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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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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Koobazaur

Self publishing via online sales - Terms, EULA, Readmes etc. are they even required?

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My game Postmortem is releasing very soon so I am trying to tie up a few loose ends. Since I am using PayPal to sell it online I figured I probably need some sort of "Terms & Policies" as well as EULA to go with the game.

For comparison I checked other small self-published Indie titles like Home, Hotline Miami, Dear Esther or Lone Survivor and was frankly baffled to find they all lacked any form of legal disclaimers! Home doesn't even have a readme, Hotline Miami is just a list of troubleshooting techniques. Nothing on their website, nothing in the game files, nothing ingame.

Am I missing something here? Edited by Koobazaur
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Imagine:  If the game crashes one it could be grounds for lawsuit.  If the game harms your computer it could be grounds for a lawsuit.  If the game does not satisfy the statements in the ads about it being fun, it could be grounds for a lawsuit.  The lawsuits are unlikely, but you don't want to pay for even a single one of them.


Aye which is why that is one stipulation I did specifically include ("provided as is not responsible for any damages yadda yadda"). And agreed about consult an attorney. I was just really surprised how many indie games came out with virtually nothing at all.
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I would definitely not publish without some form of EULA, there are probably standard EULA text you can buy online that's lawyer-approved, if you don't want to get a personal lawyer. Mostly you just need to be sure that you disclaim liabilities in an air-tight manner, and provide for whatever usage rights you're giving them.

 

Some indies also provide a "plain-english" form of the EULA as a sort of summary of the real-deal legalese. For example, it might say: "You've purchased our game and can install it for your own use on as many machines as you like. You can sell your copy of the game if you discontinue use and remove it from any machine you installed it on. We've done our best to remove bugs and ensure our game is safe for you to use, but it's sold as-is and you use it at your own risk."

 

The summary doesn't really hold any legal water of its own, it just seems to be something that the indie-audience appreciates. However, it could cause trouble if it could be interpreted in a way that contradicts the actual EULA, so be wary of that if you provide one for your game.

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