GarageGames Name Joins Torque Game Engine In Retirement

OK, I get to be all sentimental again. A month or so ago, GarageGames pulled the original Torque Game Engine off the market. Now, they are pulling the name GarageGames itself off the market, and replacing it with Torque Technologies. I can’t disagree with the decision Brett Seylor, TT VP of Tech and Tools, made to change the name. Torque is a shiny new modern 3D game engine, and they have decided that the idea of programming in a garage is not quite the image they want to project. Even though I understand, it still tugs at my heart strings.

GarageGames Logo and Motto

GarageGames Logo and Motto


When Jay Moore and I used to head out on the road to evangelize our idea, we loved every minute of it. It was exciting times doing everything we could to help indies. Having a mission that fills your heart as well as your brain makes you do things you would not normally do, like working for little to no money for a long time, or getting up in front of big crowds to do public speaking (which I hate), or cold calling hardware companies to have them help out at IndieGamesCon.

We got paid back in so many ways though. Like our first booth at GDC, a wooden concoction I had a friend make for us. Our little 10 X 10 booth was the busiest per square foot of any booth at the conference, with people lined up 10 deep just to get in to talk to us. Or like seeing employees at big companies like EA walk by and thrust their clenched fist in the air and shout, “GarageGames!” with us knowing that they were using Torque in their off hours trying to escape the Man. Or having and incredibly talented and dedicated developer drive across the country to work for us for peanuts and sleep in his cars for days until they he was paid enough to get a room (we didn’t know this until years later, and that guy is now one of my partners in PushButton Labs).

What's It Worth On eBay Now?

What's It Worth On eBay Now?

I don’t think that kind of magic can ever happen twice in a row. But, after Dynamix, I never thought I could start and work at a place that would have its magic, yet GarageGames surpassed it. You never quite know the magic is happening when you are in the middle of it. There are time pressures, the stress of development, paying the bills and worrying about money. You need to look inward and make sure you feel the magic. This time around I am actively looking for the magic. My senses are a lot more tuned to it. I can tell you that the past two weeks have been nothing but magic, and some day I’ll blog about it when I can bring it public.

-Jeff Tunnell, Game Maker
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PushButton Labs Acquires Rights To The Incredible Machine

As announced today at PushButton Labs, we have acquired the full rights to The Incredible Machine! Although this happened several months ago, we waited on announcing it until the guys at Good Old Games could get it ready for sale, where they have a bundle Mega pack that includes four versions of TIM for $9.99.

Original Incredible Machine in Pixelated Glory

Original Incredible Machine in Pixelated Glory


Hit games for their creators are like hit songs for singers, i.e. they stick with you for a long time. When Kevin Ryan, Brian Hahn, and I created TIM at Dynamix back in 1991, I had already been thinking about the game for seven years. Now, here it is 18 years later, and TIM will get an entirely new lease on life. That is 25 years of being involved with TIM, and I have loved every minute of it.

How we came about getting the rights to TIM is a story that we cannot even tell. It is a story filled with lots of NDA’s, Activision, Sierra, GarageGames, a racing game, on-line game portals, PushButton Labs, Grunts, spys, and intrigue. Well, maybe not spies, but all of the other stuff was there. Regardless of the path, I have sitting in front of me all of the copyrights signed over to PushButton Labs, and like I tweeted a while ago, it feels like having a long lost child finally come home.

The Incredible Machine Copyright Folders

The Incredible Machine Copyright Folders

While we are not announcing our future plans for the TIM franchise, you do know that I still work with Kevin Ryan (co-designer, programmer for original TIM) and PushButton Labs creates Flash technology and websites, so you can draw your own conclusions.

-Jeff Tunnell, Game Maker
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Torque Game Engine Enters Retirement… Bittersweet For Me

Yesterday Brett Seyler of GarageGames posted a blog announcing the release of version 1.0 of Torque 3D, which is a $1000 updated version of Torque, with new rendering, tools, art pipeline, COLLADA support, etc. It looks awesome, and I know their world-wide team worked incredibly hard on the product. I congratulate them on this release, and wish them great commercial success.

However, buried in a single sentence of the blog was the following statement:

“No matter what the results, there will be other changes to the Torque product line up as well. Biggest of all, as of November 1st, 2009, past versions of Torque (TGEA, TGE) will no longer be available for purchase.”

TGE and TimAste Art

TGE and TimAste Art

Before I get back to this, allow me a little history lesson. Torque Game Engine started life in 1997 as the 3D engine behind Dynamix titles such as Starsiege and Tribes. For those that don’t know it, I was the founder of Dynamix and the Executive Producer of those titles. In 1999, myself, Rick Overman, Tim Gift, and Mark Frohnmayer made an agreement with Sierra/Vivendi/Universal, the parent company of Dynamix, to license this technology, leave Dynamix, and start a company called GarageGames. Open Source was the hottest thing going in those days, and our original intention was to give away the engine, and help people sell the games made with it. A couple of months into our company, we realized we would need some revenue, so we decided to charge $100 for the Torque Game Engine (TGE) and all of the source code. We joked that it was as close to Open Source as we could get it, or it was “Open Source with a business model”. At the time, game engines like id’s Quake engine were selling for $500,000 or more, so our price was something of a shot heard around the world.

People thought we were crazy, but with the semi-serious motto of “world domination through collaboration“, we absolutely believed in our mission of standing up for Indie game developers. As an aside, people did not use the word Indie for independent game developers back then. Mostly, they were called Shareware developers because that was the business model they used to monetize their efforts. We identified “Indies” as a market, and went after something most people did not think existed. I would always say, “Do more kids want to be rock stars or game developers? I think game developers. This is a huge market. We just need to hang in there, keep making our stuff better and easier to use.” Hang in there we did, and our sales of TGE steadily rose. None of us made much money, but everybody that came to GarageGames came out of the community, and were willing to work for less than normal to further the vision. It was an incredibly challenging, fun, creative environment and mission.

One constant in this world is change. Game engines get old, companies sell, and people move around. There are hundreds of engines available for all sorts of platforms. Indie game makers are a huge news makers. And, after an incredibly long 10 year life span, TGE is going to the big bit bucket in the sky.

On a brighter note, on Twitter I speculated that it would be very cool if TGE was Open Sourced. Not five minutes after I tweeted, Brett Seyler responded with:

“relyes @jefftunn I think that’s a very likely outcome in 2010.”

That would be awesome! Let’s hope that a little bit of game development history gets to live on forever.

-Jeff Tunnell, Game Maker
Make It Big In Games
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The World Is Changing… How Will You Fit In?

The world is changing faster than we can comprehend. This YouTube video is an inspiring (or maybe scary) presentation that shows how fast things are changing in the world. It is inspiring because it makes your needs of creating a small niche that can sustain your life seem infinitely doable, but scary in the fact that global competition means that your idea has probably already been thought of.

Here is a direct link to the YouTube video.
YouTube - 2008 Latest Edition - Did You Know 3.0 - From Meeting in Rome this Year.

Personally, I am inspired by this type of presentation. Let me know what you think.

-Jeff Tunnell, Game Maker
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Flashbang Guys Getting It Right

Flashbang Studios, creators of the portal Blurst, which is filled with their own games such as Off Road Velociraptor, Blush, and Minotaur in a China Shop are really doing things right. They have now self funded five titles and try to come out with a new game every eight weeks (six per year total). All of their games use the Unity web plug in for a nice, high fidelity game experience in the browser on both Macs and Windows machines.

Flashbang's Blurst Game Portal

Flashbang's Blurst Game Portal

These guys have no idea that I am posting about them. While I met Mathew Wegner a few years back at a Casual Connect, we have not stayed in touch. At the time, I was extremely impressed with his creativity and the types of games they were creating. Since then, their company has really hit its stride. In this article, Gamasutra - News - Interview: Flashbang Studios, Blursting Through?, Gamasutra interviewed the founders.

Here are some of the things that I think they are doing right:

  • They have a”day jobs” doing contract work.
  • They are creating new Intellectual Property at the rate of six games per year.
  • They abandoned their old plan of making casual games to make money to concentrate on games they really believed in.
  • They chose a game engine and work within its bounds. They don’t complain about what it does not have, they just crank out great games.
  • They are aggregating their efforts in a rapidly evolving portal, Blurst, that is gaining traffic at a nice rate.

In summary, Flashbang is following all of the steps that I advocate in my Foundational Five article about surviving as a game developer. They have a small team of creative, like minded people, they have day jobs, they are creating innovative games, they are building a portfolio of company owned IP. In my mind, these guys, along with companies like Thatgamecompany, Behemoth, and 2D Boy are a new generation of rising stars that will be making the hits of the future. A couple of years from now, I think Blurst will have huge traffic, and these guys will be extremely successful.

-Jeff Tunnell, Game Maker
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PushButton Engine Open Beta Launched

Two days before Game Developers Conference we opened the PushButton Engine site in Beta form to the general public. The PushButton Engine is a Flash game engine released under the extremely liberal MIT Open Source license. If you are interested in Open Source Flash game development, you should check it out!

PushButton Engine Logo

PushButton Engine Logo

Nine years ago when we released the Torque Game Engine for $100 at GarageGames (for those who don’t know, two of the founders of PushButton Labs, Jeff Tunnell (me) and Rick Overman, were half of the founders of GG) everybody wondered how we could make a company charging so little for our products. To be honest, we thought we would make up the difference by selling games, and even though that did eventually work out, it took a long time, and in the meantime we made a meager living selling TGE one at a time for $100. However, any way you look at it, GarageGames worked out very well, and, like I always say, if you catch fish in a hole, go back to that hole next time you go fishing. So, here we are making another engine, but this time we are giving it away for free!

A fair question that anybody should ask is how our company will survive giving away our efforts for free. I think that is going to be the main question nearly all online products and companies are going to have to answer over time. Our answer is that we are going to give away the game engine foundation for free, then sell premium components, starter kits, and content. In addition, we are opening up our e-commerce and store to anybody that wants to sell technology to our community. You can think of it as an “app store” for game technology.

We did a mini version of this model at GarageGames, but it was a closed system where we were open to submissions or we recruited certain developers to make technology that GG would sell in its developer store. Many developers made nice side income or even enough to make a living selling Torque add ons and tools. Like I always say, don’t quit your day job, and having a nice income stream from selling some technology can really help offset your game development efforts.

Flash has huge momentum and we think there is a great opening to supply Flash developers with even easier and more modular methods of making their games. We envision thousands of free and premium components, starter kits, and content packs all rated, ranked, and easily distributed through our store bringing in great money for the developers creating them.

When we launch our component store (hopefully next week), we will be giving a lot more info, but for now the enticing bits are that our entire infrastructure is built upon Amazon’s amazing EC2 and S3 cloud computing services, and we are using Amazon’s ex-commerce service for the payment system, which allows us to essentially allow micro-payments.

The first premium component created by PushButton Labs will be a real time networking component that is based upon the ideas behind the great open sourced OpenTNL, Torque Networking Library, we released from GarageGames six years ago. PB Networking should be the best real time networking the Flash game world has seen with bit packing, ghosting, and the ability to use Java, C++, or Flash based back end servers. Our test results show it performing better than anything we have seen in the Flash space (but, it is a big space, and we could have missed something). PBN will be released under an Indie and Commercial license that is compatible with the MIT license of the base engine. We have not yet decided on a price, but it will be low as we want to make sure this technology is very accessible.

If you decide to try out the PushButton Engine, please remember it is still in Beta. We have a long way to go to make everything more noobie friendly, and of course, the docs still have a long way to go. Even though we didn’t really try to make a big splash at GDC, we graciously got picked up for an article by Wagner James Au from the GigaOM technology blog, which resulted in coverage by the New Work Times and many other blogs. I hope all those visitors stick with us while we get the training wheels bolted on :)

-Jeff Tunnell, Game Maker
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Risk Assesment: Don’t Put All Your Games In One Market

Owen Goss, the owner of Streaming Colour Studios released a great article about his iPhone App Store experience that has been sweeping the Indie blogosphere. If you have not read the post, you really need to do it right now, but the gist is that Owen invested $32,000 in Dapple, a color matching game, that has returned only a couple hundred dollars in the first few weeks of release. Owen’s post was awesome. He was not whining. He was just putting out a data point for the community to digest, and I, for one, appreciate his honesty.

A day after the release, the article was picked up by Slashdot, and Owen wrote a follow up article describing the responses he has gotten. Here is an excerpt:

Perception of whining or quitting

Many people perceived my post as whining about my sales, or that I was giving up on the game. This couldn’t be further from the truth. The post was meant purely as informational. I thought it would help people to see that selling an app on the App Store is just like selling any other product: it takes a lot of work and you shouldn’t expect to be an overnight success. I am also not giving up on Dapple; far from it. I’m only just getting started with it. That post was only a single data point on what I hope is a long upward trend for the game. Every game, every company starts somewhere, and I wanted to document where that was for me.

Don't put all of your eggs in one basket, or your games in one market either.

Don't put all of your eggs in one basket, or your games in one market either.


The observation that I would like to make is that it would be great if Owen’s work could be leveraged across multiple platforms. I think Dapple looks like a game that would work in the casual portals, on Facebook, and in the Flash market. Adding all of those revenue streams together may not have made the game profitable, but it could lessen the blow, and who knows, maybe activity in one market will lead to recognition in another market.

This is the strategy we are taking with our Push Button Labs game, Grunts: Skirmish, and a strategy that I am seeing a lot of developers talk about. We will be counting on a lot of activity in the Flash market to drive sales in the other markets. If hundreds of thousands or even millions of people play our game on the Flash version, it will drive traffic to our site so we can potentially upsell them on our High Definition or heavy client versions, or eventually on microtransactions or even subscriptions. Imagine what you would have to pay in advertising dollars to get that kind of exposure, but the cool thing is, we will get PAID to release the Flash version.

Some developers only want to focus on a single platform. As an example, Jeremy Alessi, a frequent commenter on MBG, is just about to release his third game on the iPhone. He is happy with this strategy, and does not want to take the time to develop tools or processes to put the game anywhere else. As always, the best thing about being an Indie is that you have the freedom to do what you want. However, it is my firm belief, as an Indie, that spreading risk around is the best path to success.

I don’t want to turn this blog into a big advertisement, but I do need to mention that our open source Flash based Push Button Engine is the basis of how we are going to be bringing our games to multiple markets. It is currently in closed Beta, but we hope to announce the Open Beta before GDC.

-Jeff Tunnell, Game Maker
Make It Big In Games
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Photo by woodleywonderworks

Hey Whiners, the iPhone Market Owes You Nothing

The success of the iPhone App Store is bringing out a lot of pontification about what is wrong with the market and how to fix it, but I think many of the ideas are dead wrong. Develop Magazine’s interview with developer Nnooo finally pushed me to write this article to debunk some of these ideas before they become dogma.

If you think there are too many games in the iPhone App store now, just wait. There will be many more.

If you think there are too many games in the iPhone App store now, just wait. There will be many more.


On 3/3/2009, 148Apps announced that the App Store had over 25,000 apps and games in the marketplace, prompting Develop Magazine to interview Nnooo, WiiWare developer of the product Pop. Pop is a nice looking game, and there is some great information in the interview about the juxtaposition of development on the Wii vs. the iPhone, so it is definitely worth reading the article. However, a good portion of the interview was spent with the founder of Nnooo explaining that the ease of development on the iPhone is causing crowding in the market, and that a lot of bad product is making it onto the system thus lowering the sales of the good games. Wow! Yesterday I had a fairly polite response written, but thinking about it last night really pissed me off, so I changed it.

All of this elitist non-informed bullshit needs to be debunked. Crap like this, along with developers complaining that they cannot make $80,000 per year just by making iPhone games is so far from the truth that it is laughable. The bottom line is that markets owe you nothing. If you can’t survive in the market, there will be a hundred other guys that want it more and will take your place.

First of all, get used to the crowding. If there are over 25,000 apps today, there will someday be 100,000, then 200,000, etc. It won’t end. If you can’t take the heat, get out of the kitchen. This is a marketplace, and you either break through or you don’t, but don’t blame other people that want to make games on your problems. Another marketplace, the Internet, has millions of products and games available. It is an open marketplace, and you should be glad for this.

I can tell you with conviction that you don’t want a closed market. If Apple were to close off the market by putting up slotting fees, a big sign off process, etc., only the largest of companies would be able to afford to put games in, effectively cutting off the small guy, probably even the company that gave the interview. This kind of closed distribution system is very similar to the box market, and was what caused the big publishers to evolve to what they are today, i.e. he with the most money wins.

Huge publishers used to kiss Nintendo’s ass to be allowed the honor of paying for development, marketing, cost of goods, plus a big royalty to the NIntendo just to bring their products to market. Today, if you want your game to go on XBLA, you first need to spend the money to make most of the game, then beg Microsoft for a slot, which is worth a lot less than last year due to MS arbitrarily dropping the royalties. Do you want to take your game to the box channel? Then get ready to play the extortion game of paying slotting fees, co-op marketing and selling fees (essentially kick backs), etc. if you can even get an audience with the channel. Again, he with the most money wins.

Making a great game is only part of the process. Marketing is the other part, and developers never really want to acknowledge this fact. We are in a unique period of time right now where new markets are opening up, and some lucky developers have hit the jackpot without giving any thought to how to sell their games. This will not continue. If you only know how to make games, it might be in your best interests to hook up with somebody that understands marketing and sales. That can be in the form of finding a partner that can work on those aspects or even considering finding a publisher that will handle those efforts for you.

I say that open markets are best. Sure a lot of bad games will be made, but they will quickly fall off the new release charts, and they will never be heard from again. If you are counting on the featured lists or the best sellers lists to market your game for you, you might as well pack it up now. That is a naive business model and, while lightning may strike a lucky developer once in a while, you need to have a better plan than relying on pure luck.

-Jeff Tunnell, Game Maker

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Putting Your Game On OS-X and Linux is Not Enough

Recently, an article about Indie gaming went up on Ars Technica entitled Indie dev suggests peers should support OS X, Linux gaming. While I think Jeff Rosen and the Wolfire Games guys are making a cool game, and Ars Technica meant well, this is not enough in Today’s market.

Windows vs. Mac is no longer the question.

Windows vs. Mac is no longer the question.

Eight years ago, when we were first starting GarageGames, putting your game on three OS’s was state of the art, and we supported it by releasing an engine and many games on all three platforms. Obviously, making sure your game can run on three OS’s instead of just Windows is a big step in the right direction, but now days, you need to expand your idea of what a platform is, and build your game accordingly.

Instead of debating OSX, Linux, and Windows vs. just Windows, you should be considering all OS’s, Flash, the browser, Facebook, MySpace, Hi5, Steam, Instant Action, Greenhouse, your own site, iPhone, Android, other smart phones, Nintendo DS, Xbox via XNA, XBLA, Playstation Network, Wii Ware, box distribution, Casual Portals like Big Fish Games and Yahoo Games, Flash Portals like Kongregate and New Grounds, international portals.

Concentrating on how you can make your game and intellectual property accessible for as many of these platforms as possible will greatly increase your chances of success. Look at how Popcap is growing like a weed in an era when most of the big publishers are losing money and market share, selling out, or going bankrupt. Concentrating on smaller IP’s that can exploit every platform imaginable is a much more viable strategy for Indies.

If you are an Indie trying to make the next Fable or Halo or Tribes, this approach probably won’t work, but for nearly every other type of game, I think an iterative approach to the development of the game and IP behind the game will work. If you have a BIG idea, you may want to consider making it smaller by using some of the techniques I described in the article The Art of Backing Off. If you have not read that article yet, please click on over, so we are all on the same page for the rest of this article.

Grunts: Skirmish Flash version runs on all OS's

Grunts: Skirmish Flash version runs on all OS's


Our game, Grunts: Skirmish, started as a big RTS + community for publication on Instant Action, but as per the Art of Backing Off article, it is currently a Flash game that will be available to play for free within the next few months (note: it is taking a long time because we are developing a company, several web properties, and the Push Button Engine at the same time). We like to call this first Flash version of the game our “Light Client” version, and we have plans to go from this version all the way up to “Heavy Client” versions like XBox and Playstation 3. However, we may never make it to the heavy client versions based on what we find out from the light client releases.

While you may argue that it is extra work to create light client versions of your game, I think it is the best method I have ever experienced for making a game so far in my career. Work on the light client has not slowed down or stopped our development of the intellectual property behind the game, i.e. the characters, back story, logos, or web site design. Plus, it has given us time to create and design a nice progression of milestones and prototypes that we can test along the way toward the end goal of the entire game. For instance, given the response to our characters already, I think people are going to like the IP, but there will be nothing like putting the game up on Kongregate to find out.

If players do end up hating the characters or back story, we are not too far into the concept or idea to kill it. We are flexible and not too invested. Developers that put their all into a huge concept for years, then find out players don’t like it, are screwed. Again, our idea is “too small to fail” right now. If we misjudged the market, we have dry powder to try something different. The same thing goes for the game play. Since we have only developed the first part of the overall game, we are not so invested that we will die if it does not work out.

Besides the above advantages of light and heavy client development, getting onto all of the platforms starts to get much easier. Check out what happens once we ship the Flash version.

  • We immediately bring a subset of our full game and IP to a billion potential players world wide on Day One of ship.
  • We are immediately available on Windows, OSX, and Linux.
  • We are positioned very well to put the product on Facebook, MySpace, Hi5, or any other social network.
  • Using some “special sauce” that we have worked up, porting our game to iPhone is fairly an easy task.

In one step, our game is delivered on over half of the platforms I mentioned above. In addition, we now have a great looking calling card and, hopefully, data to back it up, to allow us to pitch the heavy client platforms. Instead of going to Microsoft with a demo or a pitch, we can go to them with data that says our game was played by 7MM people that loved it and are looking for the next version. If you think about it, that is how Flow, Line Rider, and even the Behemoth guys got onto the heavy client platforms, although I don’t think they were thinking about that when those games were originally created.

To summarize, definitely make your game for more than one OS, but open your mind to where games are really being played in Today’s market.

-Jeff Tunnell, Game Maker
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Game Pricing, Look Out Below

I have always thought game prices have been too high, and I have put my money where my mouth is. At Dynamix, I pushed to have an entire line of casual products come out at the then unheard of price point of $19.95 instead of the industry standard of $40-50. When we first started the GarageGames Game download store, I advocated for, and won, a $14.95 price point. For the next six years I constantly advocated that we should blow away pricing friction and come out with some games at $1-3, as it was my belief that these rock bottom prices were inevitable.

Game prices are falling, and they won't go back up.

Game prices are falling, and they won't go back up.


There is an old saying that being too early is the same as being wrong, and I was way too early in all of these cases. Customers did not appreciate the $19.95 price point in 1997, instead thinking the games were probably not good (although they were great front line casual titles (like RC Racers, Mini Golf Mania, and Cool Pool), although the under $20 price point did eventually become the standard for boxed casual titles. There was not enough traffic to the GG store to justify the $14.95 price point, so we raised the price to $20, and saw increased revenue, if not greater unit sales. And, finally, GG just never got around to the $1 games, but we did set new industry pricing with the $100 Torque Game Engine.

One of the first successes in lower priced games came from XBLA, where Microsoft went out and did huge surveys of gamers, and found they would be much more receptive to downloading games at lower price points, so they came up with the $5, $10, and $15 price points (further disguised by using Gamer Points) seen today. Our Marble Blast Ultra was one of the first games in the store at a $10 price point, and it made us hundreds of thousands of dollars in revenue, so I finally felt vindicated for my years of lower price point pontification.

Now the flood gates have been opened, and I am telling you to look out below. Today Reflexive, recently acquired by Amazon, opened their new download store, with lowered front tier pricing of $9.99 and second tier pricing of $6.99 for Indie casual games. All of the other casual portals like Big Fish Games and Yahoo games have pricing of of $6.95 by joining their “clubs”. It is my belief that even these prices will not hold up over time.

As an example of the future, look at the game section of the iPhone App Store. In this market, the right price for a game is $0, and I believe that is where all game prices are heading. For a while, there will be successes at $3.99 to $1, but eventually, I think you will see capitulation to the $0 price point.

Why are games going to what many see as absurdly low price points? It is a simple answer. Supply and demand. It used to be difficult and expensive to make games, so few people had the knowledge to create a game, and even if you could figure out how to make a game, there were only a few distribution outlets. There was no Internet, so only a few games could be brought to the few shelves open to selling them. With relatively few games being made, and fewer being distributed via hard media, games were scarce, resulting in high price points.

Contrast that to today, with an uncountable number of inexpensive or free game engines and tools, game development schools and thousands of web sites that teach people how to make games resulting in tens of thousands of game developers and games competing in the market. I always compare game development to music, and I will again. People want to be in bands even though there is no exact way to make money, let alone make enough money to make a living. As proof, there are over four million bands on MySpace alone. In the future, I am sure there will be millions of games developers, and all of them will be putting downward pressure on price points.

This is already happening in the Flash game market, with even a cursory look showing Kongregate, a single Flash games portal, with over 11,000 free games on their site. These games are already fun, but watch for them to get more polished with more features as more sophisticated Flash development gets easier with tools like our upcoming Push Button Engine as well as the foundation of Flash itself getting better. As there are more and more games on the market, developers will have little chance if they do not keep up with bigger and better productions. These great, creative, free games will put tremendous downward price pressure on all other categories and distribution channels.

What about consoles, and big game publishers, and the $60 price points of AAA titles? In depth analysis of this market is another article, but suffice it to say that prices will come down on all of them. Of course, all of this will take time, but it will be an excruciating fall. All you have to do is watch what is going on in the music industry to get a feel for how it will play out. There will be fights, finger pointing, lawsuits, and tons of press while the incumbents attempt to hold onto old business models while thousands of new competitors ravage the old way of doing things.

How will you survive in a market with a $0 price point and millions of competitors? I have ideas, and I can’t say for sure, but I do know there will be no one way of succeeding. I’ll explore different strategies such as ad supported games, micro-transactions, etc. in future articles. Don’t get me wrong, if you are already an Indie with nothing to lose, and you are following my Foundational Five ways of running your company, you should be excited about the changes.

-Jeff Tunnell, Game Maker
Make It Big In Games
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