PlasmaJoin Date: 2003-04-26Member: 15855Members, Constellation, Squad Five Blue
I think they have another 10k/hr idea when the engine is smooth (no complaints), and bundle the new unreleased map with the beta, add the onos/HA and do another promotion all in one hit?
Nice talk! However as some pointed it out already the 10k/hr is not so magical, and it might not work for other project. The fact that uwe released NS1 for free make them accumulate a lot of symbolic capital (http://en.wikipedia.org/wiki/Symbolic_capital) or "sympathy capital" if you will. The economic capital that they raised should probably be seen as a conversion of symbolic capital into economic capital and not a creation ex nihilo.
<!--quoteo(post=1840500:date=Apr 11 2011, 06:03 AM:name=meb2)--><div class='quotetop'>QUOTE (meb2 @ Apr 11 2011, 06:03 AM) <a href="index.php?act=findpost&pid=1840500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->'hire when it hurts'... really? according to your twitter you must be hurting again right about now. I find this part to be the strangest piece of your business strategy considering your team relies so heavily on an engine that has had to be developed and supported by one person on the team. you really thought you could get away for the 8 months or whatever since the second developer helping max with the engine bailed for a better opportunity?
i'm really looking forward to your next $10000/hr idea, since you have already exhausted the NS fan pool. how's your credit? i think a ns2 'gamma' release would be pretty sweet. you should do that<!--QuoteEnd--></div><!--QuoteEEnd-->
although since he used the plural soulmates ... I am guessing that cory is far more instrumental than we have realized.
Either way it was an excellent line in the presentation, and it applies to any good startup. Having the core members on the same page from different perspectives will help them get to the finish.
I still remember when he found Max and then Charlie and Max did some interviews together. It was then I was convinced that they could do it.
Charlie has some great ideas and overall energy he puts off. Max has a great attitude and is a technical powerhouse.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
edited April 2011
After watching this talk and keeping up with the game's development for years now, I'm not exactly sure why but my mind keeps coming back to the analogy: UWE is the Alfa Romeo of indie game dev.
<!--quoteo(post=1840552:date=Apr 11 2011, 07:18 PM:name=kingmob)--><div class='quotetop'>QUOTE (kingmob @ Apr 11 2011, 07:18 PM) <a href="index.php?act=findpost&pid=1840552"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->although since he used the plural soulmates ... I am guessing that cory is far more instrumental than we have realized.<!--QuoteEnd--></div><!--QuoteEEnd--> Well, not to brag, but there'd be nothing without me. In addition to doing ALL the art myself I actually coded most of the engine, but I let Max take the credit for that because I'm nice like that. Ns1 was also my idea, really, but I decided to let Charlie take the credit, because...well, I'm nice like that. It should be called "Cory Strader's Natural Selection 2".
Not that I'm keeping track or anything, I'm far too humble for that.
<!--quoteo(post=1840556:date=Apr 11 2011, 07:31 PM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Apr 11 2011, 07:31 PM) <a href="index.php?act=findpost&pid=1840556"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->After watching this talk and keeping up with the game's development for years now, I'm not exactly sure why but my mind keeps coming back to the analogy: UWE is the Alfa Romeo of indie game dev.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually I find that Flayra is more comparable to George Lucas. With technical limitations and good feedback he can make a good game, but given limitless control and preferring to obtain a visual style over a stable and playable engine, we get a half-baked and barren game.
<!--quoteo(post=1840572:date=Apr 11 2011, 04:42 PM:name=Rockd)--><div class='quotetop'>QUOTE (Rockd @ Apr 11 2011, 04:42 PM) <a href="index.php?act=findpost&pid=1840572"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With technical limitations and good feedback he can make a good game<!--QuoteEnd--></div><!--QuoteEEnd-->
So you're saying he's lacking... good feedback? :D :D
quick edit, just to be clear, I'm referring to the quoted poster's post as the 'feedback'...
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
My <b>god</b> the internet is a cruel place. I think you went too far knifefa.whateverthehell. Your ignorance is astounding. Then again, it's the interwebes I don't know why I'm surprised by that post.
Oh, and people obviously misunderstood my with my Alfa Romeo comment... *sigh*
Wow. Some of you are very sweet, nice, thoughtful people...and some of you guys have really lost your manners! Please remember that there are people with feelings reading what you've hastily tapped in.
I'm so glad the talk has meant something to some people - this subject means a lot to me. I don't claim to have any answers, I'm just trying to share what I've read and learned, in the hope it helps even one person start their dream business.
I didn't see it linked in this thread, but the talk is now open to the public:
It's interesting because it does have a lot of the same conclusions I came to.
The bit about how games development is moving away from big businesses to smaller companies is really true, it's especially visible with steam and other online distribution platforms, or even just downloading off a website like minecraft. Much like the internet itself it's making publishing your work much easier, and that means you get lots more little groups of people making their own ideas, and like you say, somewhere someone will want to play it. The costs can be so low that you don't need a huge number of sales to make a profit.
It's certainly an encouraging idea, it means more people will get the opportunity to work with people they know and like to make something they're interested in, which as jobs go is pretty damn good.
Personally I can't wait until modern 3d engines become freely available, UDK is a good step in that direction, and I imagine as technology advances more engines will become more available to small teams, then maybe I can get a job doing levels.
Comments
i'm really looking forward to your next $10000/hr idea, since you have already exhausted the NS fan pool. how's your credit? i think a ns2 'gamma' release would be pretty sweet. you should do that<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://i.imgur.com/rGNbZ.jpg" border="0" class="linked-image" />
although since he used the plural soulmates ... I am guessing that cory is far more instrumental than we have realized.
Either way it was an excellent line in the presentation, and it applies to any good startup.
Having the core members on the same page from different perspectives will help them get to the finish.
I still remember when he found Max and then Charlie and Max did some interviews together.
It was then I was convinced that they could do it.
Charlie has some great ideas and overall energy he puts off.
Max has a great attitude and is a technical powerhouse.
UWE is the Alfa Romeo of indie game dev.
Well, not to brag, but there'd be nothing without me. In addition to doing ALL the art myself I actually coded most of the engine, but I let Max take the credit for that because I'm nice like that. Ns1 was also my idea, really, but I decided to let Charlie take the credit, because...well, I'm nice like that. It should be called "Cory Strader's Natural Selection 2".
Not that I'm keeping track or anything, I'm far too humble for that.
Oh, and that talk Charlie gave? All me.
--Cory
UWE is the Alfa Romeo of indie game dev.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually I find that Flayra is more comparable to George Lucas. With technical limitations and good feedback he can make a good game, but given limitless control and preferring to obtain a visual style over a stable and playable engine, we get a half-baked and barren game.
So you're saying he's lacking... good feedback? :D :D
quick edit, just to be clear, I'm referring to the quoted poster's post as the 'feedback'...
Oh, and people obviously misunderstood my with my Alfa Romeo comment... *sigh*
I'm so glad the talk has meant something to some people - this subject means a lot to me. I don't claim to have any answers, I'm just trying to share what I've read and learned, in the hope it helps even one person start their dream business.
I didn't see it linked in this thread, but the talk is now open to the public:
<a href="http://www.gdcvault.com/play/1014394/1-Hour-Video-Game" target="_blank">http://www.gdcvault.com/play/1014394/1-Hour-Video-Game</a>
-Charlie
The bit about how games development is moving away from big businesses to smaller companies is really true, it's especially visible with steam and other online distribution platforms, or even just downloading off a website like minecraft. Much like the internet itself it's making publishing your work much easier, and that means you get lots more little groups of people making their own ideas, and like you say, somewhere someone will want to play it. The costs can be so low that you don't need a huge number of sales to make a profit.
It's certainly an encouraging idea, it means more people will get the opportunity to work with people they know and like to make something they're interested in, which as jobs go is pretty damn good.
Personally I can't wait until modern 3d engines become freely available, UDK is a good step in that direction, and I imagine as technology advances more engines will become more available to small teams, then maybe I can get a job doing levels.