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#11 |
The Straightest Shota
Join Date: Nov 2003
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I like that they recognized it as art, but I'm with Smarty on the money. The size of the grants they're giving mean literally nothing toward financing game production. It's not enough to make a difference to making games that aren't commercially viable, so it's mostly just a waste.
Games need their own group like the NEA who give out fewer, but higher value, grants to people making artistic games.
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#12 |
So we are clear
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why exactly? Nearest I can tell that 200,000 cap applies to all art, including movies that in the mainstream cost even more millions then video games. 200k is still more then alot of big indie games had to work with and many of them make a good artistic statement.
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"don't hate me for being a heterosexual white guy disparaging slacktivism, hate me for all those murders I've done." |
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#13 |
Not a Taco
Join Date: May 2005
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200k is definitely enough for a small indie studio to come up with something, if those are the amounts that we're talking about. As I said before, the average indie game costs something around $50k to make, I believe.
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I did a lot of posting on here as a teenager, and I was pretty awful. Even after I learned, grew up, and came to be on the right side of a lot of important issues, I was still angry, abrasive, and generally increased the amount of hate in the world, in pretty unacceptable ways. On the off chance that someone is taking a trip down memory lane looking through those old threads, I wanted to devote my signature to say directly to you, I'm sorry. Thank you for letting me be better, NPF. |
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#14 |
The Straightest Shota
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200k is plenty for an indie movie. You only need, what? Twenty, maybe thirty people? That's... 7-10k each. You can shoot the movie over a couple of months. That factors out to what... 30k salary for every one on the movie... minus maybe 10-20k for materials and shit, and you're still working out to everyone taking a few months off paid and paying for everything in the movie.
200k is MAYBE plenty for an indie game. But it's not really going to help them that much. You've got more people working on it, and you're talking one year minimum development time, plus various materials for everything from the VA and sound shit (renting a studio, possibly hiring VA, etc) to the art supplies for story boards and planning. Indie games worked with less because they were done in people's spare time while they were doing other jobs, or by people who were supported by other titles in their indie line up. The point of NEA is to toss 200k to a movie crew so that they can focus on their artsy movie shit for the full 6 months or whatever it takes to make it. Not to toss 200k to some people so that they can still only do it in their down time while working two jobs, and not really hurry along production at all. Further, that's the maximum amount they drop. What's 10k going to do for an indie game? Edit: It might be helpful over all, but it's not going to have the same impact on less time intensive arts. Plus you have to understand that making a game often involves making movies and what not within that game. It's just a much larger enterprise than any other media right now to create, because it incorporates every other media, much as movies incorporate paintings and sculptures and music, video games incorporate paintings (level design, story board, character design, etc), sculptures (again with the design shit), music, and full on movies, on top of the actual video game itself.
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Last edited by Krylo; 05-11-2011 at 01:31 AM. |
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#15 | ||
Not a Taco
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No offense, but it really seems like you don't know what you're talking about in terms of how such a thing works, and more just don't want the money going to indie game developers, which is absolutely fine. But, if that's the case, you ought to just say so, rather than making up reasons why it won't help. Edit: For example, if you have a crew of 30+ people working on your indie game, that is a very very large indie game. Retro Studios was only like 50 people, when it made the first Metroid Prime game. Not a -great- example, since it's not the rule, but it gives you an idea what can be accomplished with few people. Double edit: A bit of info from Wikipedia on indie games. Quote:
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I did a lot of posting on here as a teenager, and I was pretty awful. Even after I learned, grew up, and came to be on the right side of a lot of important issues, I was still angry, abrasive, and generally increased the amount of hate in the world, in pretty unacceptable ways. On the off chance that someone is taking a trip down memory lane looking through those old threads, I wanted to devote my signature to say directly to you, I'm sorry. Thank you for letting me be better, NPF. Last edited by rpgdemon; 05-11-2011 at 01:37 AM. |
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#16 | |
The Straightest Shota
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Where do you get your costs? I've never heard of a game, indie or not, being developed by two people in under a year. That would leave them making 25k salaries if they just stopped and focused on their art and doesn't factor in the costs of everything else associated with it.
I mean, the contemporary AVERAGE game production cost is 20million. For a triple a title you're looking at 40 million easy. Some go over fifty million. What are we factoring into the cost of this indie game production? Paying the team? Apparently not? Are we factoring in one time costs for buying production kits? Engines? Are we factoring in time costs? I mean, I find it very hard to believe that 50k is the accepted norm for any game, indie or otherwise. Unless it's like... something made with game creator or some such with open source graphics. Edit@YourEdit: Those are far far far from the rule, however. Having someone finish in a few days working alone, and those aren't the ones that really... do or get anything. I guess they could finance games like "I shot Andy Warhol" but those have such low overheads that it's pretty much pointless to do so. One guy can do it alone after work and it's not like doing a painting or shooting a movie, where you're going to 'lose your energy' part way through typing the sixteenth line of code or whatever. This is the more common indie game scenario: Quote:
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Last edited by Krylo; 05-11-2011 at 01:48 AM. |
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#17 | |
Not a Taco
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Publishing costs for an indie game are getting easier and easier to handle. For example, licensing for an indie game on the 360 is $99 for a license to publish 12 games, for one year, with a 30% cut taken from it. For the PC, there is literally no licensing cost, nor really any start up cost, as you've got plenty of compilers available for free. The only real licensing costs would be those of Steam, perhaps, and I'm not entirely sure what that entails.
And devoting full time to it, a team of two can easily come out with an indie game in a half year to a year. One of the reasons that indie game development might take so long is because they -can't- work full time on it, because they need money and are working a job to pay for the development. The only other option is try to hold out on what money you have, and hope that you don't run out and need a job before you publish. A big difference between an indie game and a AAA multimillion dollar game is the scale, advertising, marketability, et cetera. If you're getting funded by a publisher, they want to know that they'll be making their money back on you. Generally how it works is you're paid at certain points throughout development, and then the publisher will get money from the sales, until they hit the threshold of, "Hey, we've made money, I guess you guys can have some royalties now". What that means is that the publisher has a vested interest in making sure that your game is marketable to the right demographics. In an indie game, you don't have the publisher to please anymore, but generally will have to scale it down to something smaller and cheaper. Look at games like Bit.Trip.Beat. It's an awesome game, but also really really short. It's three levels long, and each level is what, ten minutes tops, if you play it through perfectly? Maybe less than that. I mean, you'll get way more than 30 minutes of entertainment out of it, because if you can beat it first try then you're absolutely amazing, but it's still a small scale thing. They didn't require an engine that someone else designed, or a ton of art resources or anything, they made do with the small budget, and made something awesome with it. I dunno where I've gone/am going with this, it's 3 AM and I'm rambling. If I had something that I was trying to get at, I forget it, but I'd totally restate it here if I remembered. Edit at your edit: Quote:
Double edit: I'd like to continue this conversation later, if you want, but I really ought to sleep. Hopefully someone else can jump in and correct me if I've made any mistakes, or continue my point if I'm actually somehow right. :P
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I did a lot of posting on here as a teenager, and I was pretty awful. Even after I learned, grew up, and came to be on the right side of a lot of important issues, I was still angry, abrasive, and generally increased the amount of hate in the world, in pretty unacceptable ways. On the off chance that someone is taking a trip down memory lane looking through those old threads, I wanted to devote my signature to say directly to you, I'm sorry. Thank you for letting me be better, NPF. Last edited by rpgdemon; 05-11-2011 at 02:01 AM. |
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#18 | ||||
So we are clear
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World of Goo cost 10k, for example. Quote:
If you are lucky voice acting is a non-issue and people working on it can do it. Even if not there are alot of amateurs that would be happy to help, flash movie community lives off them. Or you can just not have them, as someone that grew up in the 8/16 bit era you should know this first hand
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"don't hate me for being a heterosexual white guy disparaging slacktivism, hate me for all those murders I've done." Last edited by Aerozord; 05-11-2011 at 01:05 PM. |
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#19 |
Not a Taco
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As a point of reference, the game I've talked with some people about releasing sometime at the end of the summer probably has been in development for only about 3/4s of a year. We've just been putting spare time towards it whenever possible.
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I did a lot of posting on here as a teenager, and I was pretty awful. Even after I learned, grew up, and came to be on the right side of a lot of important issues, I was still angry, abrasive, and generally increased the amount of hate in the world, in pretty unacceptable ways. On the off chance that someone is taking a trip down memory lane looking through those old threads, I wanted to devote my signature to say directly to you, I'm sorry. Thank you for letting me be better, NPF. |
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#20 | |
Moonwalk Away.
Join Date: Nov 2007
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I'm with Smarty on this. The recognition is nice, but the money should go to less marketable arts. After all, who is more likely to end up
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