{"id":881,"date":"2010-10-20T09:23:04","date_gmt":"2010-10-20T09:23:04","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=881"},"modified":"2010-10-20T09:23:04","modified_gmt":"2010-10-20T09:23:04","slug":"the-hypothetical-endless-development-indie-game","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2010\/10\/20\/the-hypothetical-endless-development-indie-game\/","title":{"rendered":"The hypothetical endless-development indie game"},"content":{"rendered":"<p>There are basically two types of big budget studio-made PC game. The AAA singleplayer or multiplayer game, and the MMO. In some rare cases, the studio will hold over a big proportion of the budget to provide post release supprot to encourage continued playing of the non MMO game. The best examples of these are clearly <strong>Team Fortress 2<\/strong> and<strong> Galactic Civilisations<\/strong>. Both games have had tons of post-release add-ons and support and patches. I think they may even rival GSB. (<em>I&#8217;m only half kidding, GSB has had 47 post release improvement patches<\/em>).<\/p>\n<p>The majority of gamers, commentators and critics would describe this trend as being a &#8220;good thing&#8221;. I agree, I find it awesome. As games visual fidelity improves, and the rate of the improvement slows, we are increasingly finding that a four or even 6 year old fgame is perfectly playable, without cringing. I have recently become re-addicted to Call of Duty 2 multiplayer, and it&#8217;s a relief to see some people still playing that game everyday, enough for a decent game when I feel like it.<\/p>\n<p style=\"text-align: center;\"><img decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/www.positech.co.uk\/blog\/teamfortress.jpg\" alt=\"\" \/><\/p>\n<p>The problem with the &#8216;ongoing, maybe never-ending post-release support&#8217; thing, is that it costs money. Valve are treating TF2 as their internal business test-bed, so sales are fairly irrelevant to them, but stardock can only pump money into GalCiv, or Elemental, until the money runs out. Paying a whole studfio with offices and pensions costs a lot of money.<\/p>\n<p>And here is where I think it gets interesting. Take indie games like Minecraft or&#8230; GSB for example. Minecraft has made enough money to buy the moon, so it&#8217;s already achieved what I&#8217;m thinking of. GSB hasn&#8217;t done so yet. But the interesting thing is that, in theory, if GSB could break through it&#8217;s current threshold to have a high enough level of ongoing sales over time, it *could* become a permenantly supported and expanded and improved game. Effectively an MMO without the fees. Paying just my wages is far cheaper than an entire studio. Massively cheaper.<\/p>\n<p style=\"text-align: center;\"><img decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/www.positech.co.uk\/blog\/galciv.jpg\" alt=\"\" \/><\/p>\n<p>This is a bit of a pipe dream, but when you think about, you&#8217;ll see how it explains a lot of what I&#8217;ve been doing. There have been 4 expansion packs, and a campaign expansion is coming soon. The\u00a0 existing expansions don&#8217;t bring in buckets of money, but they do keep the game in the news and in the minds of gamers, and help it to continue selling. If I was to publish daily sales figures, you would see them as laughable next to minecraft, but I don&#8217;t need $100,000 a day to keep working on GSB. I don&#8217;t even need 1% of that.<\/p>\n<p>The likliehood is that the campaign will make <strong>*some*<\/strong> money, and hopefully tide me over for a while as I get stuck into my top secret next game. But in theory, if I could propel it slightly higher, could there be another year of continual improvements to GSB? The game could become truly awesome over that time. It&#8217;s not like there aren&#8217;t 500 new ideas for stuff to improve the game. Hmmmm.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>There are basically two types of big budget studio-made PC game. The AAA singleplayer or multiplayer game, and the MMO. In some rare cases, the studio will hold over a big proportion of the budget to provide post release supprot to encourage continued playing of the non MMO game. The best examples of these are<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; The hypothetical endless-development indie game<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2010\/10\/20\/the-hypothetical-endless-development-indie-game\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-881","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/881","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=881"}],"version-history":[{"count":2,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/881\/revisions"}],"predecessor-version":[{"id":883,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/881\/revisions\/883"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=881"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=881"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=881"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}