Indie devs flock to PS4 to self-publish, how The Witness became PS4 exclusive

If you ever followed Emily Rogers, she's basically putting Steam Greenlight to shame.

Dusty Revenge is still waiting to get greenlighted. Emily got them in contact with NOA, they got approved as Wii U devs in a few weeks.

Armillo is still waiting to get greenlighted. Emily got them in contact with NOA, they got approved as Wii U devs in a few weeks.

Super Ubi Land is still waiting to get greenlighted. Emily got them in contact with NOA, they got approved as Wii U devs in a few weeks.

So yeah, I'd say Steam Greenlight is shit. Especially since Gunman Clive and Mutant Mudds are still awaiting to get greenlighted, yet they are on 3DS eShop right now.

Gunman Clive's developer, beril, came out and said in this thread:

As for Steam Greenlight itself, it looks like a lost cause, and the whole process mostly made me rather bitter.

So...
 
As far as I can tell this is 4 paragraphs of editorializing about self-publishing, a recap of Blow's description of the Witness from last week, a bunch of quotes from Blow's from last week, and then a quote from a 2 year old interview about how a dashboard update 2 years ago momentarily made XBLIG harder to get at before they reverted that decision and made them easier to get at.

Yep. Kotaku did a better job at this.
 
The only Nintendo developers that have had troubles getting approved as Nintendo developers recently were the Inchworm Animation developers, and even they've gotten approved.
 
When I watched the conference I was really intrigued by 'The Witness' and hope that this generation will be the true explosion of indie games in general on consoles.
 
From everything I've heard about how Microsoft chooses which indie games THEY choose to publish, Witness most likely isn't a great game.

I'd say they would have snapped it up already otherwise.
 
Based on the fact that new games are announced every week for PSN and Wii U eShop, I'd say Sony and Nintendo are absolutely shitting on Microsoft when it comes to indie games.
Apart from the 2,800+ indie games on Xbox Live right now, yeah.

Jonathan Blow seems pissed off that he's not allowed to charge a high enough price for The Witness on XBLA: -

The Witness, and the game will be much longer than Braid, with higher production values. The game may sell for around $20 to $25, which is more than the $10 or $15 standard of Xbox Live Arcade.

“If I go to Steam I can sell a game for $25, but if I go to Xbox Live Arcade I can’t,” Blow explained. “In fact, the contract says I can’t control the price at all. That artificial channeling is sort of making their platform inhospitable for certain kinds of games.”
http://penny-arcade.com/report/edit...athan-blow-explains-why-microsoft-is-aiming-a
 
From everything I've heard about how Microsoft chooses which indie games THEY choose to publish, Witness most likely isn't a great game.

I'd say they would have snapped it up already otherwise.

"Open world puzzle game from the Braid guys. "

That alone would have made me choose it if I was in a position to do so at Microsoft.
 
From everything I've heard about how Microsoft chooses which indie games THEY choose to publish, Witness most likely isn't a great game.

I'd say they would have snapped it up already otherwise.
I agree that Microsoft is good at choosing games for XBLA, but from what I've heard Jonathon Blow didn't want to sign with them.
 
Sweet, another thread where people think that devs being able to self publish on PSN is something new. This isn't new and removing sites and authors who think it is from where you get information would be a good idea.
 
I agree that Microsoft is good at choosing games for XBLA, but from what I've heard Jonathon Blow didn't want to sign with them.
I dunno why, cos he made a packet out of Braid: -

Although Braid had been released, to lavish praise from the video-game press, on Microsoft’s Xbox Live Arcade service that August, Blow didn’t see a cent from the game until one autumn day when he sat down at a café in the city’s Mission district. “I opened up my Web browser and Holy fuck, I’m rich now,” he recalled. “There were a lot of zeros in my bank account.”
http://www.theatlantic.com/magazine/archive/2012/05/the-most-dangerous-gamer/308928/
 
Apart from the 2,800+ indie games on Xbox Live right now, yeah.

If you're talking about XBLIG, that whole service is a joke. Microsoft seems embarrassed of it and gives it zero promotion which means most games make barely any money. They even dropped XNA recently.

I don't know how getting your game on XBLIG is a win for any indie.
 
If you're talking about XBLIG, that whole service is a joke. Microsoft seems embarrassed of it and gives it zero promotion which means most games make barely any money. They even dropped XNA recently.

I don't know how getting your game on XBLIG is a win for any indie.

And what makes you think another open platform will do better? No platform holder is going to magically put money promoting every game on the service.
 
From everything I've heard about how Microsoft chooses which indie games THEY choose to publish, Witness most likely isn't a great game.

I'd say they would have snapped it up already otherwise.

This is just stupid.

You're saying that shit like Yaris and Go Go Break Steady are better than The Witness?

Because that crap was published by MS.
 
And what makes you think another open platform will do better? No platform holder is going to magically put money promoting every game on the service.

This is very true.

But he put out a specific number as if that number is something Microsoft should brag about.
 
From everything I've heard about how Microsoft chooses which indie games THEY choose to publish, Witness most likely isn't a great game.

I'd say they would have snapped it up already otherwise.

Hilarious. The Witness is guaranteed to be one of the biggest upcoming indie games. It's likely that luring indies just isn't a high priority for Microsoft right now.
 
If you're talking about XBLIG, that whole service is a joke. Microsoft seems embarrassed of it and gives it zero promotion which means most games make barely any money. They even dropped XNA recently.

I don't know how getting your game on XBLIG is a win for any indie.

You mean other than the guys that made millions of dollars off Minecraft clones?
 
If you're talking about XBLIG, that whole service is a joke. Microsoft seems embarrassed of it and gives it zero promotion which means most games make barely any money. They even dropped XNA recently.

I don't know how getting your game on XBLIG is a win for any indie.
And yet, there's way more indie games on there than any of the competing services and MS was the only company of the 3 to offer downloadable tools that anyone could use to make a game. Why do you think MS seems embarrassed of it? Strange thing to say isn't it? Do you expect them to give indie games pride of place on the 360 dashboard? Spend a fortune promoting games that sell for 80 MSP? Just like Sony do with PSN Minis, yeah?

Zombies went on to sell 200,000 copies by March 2010 and jumped to 308,000 in sales by August 2010 [10] making Silva roughly $215,000 after Microsoft's 30 percent revenue fee.
http://en.wikipedia.org/wiki/I_Made_a_Game_with_Zombies_in_It!

I guess that game was a win for that indie.
 
And yet, there's way more indie games on there than any of the competing services and MS was the only company of the 3 to offer downloadable tools that anyone could use to make a game. Why do you think MS seems embarrassed of it? Strange thing to say isn't it? Do you expect them to give indie games pride of place on the 360 dashboard? Spend a fortune promoting games that sell for 80 MSP? Just like Sony do with PSN Minis, yeah?

Well, that's what Nintendo does with the eShop. All indies titles are promiently displayed on the front page when they release, and they even have their convenient section to look specifically at indie games.
 
...but all our technical people like the PS4 specs a lot more than the leaked Durango specs, and we like the positioning of the PS4 (it’s about games) a lot more...

This is good.

Since the PS4 is similar to a PC, hopefully we'll see some more PC indie games such as Gratuitous Space Battles come to the PS4 (and vice verse).
 
This is very true.

But he put out a specific number as if that number is something to brag about.

You're right, most of it is crap. But it's still a noteworthy statistic. It's also a good reminder of what all this open platform talk means.

The quality of your average PSN/XBLA title is pretty high (compared to the average indie title), and there's a reason for it. I'm very interested in what Sony is doing, but I've spent countless hours wading through XBIG and indie PC portals, and I'm not quite convinced that this is the best step for gamers or developers.
 
Well, that's what Nintendo does with the eShop. All indies titles are promiently displayed on the front page when they release, and they even have their convenient section to look specifically at indie games.
The 360 dashboard has a section devoted to indie games, as does Xbox.com: -

http://marketplace.xbox.com/en-GB/Games/XboxIndieGames?SortBy=ReleaseDate

MS have also occasionally advertised indie games on the dashboard. But if you own a sweet shop, you don't put your 1p sweets in the window.
 
Well, that's what Nintendo does with the eShop. All indies titles are promiently displayed on the front page when they release, and they even have their convenient section to look specifically at indie games.

If you did that on XBLIG you'd end up with mostly trash on the front page. There's some great stuff on there but its so hard to find it through the junk.
 
If you ever followed Emily Rogers, a fucking blogger is putting Steam Greenlight to shame.

Dusty Revenge is still waiting to get greenlighted. Emily got them in contact with NOA, they got approved as Wii U devs in a few weeks.

Armillo is still waiting to get greenlighted. Emily got them in contact with NOA, they got approved as Wii U devs in a few weeks.

Super Ubi Land is still waiting to get greenlighted. Emily got them in contact with NOA, they got approved as Wii U devs in a few weeks.

So yeah, I'd say Steam Greenlight is shit. Especially since Gunman Clive and Mutant Mudds are still awaiting to get greenlighted, yet they are on 3DS eShop right now.

Reading between the lines of Gabe's talk at DICE (the one on his own, not with Abrams) I think they recognize the failure of Greenlight. I get the sense they are going to open things up there because he was hinting at democratizing discovery which would be necessary if they opened up the floodgates.


Noogy said:
You're right, most of it is crap. But it's still a noteworthy statistic. It's also a good reminder of what all this open platform talk means.

The quality of your average PSN/XBLA title is pretty high (compared to the average indie title), and there's a reason for it. I'm very interested in what Sony is doing, but I've spent countless hours wading through XBIG and indie PC portals, and I'm not quite convinced that this is the best step for gamers or developers.

The thing about a software catalogue is it doesn't really matter what the "average" title quality is, as long as at the top end the quality titles are there. What an open platform gets you is greater depth to the catalogue, which means greater choice and options for the consumer and means you'll see servicing of a lot more niche interests.

The problem once you open up a platform is discovery. If you can solve that, it doesn't matter how many titles you have.

Platform manufacturers and online game portals could learn a lot from the likes of Amazon.
 
You mean other than the guys that made millions of dollars off Minecraft clones?


And yet, there's way more indie games on there than any of the competing services and MS was the only company of the 3 to offer downloadable tools that anyone could use to make a game. Why do you think MS seems embarrassed of it? Strange thing to say isn't it? Do you expect them to give indie games pride of place on the 360 dashboard? Spend a fortune promoting games that sell for 80 MSP? Just like Sony do with PSN Minis, yeah?


http://en.wikipedia.org/wiki/I_Made_a_Game_with_Zombies_in_It!

I guess that game was a win for that indie.

Microsoft deserves a ton of praise for creating XNA. What I wonder is what happens to XNA developers now that MS killed XNA? Do they go learn something like Unity now? Also, not saying nobody made money off XBLIG. But lets not say everyone became millionaires because 1 or 2 studios had success.

http://www.joystiq.com/2011/07/06/xblig-creators-express-disappointment-with-low-sales/

Microsoft treated XBLIG as a dumping ground for games they rejected for XBLA. Pure and simple. And most Xbox owners didn't even look at it because they knew it was a dumping ground.


Microsoft originally advertised the idea of XNA and XBLIG as the Youtube of indie gaming where people could upload their games.

For every good game made for XBLIG, 50 shitty/buggy Minecraft clones popped up.
 
Hilarious. The Witness is guaranteed to be one of the biggest upcoming indie games. It's likely that luring indies just isn't a high priority for Microsoft right now.

What's so hilarious?

If Microsoft sees a game they like, they buy it.

They snapped up Mark of the Ninja and even slyly got under Sonys nose on Deadlight.

I'd say they've seen the Witness and don't believe its worth publishing themselves.
 
Seems like great news. The future of interesting games, new and innovative experiences, more than likely lies with the indies and not large AAA studios with bloated budgets and overlong development cycles. More power to Sony if they're looking to embrace that community. Getting devs behind the company can only be good for the platform and for gamers.
 
The 360 dashboard has a section devoted to indie games, as does Xbox.com: -

http://marketplace.xbox.com/en-GB/Games/XboxIndieGames?SortBy=ReleaseDate

MS have also occasionally advertised indie games on the dashboard. But if you own a sweet shop, you don't put your 1p sweets in the window.

As an indie developer, you want a marketplace that can give you a lot of visibility, since that's the only place you can sell your games. Nintendo decided to mix their own big titles, big third-party titles, and indie games in the same place on the eShop. It's a bit jarring seeing a title like The Cave next to New Super Mario Bros U and Assassin's Creed 3, for example. It treats indie games like any other title, and that's pretty cool.
 
This is very true.

But he put out a specific number as if that number is something Microsoft should brag about.

The only problem XBLIG has is one of perception. For whatever reason the channel doesnt get a lot of attention even though there is a lot of reason to go there. A serious game with nice production values and sales potential does get noticed on XBLIG by Microsoft. Many devs even outside of the Minecraft clones have done well on the service.

As an XBLIG dev we have been featured twice by Microsoft on the dash for both Orbitron: Revolution and Arcadecraft. MS could be doing better on this front but good lord did they deliver an incredible platform that for developers is far more flexible and developer friendly than even XBLA. It is a full service platform too that includes free well made development tools.

Any games sales and promotion is a reflection of how interesting it is to gamers on the platform.

In terms of Greenlight, it is a total failure. We have more downloads of the Xbox 360 Arcadecraft than people who have visited the Greenlight page and we have more sales than the people who have "liked" it on Greenlight. All of our press for the game has resulted in a minor spike in traffic on Greenlight too so the "you should advertise, get press, and get groundswell support" doesn't drive traffic to Greenlight. Ironic too because we even agree that is a game better suited to PC but was a console game simply because we could put it on a sales portal with very good traffic. XBLIG does have good traffic.
 
What's so hilarious?

If Microsoft sees a game they like, they buy it.

They snapped up Mark of the Ninja and even slyly got under Sonys nose on Deadlight.

I'd say they've seen the Witness and don't believe its worth publishing themselves.

Your reasoning is hilarious. Blow's last game helped make XBLA into a legit platform for indie games. The fact that MS never even spoke to him about his follow-up says that they aren't reaching out to indies, not that The Witness isn't worth it. The game is gonna be big.
 
The only problem XBLIG has is one of perception. For whatever reason the channel doesnt get a lot of attention even though there is a lot of reason to go there. A serious game with nice production values and sales potential does get noticed on XBLIG by Microsoft. Many devs even outside of the Minecraft clones have done well on the service.

As an XBLIG dev we have been featured twice by Microsoft on the dash for both Orbitron: Revolution and Arcadecraft. MS could be doing better on this front but good lord did they deliver an incredible platform that for developers is far more flexible and developer friendly than even XBLA. It is a full service platform too that includes free well made development tools.

Any games sales and promotion is a reflection of how interesting it is to gamers on the platform.

In terms of Greenlight, it is a total failure. We have more downloads of the Xbox 360 Arcadecraft than people who have visited the Greenlight page and we have more sales than the people who have "liked" it on Greenlight. All of our press for the game has resulted in a minor spike in traffic on Greenlight too so the "you should advertise, get press, and get groundswell support" doesn't drive traffic to Greenlight. Ironic too because we even agree that is a game better suited to PC but was a console game simply because we could put it on a sales portal with very good traffic. XBLIG does have good traffic.

Thanks for the post. That's pretty interesting. I actually voted for your game on Steam Greenlight. I should go check it out on XBLIG.

Just curious, how many people have bought your game so far?
 
You're right, most of it is crap. But it's still a noteworthy statistic. It's also a good reminder of what all this open platform talk means.

The quality of your average PSN/XBLA title is pretty high (compared to the average indie title), and there's a reason for it. I'm very interested in what Sony is doing, but I've spent countless hours wading through XBIG and indie PC portals, and I'm not quite convinced that this is the best step for gamers or developers.

How do you feel about what Nintendo is doing with the Wii U and 3DS in regards to Indie Devs right now? Have you tried to work with Nintendo before? Serious question. :)
 
Yeah it's pretty sad.

I mean people have to give out games for free on NeoGaf to bribe voters and developers still don't get enough votes to get greenlighted

Marvin Mittens thread is an example of this: http://www.neogaf.com/forum/showthread.php?t=503527

I have a friend making a game right now trying to get votes, but its really hard to get votes on Greenlight without getting stories on Kotaku or DTOID or something. I certainly dont go there everyday checking for new projects.

Shameless friend plug if youre at all interested.
 
What is the argument against letting developers self-publish? I don't understand that at all.
 
What is the argument against letting developers self-publish? I don't understand that at all.
They can self-publish all they like on XBLIG. XBLA is intended as a curated market for a relatively small number of higher-profile games. Microsoft relies on publishers to winnow down the field be giving each publisher a limited number of publishing slots to fill on XBLA.

It's fundamentally a sound set-up. The main problem is that MS needs to do more to promote XBLIG games and make the marketplace much more accessible.
 
What is the argument against letting developers self-publish? I don't understand that at all.

There shouldn't be one really. The thing is a game only does as well as a platform holder thinks they can make money off of it. Visibility is key and everyone will then battle for it.

A good friend of mine who had a game dev studio here in Vancouver made two iOS games. In the earlier days of iOS They both sold around 75 copies each and cost 5 figures each. Free market, no visibility.

Just because devs can jam whatever they want to a platform doesn't guarantee success. Even if Steam went 100% open games wouldn't see great sales.

Our first game Orbitron:Revolution saw far greater sales on Xbox than PC by a massive ratio.
 
What is the argument against letting developers self-publish? I don't understand that at all.

In theory, opening up your platform will result in

- lower average quality for titles and more inconsistency of experience
- increased pressure on discovery to surface good/relevant content
- increased support for platform holder


However, in exchange it provides

- greater depth and diversity to the catalogue
- higher aggregate sales and revenues


On balance, opening up your platform is better for consumer, developers, and the platform holder IF you can solve the discovery problem and can avoid be burdened with additional support.
 
Mario and Noogy up in an indie thread. We just need beril and a couple other members to have the GAF indie dev Illuminati here.
 
Top Bottom