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Archive for the 'Game Development' Category

Quick and Dirty Market Research: A Better Way Than Build & Pray

Posted by GBGames on February 26th, 2010

If you want to create a failing indie game development business, you need to create a product or service that no one will care about, and it’s easy to do so. Just follow these steps:

Get inspired to create a game.
Create the game.
Release the game.
Start figuring out how to [...]

Read Up on the Video Game Industry’s Indies

Posted by GBGames on February 12th, 2010

Entrepreneurs, business owners, and other indies have given me a good piece of advice that applies no matter what is going on in the economy: keep on top of the industry. Subscribe to magazines. Go to conferences. Read relevant blogs and books. Be familiar with what your industry is doing.
Why does it matter?
There are a [...]

Is Single-Player Gaming Dead?

Posted by GBGames on December 4th, 2009

Back in October, Raph Koster wrote about a PC World interview with the lead designer of Dragon Age, a major single-player game from Bioware. Mike Laidlaw on single-player games talks about the idea of creating such games today, when games such as World of Warcraft and even Facebook games such as FarmVille dominate by leveraging [...]

Marketing Is More Important Than Product Quality

Posted by GBGames on November 19th, 2009

GamesIndustry.biz recently published a post called Marketing influences game revenue three times more than high scores. Research has shown that the belief that game reviews have an impact on the sales of a game is a false one.
Or at least a poor quality game with big marketing dollars behind it will sell much more [...]

EA Acquires Major Facebook Game Developer

Posted by GBGames on November 13th, 2009

Facebook has grown to be a powerful social networking force to be reckoned with, and game developers who have taken advantage of the popularity are pulling in plenty of money through ads, virtual good sales, and exposure. And now, EA purchased PlayFish, the biggest publisher of social games on Facebook, for about $400 million.
So [...]

Generating Buzz for Indie Games

Posted by GBGames on October 21st, 2009

Paul Taylor of Mode 7 Games, creators of Determinance, wrote an article for Gamasutra called Building Buzz for Indie Games which I think ties in and expands upon Christopher M. Park’s advice for aspiring indies that I wrote about last week.
He starts by emphasizing marketing, quoting Tim O’Reilly’s message that obscurity is a bigger problem [...]

Advice for Aspiring Indies

Posted by GBGames on October 16th, 2009

Back in August, Christopher M. Park of Arcen Games gave advice for aspiring indie game developers.
He has a number of observations after releasing his first game, A.I. Wars, and my favorite part is categorizing what class of indie game you might have your hands on. He separates them into three main groups: Indie Darlings, [...]

No Thousander Club Updates?

Posted by GBGames on October 12th, 2009

There’s a reason why you haven’t seen any Thousander Club updates in a long time. I haven’t been programming!
It’s a bit painful to see yet another week go by where I haven’t done some coding, but my current priorities don’t leave time to do game development. I’ll have more to say when these non-game development [...]

What Game Platforms Do You Support?

Posted by GBGames on October 9th, 2009

While I beat the drum about supporting GNU/Linux gamers, more than a few people have noticed that the world doesn’t revolve around Windows vs Mac vs GNU/Linux anymore. Jeff Tunnell wrote in February that putting your game on OS X and GNU/Linux is not enough.

Instead of debating OSX, Linux, and Windows vs. just Windows, [...]

LD#15: Mineral Miner Post-mortem

Posted by GBGames on September 17th, 2009

Ludum Dare #15 is over, and I already wrote that the results are in. Aside from placing well in Community, which shows how much I love participating in LD48, I also saw my overall ranking come in at around the 40 percentile. I was ranked #63, which sounds good, but there were a number [...]