb/" target="_blank">2.4 upgrade</a>.<a href="http://newretro.org/wp-content/uploads/2008/07/sony_ps3.jpg"><img class="alignnone size-medium wp-image-32 alignright" style="float: right;" title="Sony PS3" src="http://newretro.org/wp-content/uploads/2008/07/sony_ps3.jpg" alt="Sony PS3" width="140" height="194" /></a></p>
<p>Like Xbox Live Arcade, the quality of download titles is rather mixed, but does include the excellent <a href="http://www.eurogamer.net/article.php?article_id=77354" target="_blank">Super Stardust</a>, <a href="http://indygamer.blogspot.com/2007/11/jonathan-mak-interview.html" target="_blank">Jonathan Mak&#8217;s</a> indie hit <a href="http://www.everydayshooter.com/" target="_blank">Everyday Shooter</a>, and - from Japan - the <a href="http://pixeljunk.jp/" target="_blank">Pixel Junk</a> series. Unfortunately, like with XBLA, the user interface leaves a lot to be desired, and firmwares thus far have not been without their problems.</p>
<p>Whilst I have no firm sales figures to hand, anecdotal evidence indicates that sales are some way off those of successful XBLA titles. That&#8217;s obviously a major consideration given the likely development costs involved.</p>
<p><strong>PSN - Pros</strong></p>
<ul>
<li>PS3 user base is <a href="http://www.reuters.com/article/technologyNews/idUSN1446484320080214" target="_blank">expected to continue growing fast</a>.</li>
<li>PSN is a maturing system which Sony are continually updating.</li>
<li>Sony are currently more open to new concepts than they have been in the past.</li>
<li>Sony have been actively funding a number of projects (although some have been dropped before completion leading to problems for the developers involved).</li>
<li>Lack of significant competition on PSN.</li>
<li>Download games can be virtually any size.</li>
</ul>
<p><strong>PSN - Cons</strong></p>
<ul>
<li>Barrier to entry: Sony restrict projects based upon a concept approval process. That usually means some lengthy document writing in their standard format and, like Microsoft, they really like to see demos and mock-ups.</li>
<li>Barrier to entry: Development kits must be bought from Sony.</li>
<li>Barrier to entry: You may be required to support networked multiplayer, and this can bump development and QA costs considerably. Sony&#8217;s supporting systems are not as well developed as Microsoft&#8217;s are at present.</li>
<li>Barrier to entry: Development costs must account for TRC handling.</li>
<li>As with the other platform holders, Sony control the distribution mechanism and may do as they please.</li>
<li>Sony have to approve the project, both technically and content-wise.</li>
<li>Once again, localisation and age ratings need to be considered.</li>
<li>Development environment said to be improving, but the PS3 is considered a <a href="http://blogs.guardian.co.uk/games/archives/2006/01/27/possession_and_the_art_of_ps3_programming.html" target="_blank">trickier beast</a> to develop on than the other home console platforms, at least by some.</li>
<li>Exclusivity restrictions possible.</li>
<li>Sales seemingly lower than on XBLA.</li>
</ul>
<p>With the PS3 <a href="http://www.engadget.com/2008/02/15/playstation-3-leapfrogs-xbox-360-in-january-us-console-sales/" target="_blank">selling well</a> as well as the frequent system updates, I personally think PSN has a very promising future. Whilst apparent sales figures are a concern - and I don&#8217;t have solid figures to back that up in all fairness - as a system I believe it to be more open to indies than XBLA currently is. Remember that it only takes one or two hits for developers and publishers to follow each other like Lemmings, and PSN hasn&#8217;t quite grabbed people&#8217;s attention yet.</p>
<p>To register for PS3 development, you&#8217;ll need to visit <a href="http://www.scedev.net/" target="_blank">SCE DevNet</a> (the Licensing Information page).</p>
<p>I continue this series with an <a href="http://newretro.org/games/2008/07/28/developing-for-pc-mac-and-linux/" target="_blank">article</a> about the good old PC, as well as Mac and Linux.</p>

	Tags: <a href="http://newretro.org/tag/indie/" title="indie" rel="tag">indie</a>, <a href="http://newretro.org/tag/playstation-network/" title="playstation network" rel="tag">playstation network</a>, <a href="http://newretro.org/tag/ps3/" title="ps3" rel="tag">ps3</a>, <a href="http://newretro.org/tag/psn/" title="psn" rel="tag">psn</a><br />
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		<item>
		<title>Cool Toy Art - Meet my Munny</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/333538905/</link>
		<comments>http://newretro.org/misc/2008/07/12/cool-toy-art-meet-my-munny/#comments</comments>
		<pubDate>Sat, 12 Jul 2008 13:52:00 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Culture]]></category>

		<category><![CDATA[Misc]]></category>

		<category><![CDATA[designer toy]]></category>

		<category><![CDATA[kidrobot]]></category>

		<category><![CDATA[munny]]></category>

		<category><![CDATA[tado]]></category>

		<category><![CDATA[toy art]]></category>

		<category><![CDATA[urban vinyl]]></category>

		<category><![CDATA[vinyl toys]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=30</guid>
		<description><![CDATA[Games used to be for kids. So did toys. Now, however, kids seem to be growing up too fast whilst us adults are reverting to our childhood. I have a liking for urban vinyl toys, a subset of what are known as designer toys.
They&#8217;re honestly the coolest thing to have on your desk or mantlepiece [...]]]></description>
			<content:encoded><![CDATA[<p>Games used to be for kids. So did toys. Now, however, kids seem to be growing up too fast whilst us adults are reverting to our childhood. I have a liking for urban vinyl toys, a subset of what are known as <a href="http://en.wikipedia.org/wiki/Designer_toys" target="_blank">designer toys</a>.</p>
<p>They&#8217;re honestly the coolest thing to have on your desk or mantlepiece or - for some people - in specialist toy <a href="http://www.bugvinyl.com/products/display_well.html" target="_blank">display cabinets</a>! Most of these toys are design by talented individuals or small design outfits, such as Sheffield&#8217;s <a href="http://www.tado.co.uk/" target="_blank">Tado</a>, who I&#8217;ve been lucky enough to work with. I find the range of designs very inspiring, particularly the way many toys are customised.</p>
<p>For example, meet my <a href="http://www.kidrobot.com/2008/munny/" target="_blank">Munny</a>, handpainted by one of our artists.</p>
<p style="text-align: center;"><a title="Painted Munny by sillytuna, on Flickr" href="http://www.flickr.com/photos/sillytuna/2660309763/"><img src="http://farm4.static.flickr.com/3038/2660309763_9c5bb75550.jpg" alt="Painted Munny" width="382" height="500" /></a></p>
<p style="text-align: left;">If you want your own Munny, or other toys, visit sites such as <a href="http://kidrobot.com/" target="_blank">KidRobot</a>, <a href="http://www.octane3.com/" target="_blank">Octane3</a>, <a href="http://vinylsplatter.forbiddenplanet.com/fp" target="_blank">Forbidden Planet</a>,  <a href="http://www.tokyotoystore.co.uk/" target="_blank">Tokyo Toy Store</a>, or my current favourite <a href="http://track.webgains.com/click.html?wgcampaignid=43808&amp;wgprogramid=393" target="_blank">UrbanRetro</a> (who also do fabulous iPod gelaskins such as the one I have - the <a href="http://track.webgains.com/click.html?wgcampaignid=43808&#038;wgprogramid=393&#038;wgtarget=http://www.urbanretro.co.uk/iPod-Classic-GelaSkin-Red-Robot-Leaving-The-City-by-ExplodingDog-p-2041062.html" target="_blank">Exploding Dog robot design</a> which always gets a few aaahs). For those interested, you can find daily news on an amazing assortment of designer toys over at <a href="http://tomopop.com/" target="_blank">Tomopop</a> or <a href="http://www.vinylpulse.com/" target="_blank">Vinyl Pulse</a>. Careful though, you&#8217;ll want one, and then another one, and then another. Before you know it, you&#8217;ll be addicted.</p>
<p style="text-align: left;">Here are some more Munny pics - picked out from <a href="http://abduzeedo.com/amazing-toy-art-munny" target="_blank">abduzeedo&#8217;s</a> inspiring design blog.</p>
<p style="text-align: center;"><a title="munny speakers by fungus amungus, on Flickr" href="http://www.flickr.com/photos/fungus_amungus/2508586615/"><img class="aligncenter" src="http://farm4.static.flickr.com/3083/2508586615_ecaff52fd8.jpg" alt="munny speakers" width="500" height="366" /></a></p>
<p style="text-align: center;"><a title="Munny Shot :: creeping flesh by riot68, on Flickr" href="http://www.flickr.com/photos/riot68/407110383/"><img class="aligncenter" src="http://farm1.static.flickr.com/159/407110383_2e7bac3292.jpg" alt="Munny Shot :: creeping flesh" width="352" height="500" /></a></p>
<p style="text-align: center;"><a title="Moon Munny by ijavajoe, on Flickr" href="http://www.flickr.com/photos/13244282@N00/2247006545/"><img class="aligncenter" src="http://farm3.static.flickr.com/2252/2247006545_6c88490300.jpg" alt="Moon Munny" width="500" height="375" /></a></p>
<p style="text-align: center;"><a title="Mummy Munny #1 - with bandages by kriegs, on Flickr" href="http://www.flickr.com/photos/kriegs/344691361/"><img class="aligncenter" src="http://farm1.static.flickr.com/129/344691361_f8ad5816b5.jpg" alt="Mummy Munny #1 - with bandages" width="500" height="375" /></a></p>
<p>To wrap up - no pun intended Mr Mummy Munny - 138 Munnies by French collective <a href="http://www.jeanspezial.com/">Jeanspezial</a> were designed in 2 weeks and can be found <a href="http://www.agence4.com/2008/180.html">here</a>.</p>

	Tags: <a href="http://newretro.org/tag/designer-toy/" title="designer toy" rel="tag">designer toy</a>, <a href="http://newretro.org/tag/kidrobot/" title="kidrobot" rel="tag">kidrobot</a>, <a href="http://newretro.org/tag/munny/" title="munny" rel="tag">munny</a>, <a href="http://newretro.org/tag/tado/" title="tado" rel="tag">tado</a>, <a href="http://newretro.org/tag/toy-art/" title="toy art" rel="tag">toy art</a>, <a href="http://newretro.org/tag/urban-vinyl/" title="urban vinyl" rel="tag">urban vinyl</a>, <a href="http://newretro.org/tag/vinyl-toys/" title="vinyl toys" rel="tag">vinyl toys</a><br />
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		<title>Developing for WiiWare (Nintendo Wii)</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/331637191/</link>
		<comments>http://newretro.org/games/2008/07/10/should-indies-choose-wiiware/#comments</comments>
		<pubDate>Thu, 10 Jul 2008 11:00:16 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Dev]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[indie]]></category>

		<category><![CDATA[wii]]></category>

		<category><![CDATA[wiiware]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=25</guid>
		<description><![CDATA[The Nintendo Wii. Apparently it became the fastest selling games console in British history. It&#8217;s certainly the first home console to cross demographics so effectively, with everyone from young children to their grandparents prepared to have a go.
Has that success come at a price, however? Anecdotal evidence is that the Wii is kept as a [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://newretro.org/wp-content/uploads/2008/07/nintendo_wii.jpg"><img class="alignright size-medium wp-image-26" style="float: right;" title="nintendo wii" src="http://newretro.org/wp-content/uploads/2008/07/nintendo_wii.jpg" alt="nintendo wii" width="175" height="131" /></a>The Nintendo Wii. Apparently it became the <a href="http://www.denofwii.com/2007/08/uk_wii_has_become_the_most_suc.html" target="_blank">fastest selling games console</a> in British history. It&#8217;s certainly the first home console to cross demographics so effectively, with everyone from young children to their <a href="http://www.csmonitor.com/2007/1127/p01s05-ussc.html" target="_blank">grandparents</a> prepared to have a go.</p>
<p>Has that success come at a price, however? Anecdotal evidence is that the Wii is kept as a party machine, or for very specific games, such as Wii Sports or Wii Fit. That&#8217;s not so bad for Nintendo, but it is a concern for mainstream publishers and indie developers.</p>
<p><a href="http://en.wikipedia.org/wiki/WiiWare" target="_blank">WiiWare</a> is Nintendo&#8217;s answer to <a href="http://newretro.org/games/2008/07/08/the-king-xbox-live-arcadethe-king-xbox-live-arcade/" target="_blank">Xbox Live Arcade</a>. It was only launched in May across most regions, and as such there is little data out there right now as to its success. The big worry is that many Wii users simply won&#8217;t know or care about it since the Wii may be seen more as a toy or party game than a console.</p>
<p><strong>WiiWare - Pros</strong></p>
<ul>
<li>An <a href="http://digitaledge.excite.co.uk/news/2412/Nintendo-Wii-outsells-PS3-and-Xbox-360-in-the-US" target="_blank">abundance</a> of Wii units in people&#8217;s homes.</li>
<li>Expect the games to be smaller than recent XBLA titles; that should mean cheaper to develop.</li>
<li>Nintendo will let you get on with your product - the content is up to you.</li>
<li>Nintendo claim to be more open to game concepts than Microsoft or Sony.</li>
<li>You get to code for the WiiMote!</li>
<li>Nintendo are promoting it to <a href="http://blog.wired.com/games/2008/05/for-wiiware-nin.html" target="_blank">indie developers</a>.</li>
<li>The Wii is a reasonably easy piece of hardware to develop for.</li>
<li>No requirement for a Wii exclusive.</li>
<li>Can still get in early whilst there is a lack of competition (at the time of writing).</li>
</ul>
<p><strong>WiiWare - Cons</strong></p>
<ul>
<li>Barrier to entry: Registering for development has been harder than indies expected. It may help to have a prior relationship with Nintendo or a game development track record. Like the other platform holders, Nintendo still have to approve the core concept although the process seems to be far simpler than with Microsoft or Sony, and with less content-related feedback.</li>
<li>Barrier to entry: Development kits must be bought, although they are comparatively well priced.</li>
<li>Barrier to entry: Development costs must account for TRC handling, although Microsoft and Sony are generally considered stricter.</li>
<li>Right now, no one knows how WiiWare titles will sell.</li>
<li>As with Microsoft and Sony, Nintendo control the distribution mechanism and may do as they please.</li>
<li>Nintendo still have to approve the project, although content-wise they may be more open than the other platform holders.</li>
<li>Localisation and age ratings are again a consideration and expense.</li>
<li>The WiiMote is the only controller Wii owners are guaranteed to own and it&#8217;s not very good at being a regular joypad. This may make it more difficult to design a game for use across multiple platforms.</li>
<li>Game size is very limited.</li>
<li>Nintendo don&#8217;t allow their hardware in home offices, which conflicts with their pro-indie stance.</li>
</ul>
<p>WiiWare is the new kid on the block and that makes it difficult to properly evaluate. On the positive side, games can be developed far cheaper and far quicker than for some competing systems. That alone makes it very attractive for independent developers. The home office thing is an issue, but I&#8217;d hope people can find ways around that.</p>
<p>I&#8217;ll end with some useful links; IGN have a good interview covering a few WiiWare issues with Tom Prata <a href="http://uk.wii.ign.com/articles/877/877761p1.html" target="_blank">here</a>, there&#8217;s a good developer-oriented blog post on<a href="http://bigredpimp.wordpress.com/2008/02/22/wiiware-information/" target="_blank"> BigRedPimp</a>, and to register for development you should head for <a href="http://www.warioworld.com/apply/wii.html" target="_blank">Wario World</a> (yes, really!).</p>
<p>My next article in this series is about developing on <a href="developing-for-ps3-playstation-network-psn" target="_blank">Sony&#8217;s PlayStation Network</a> for PS3.</p>

	Tags: <a href="http://newretro.org/tag/indie/" title="indie" rel="tag">indie</a>, <a href="http://newretro.org/tag/wii/" title="wii" rel="tag">wii</a>, <a href="http://newretro.org/tag/wiiware/" title="wiiware" rel="tag">wiiware</a><br />
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		<title>Google Lively - Google take on Second Life</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/331023253/</link>
		<comments>http://newretro.org/tech/2008/07/09/google-lively-google-take-on-second-life/#comments</comments>
		<pubDate>Wed, 09 Jul 2008 18:55:50 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Tech]]></category>

		<category><![CDATA[facebook]]></category>

		<category><![CDATA[google]]></category>

		<category><![CDATA[lively]]></category>

		<category><![CDATA[second life]]></category>

		<category><![CDATA[social network]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=28</guid>
		<description><![CDATA[Sorry for the interruption to the indie platform article series, but massive news from Google. They&#8217;ve finally announced their virtual world project. Google Lively is plug-in based application that runs within a browser and hooks into existing social networks, such as Facebook.
With over two and a half years of development, this is a major project [...]]]></description>
			<content:encoded><![CDATA[<p>Sorry for the interruption to the indie platform article series, but massive news from Google. They&#8217;ve finally announced their virtual world project. Google Lively is plug-in based application that runs within a browser and hooks into existing social networks, such as Facebook.</p>
<p>With over two and a half years of development, this is a major project even for Google. Given that Second life has been mainly used for meeting partners, virtual sex, and even gambling, you have to wonder what Google&#8217;s expectations are. Linking it to existing social networks may be the key, although they have competition with <a href="http://www.vivaty.com/" target="_blank">Vivaty</a>.</p>
<p>Gamasutra have an <a href="http://http://www.gamasutra.com/php-bin/news_index.php?story=19333" target="_blank">interview</a> with Google&#8217;s Mel Guymon (head of 3D Operations) and a Google have released the YouTube video below.</p>
<p style="text-align: center;"><a href="http://www.youtube.com/watch?v=5YbwfOucET8"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/5YbwfOucET8" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/5YbwfOucET8"></embed></object></a></p>
<p style="text-align: left;">Download Google Lively Beta <a href="http://www.lively.com/" target="_blank">here</a>.</p>

	Tags: <a href="http://newretro.org/tag/facebook/" title="facebook" rel="tag">facebook</a>, <a href="http://newretro.org/tag/google/" title="google" rel="tag">google</a>, <a href="http://newretro.org/tag/lively/" title="lively" rel="tag">lively</a>, <a href="http://newretro.org/tag/second-life/" title="second life" rel="tag">second life</a>, <a href="http://newretro.org/tag/social-network/" title="social network" rel="tag">social network</a><br />
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		<title>Developing for Xbox Live Arcade (XBLA)</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/330700158/</link>
		<comments>http://newretro.org/games/2008/07/09/the-king-xbox-live-arcade/#comments</comments>
		<pubDate>Wed, 09 Jul 2008 11:00:29 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Dev]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[indie]]></category>

		<category><![CDATA[xbla]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=23</guid>
		<description><![CDATA[EDIT: I&#8217;ll be updating this article shortly following Microsoft&#8217;s XNA / XBox Live Community Games announcement. Suffice to say, XNA is now a potentially fantastic route for indies to take, but it does depend how it is promoted to users. If they don&#8217;t ever see your games, they can never buy them however good they [...]]]></description>
			<content:encoded><![CDATA[<p>EDIT: I&#8217;ll be updating this article shortly following Microsoft&#8217;s XNA / <a href="http://creators.xna.com/en-us/XboxLIVECommunityGames" target="_blank">XBox Live Community Games</a> announcement. Suffice to say, XNA is now a potentially fantastic route for indies to take, but it does depend how it is promoted to users. If they don&#8217;t ever see your games, they can never buy them however good they are. Also, where exactly does this leave XBox Live Arcade? EDIT END.</p>
<p><a href="http://newretro.org/wp-content/uploads/2008/07/xbox360.jpg"><img class="alignright size-full wp-image-27" style="float: right;" title="Xbox 360" src="http://newretro.org/wp-content/uploads/2008/07/xbox360.jpg" alt="Xbox 360" width="175" height="183" /></a></p>
<p>Originally available for the Xbox, XBLA was an integral part of the Xbox 360 at launch. This makes it by far and away the most mature of the console digital distribution platforms.</p>
<p>By all accounts it&#8217;s also the most successful. Figures on <a href="http://en.wikipedia.org/wiki/Xbox_Live_Arcade" target="_blank">Wikipedia</a> claim it to have a high <a href="http://en.wikipedia.org/wiki/Attach_rate" target="_blank">attach rate</a> and <a href="http://en.wikipedia.org/wiki/Conversion_rate" target="_blank">conversion rate</a>, although true numbers are hard to come by if you aren&#8217;t under <a href="http://en.wikipedia.org/wiki/Non-disclosure_agreement" target="_blank">NDA</a> with Microsoft. <a href="http://news.vgchartz.com" target="_blank">VGChartz</a> attempt to estimate real sales figures but don&#8217;t expect them to be particularly accurate.</p>
<p>Titles on the system are a very mixed bag of indie games, poor retro ports, half-decent retro ports, casual games, and - increasingly - original titles and sequels from the traditional publishers you know and love.</p>
<p>From a user point of view, the biggest issue is the dashboard interface. Users are faced with long lists of titles making it difficult to find anything. That&#8217;s important because it means your game could disappear very quickly indeed, and it&#8217;s undoubtedly costing Microsoft users. The quality of many of the titles has also been hotly debated. Both of these factors have lead to the much discussed <a href="http://www.gamasutra.com/php-bin/news_index.php?story=18994" target="_blank">delisting policy</a> of which I&#8217;m certainly not a fan.</p>
<p>Below are some of the pros and cons developers should be considering.</p>
<p><strong>Xbox Live Arcade - Pros</strong></p>
<ul>
<li>Established system with existing user base and proven sales record.</li>
<li>The most popular console downloadable game environment.</li>
<li>Successful indie games exist on the system, e.g. <a href="http://www.playgreenhouse.com/featuredGame" target="_blank">Penny Arcade&#8217;s Precipice of Darkness</a>, <a href="http://www.thewayoftheninja.org/" target="_blank">N+</a>, <a href="http://www.alienhominid.com/" target="_blank">Alien Hominid</a>, <a href="http://www.eetsgame.com/news/index.php" target="_blank">Eets</a> and the <a href="http://www.pompomgames.com/mutantstorm.htm" target="_blank">Mutant Storm</a> series.</li>
<li>It is possible to do well financially if you&#8217;re game does well, and some of the above certainly have.</li>
<li>Good development environment.</li>
<li>Similar to PC platform allowing a PC version to be developed at low cost.</li>
</ul>
<p><strong>Xbox Live Arcade - Cons</strong></p>
<ul>
<li>Barrier to entry: Microsoft restricts projects based upon a green light process. This can take months even with a good project, and perhaps most projects are turned down. That may be to avoid clashes with other titles, pre-existing PC release, lack of experience in the development team, or for any other reason they see fit. Being green lit is not an easy process and it can take a lot of work, proof of concept demos included.</li>
<li>Barrier to entry: Development kits must be bought.</li>
<li>Barrier to entry: You may be required to support the Live! service, and this can bump development and QA costs considerably.</li>
<li>Barrier to entry: Development costs must account for <a href="http://en.wiktionary.org/wiki/Transwiki:Technical_requirements_checklist" target="_blank">TCR</a> handling - that means following strict Microsoft rules for how things should work. If you&#8217;ve never done this before, you&#8217;re in for a shock. There&#8217;s an <a href="http://www.gamesetwatch.com/2007/08/xbla_certification_jeff_minter.php" target="_blank">awful lot that can and will go wrong</a> that you would never have thought of, or you think is unimportant or crazy.</li>
<li>Microsoft control the release slots, payments, how your game is handled on the system - well, everything! Announcements such as the <a href="http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=10620" target="_blank">delisting policy</a> show that they are quite prepared to change the rules.</li>
<li>Microsoft have to approve the project, both technically and content-wise. The submissions and approval process can be unexpectedly lengthy, especially if you are self-publishing.</li>
<li>Unicode localisation and age ratings are required. There are time and money considerations to both of these factors.</li>
<li>Simply having a game on the system doesn&#8217;t mean it will sell, despite what people seem to think. You still need to market your game and it still needs to have an audience.</li>
<li>It is unclear how pro-indie XBLA really is right now. It could end up being dominated by traditional publishers, and some will say it already is. Microsoft are pushing indies to <a href="http://creators.xna.com/" target="_blank">XNA</a>, a cheaper alternative.</li>
<li>Self-published XBLA game royalty rates may be different for an indie compared to a regular publisher.</li>
<li>Xbox hardware is <a href="http://www.gamesindustry.biz/articles/five-million-ps3s-sold-in-europe-says-sony" target="_blank">reportedly</a> not selling as well as Wii or PS3.</li>
<li>Exclusivity restrictions are likely.</li>
<li><a href="http://www.gamasutra.com/php-bin/news_index.php?story=18994" target="_blank">Interface usability issues</a> given the large number of games available.</li>
</ul>
<p>XBLA is certainly a cut above the rest at the moment and has strong positives, but it&#8217;s future is unclear. If you can get through the green light process then you will probably be able to find funding or a publisher, but that first stage is much harder than you might imagine.</p>
<p>Developers without commercial experience should consider <a href="http://creators.xna.com/" target="_blank">XNA</a> before XBLA. Besides, a good XNA project could be <a href="http://www.ripten.com/2008/07/09/schizoid-first-xna-game-out-the-gate/" target="_blank">successful</a> in its own right and may also help with a future jump to XBLA.</p>
<p>More information on Xbox Live Arcade developer submissions can be found <a href="http://www.microsoftcasualgames.msn.com/developers_xla.htm" target="_blank">here</a>.</p>
<p>The next article in the series can be found <a href="http://newretro.org/games/2008/07/10/should-indies-choose-wiiware/" target="_self">here</a>, and this time it&#8217;s about WiiWare.</p>
<p>EDIT: Great opinion piece on <a href="http://www.gamasutra.com/php-bin/news_index.php?story=19620" target="_blank">Gamasutra</a> where 2D Boy (World of Goo) explains issues with XBox Live Arcade for indies.</p>

	Tags: <a href="http://newretro.org/tag/indie/" title="indie" rel="tag">indie</a>, <a href="http://newretro.org/tag/xbla/" title="xbla" rel="tag">xbla</a><br />
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		<title>Indie help! XBLA, WiiWare, PSN or PC?</title>
		<link>http://feeds.feedburner.com/~r/newretro/~3/329933315/</link>
		<comments>http://newretro.org/games/2008/07/08/indie-help-xbla-wiiware-psn-or-pc/#comments</comments>
		<pubDate>Tue, 08 Jul 2008 16:09:17 +0000</pubDate>
		<dc:creator>Sillytuna</dc:creator>
		
		<category><![CDATA[Dev]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[console]]></category>

		<category><![CDATA[development]]></category>

		<category><![CDATA[indie]]></category>

		<category><![CDATA[pc]]></category>

		<category><![CDATA[platforms]]></category>

		<category><![CDATA[psn]]></category>

		<category><![CDATA[wiiware]]></category>

		<category><![CDATA[xbla]]></category>

		<guid isPermaLink="false">http://newretro.org/?p=22</guid>
		<description><![CDATA[Choosing which gaming platform to develop for is a difficult decision, yet it&#8217;s one which many indie developers take too quickly. I&#8217;m going to share a few thoughts that I hope will help guide developers in the right direction, and that may provoke discussion amongst developers of all levels of experience.

A question I hear all [...]]]></description>
			<content:encoded><![CDATA[<p>Choosing which gaming platform to develop for is a difficult decision, yet it&#8217;s one which many indie developers take too quickly. I&#8217;m going to share a few thoughts that I hope will help guide developers in the right direction, and that may provoke discussion amongst developers of all levels of experience.</p>
<p style="text-align: center;"><img class="aligncenter" src="http://farm4.static.flickr.com/3042/2635970965_e8e3efccd1.jpg" alt="Confused by all these platforms?" width="375" height="500" /></p>
<p>A question I hear all the time from indie developers is:</p>
<blockquote><p>How do we get on Xbox Live Arcade?</p></blockquote>
<p>To which my answer is:</p>
<blockquote><p>Are you sure you want to be on there?</p></blockquote>
<p>That&#8217;s when they look at me with wild, &#8216;are you mental?&#8217; eyes. They often don&#8217;t really have an answer - it&#8217;s just because they heard that it was popular. Don&#8217;t get me wrong - XBLA is a platform with a lot of potential and it can really work for indies. However, developers need to carefully consider what platform they want to develop on - companies live or die on this decision.</p>
<p>Over the next few days I&#8217;ll post up some pros and cons of <a href="http://www.xbox.com/en-US/games/livearcadexbox360/" target="_blank">XBLA</a>, <a href="http://www.nintendo.com/wii/wiiware" target="_blank">WiiWare</a>, <a href="http://uk.playstation.com/games-media/playstation-network/" target="_blank">PSN</a> and also digital distribution  on the PC.</p>
<p>Follow me <a href="http://newretro.org/games/2008/07/09/the-king-xbox-live-arcade/" target="_blank">here</a> where I&#8217;ll discuss the most well known of the platforms, Xbox Live Arcade.</p>

	Tags: <a href="http://newretro.org/tag/console/" title="console" rel="tag">console</a>, <a href="http://newretro.org/tag/development/" title="development" rel="tag">development</a>, <a href="http://newretro.org/tag/indie/" title="indie" rel="tag">indie</a>, <a href="http://newretro.org/tag/pc/" title="pc" rel="tag">pc</a>, <a href="http://newretro.org/tag/platforms/" title="platforms" rel="tag">platforms</a>, <a href="http://newretro.org/tag/psn/" title="psn" rel="tag">psn</a>, <a href="http://newretro.org/tag/wiiware/" title="wiiware" rel="tag">wiiware</a>, <a href="http://newretro.org/tag/xbla/" title="xbla" rel="tag">xbla</a><br />
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