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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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polyfrag

Indie publishing, money making

3 posts in this topic

How can indies make money off games? (Kickstarter, etc.)

How can they get their games published and/or distributed?

Are MMO's viable for indies?

What can be used to prevent pirating?

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[quote name='polyfrag' timestamp='1346368146' post='4974956']
Has anyone here made a successful game?
[/quote]
There really wasn't any reason you couldn't edit the first post and add this question now, right?

Please define successful.

[quote name='polyfrag' timestamp='1346368111' post='4974955']
1 - How can indies make money off games? (Kickstarter, etc.)

2 - How can they get their games published and/or distributed?

3 - Are MMO's viable for indies?

4 - What can be used to prevent pirating?
[/quote]

1 - Selling them. or be more precise
2 - by making them and opening discussions with a publisher.
3 - define the scope. MMO is a very broad term. A single-input text based mmo is viable technically, but may not be viable in terms of sales...
4 - Online distribution which requires a live connection to the server at all times (Blizzard-style) works for starters.
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[quote name='polyfrag' timestamp='1346368111' post='4974955']
How can indies make money off games? (Kickstarter, etc.)

How can they get their games published and/or distributed?

Are MMO's viable for indies?

What can be used to prevent pirating?
[/quote]

1) Sell them, (If you want money before you got a product to sell then you could try kickstarter, but unless you're fairly well known allready it is hard to get people to invest)

2) Sell it on your own website using paypal or some ecommerce solution, contact valve for distribution on steam, talk to the owners of some local stores, etc.
(Publishers normally want quite alot of control so it is hard to remain independent and still use the big publishers).

3) Viable, sure, in some forms. (There is a huge difference between a social MMO and World of Warcraft)

4) a good distribution service and a reasonable price. Piracy is primarily a service issue. There will always be pirates though since some people are just cheap f..ks but those people aren't worth fighting (even if you win they won't buy your stuff, they'll just steal from someone else or wait until someone else manages to steal from you and share their loot, I'd say: don't focus on preventing piracy, focus on selling as much as possible. (DRM can delay pirates which might be effective if you have a game that people can't wait to get their hands on, as an indie they'll just move along to something else if there is no torrent for your game out).

The always online model only works if a significant portion of the gameplay is handled by the servers, this is fine for multiplayer games (and doesn't even have to be in the form of always online, it can simply be in the form of "serial-key is allready in use or invalid , no online multiplayer for you such as games like half-life have done (not being able to play with your friends is a big disadvantage for the pirates", For most games its just a bad idea for an indie to go down that route, (Look at blizzards release problems, look at ubisofts, etc), As an indie you live and die by the word of mouth, Having a pirate take your game without paying is far better than having paying customers who can't play your game because your DRM servers fell apart.
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