In addition to Unity, a Havok license is included with the Wii U devkit. Also, the devkit is pretty cheap for a console launch, being under $2000. And another big plus, publishers get full price controls.What Nintendo did with Wii U eShop that was not possible with WiiWare
Wii U eShop
- Allowing devs to put DLC and Patches for free
- Didn't put a limit on memory
- Devs don't have to have an office
- Self Publishing
- Unity Licenses
- You don't have to reach a certain amount of sales to get paid
It seems both Nintendo and Sony approved a lot this gen.
In addition to Unity, a Havok license is included with the Wii U devkit. Also, the devkit is pretty cheap for a console launch, being under $2000. And another big plus, publishers get full price controls.
If you want to get super specific, you can also control your release date and have sales whenever you want now. The dev kit apparently costs $1732, specifically.
So Sony's and Nintendo's platforms are now a good choice for indies. Let's see Microsoft's move, this is good news for everyone.
I suspect that Microsoft wants to relegate self-publishing to a smaller sector on Xbox because full-blown self-publishing on the Marketplace is going to cause a price-race to the bottom. Look at the App Store.
That's clearly talking about Wii devkits, not Wii U.
Microsoft actually forced that to happen in XBLIG by limiting the max price to $5, and then creating a system where the games that get promoted the most are the ones that sell tons of copies regardless of price - since a $1 will sell a hell of a lot more copies than a $5 game, the chances of a $5 game being near the top of the list is very low.
I think the OUYA will be a very interesting experiment to see what happens in regards to price - it's a completely open console with no price limits, no dev-kit or subscription cost other than the $99 console, forced demos for all games, and already a ton of indies developing games for it.
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.
If you want to get super specific, you can also control your release date and have sales whenever you want now. The dev kit apparently costs $1732, specifically.
Well, but that's precisely the "race to the bottom" problem. The only way your game gets discovered is if it hits the top of the sales chart, and the only way to get to do that is to sell cheap since you're competing with other games selling for cheap. It's certainly not unique to XBLIG - same exact problem on the iOS store, Android store etc.Microsoft actually forced that to happen in XBLIG by limiting the max price to $5, and then creating a system where the games that get promoted the most are the ones that sell tons of copies regardless of price - since a $1 will sell a hell of a lot more copies than a $5 game, the chances of a $5 game being near the top of the list is very low.
I just want to make it clear that there is a lot more to being a "good choice for indies" beyond "technically they are allowed to exist on our platform."
Not saying either the Wii U or PS4 will be bad for indies; but this news in particular doesn't seal the deal.
Yeah, thats why things like allowing self-publishing and access to free dev-kits reaffirm that Sony has been a relatively great platform for indies to work for. Its really not news.
MS on the other hand has been getting bad press in regards to their Indie support. Which is strange, considering they started off relatively awesome with XNA.
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.![]()
Well, but that's precisely the "race to the bottom" problem. The only way your game gets discovered is if it hits the top of the sales chart, and the only way to get to do that is to sell cheap since you're competing with other games selling for cheap. It's certainly not unique to XBLIG - same exact problem on the iOS store, Android store etc.
So far sales performance has also been pretty encouraging for Indies on Wii U with examples like Frozenbyte mentioning Trine 2 DC outperforming the other console versions and Shin'en saying Nano Assault Neo is actually their fastest selling title ever. Nearly all the eShop only releases seem to have done pretty well (Tomorrow Corp's Little Inferno, Doublefine's The Cave, Wayforward's MIghty Switch Force HD, Neko's Puddle, Zen Studios' Zen Pinball 2), the lone excepton seeming to be Broken Rules' Chasing Aurora.I just want to make it clear that there is a lot more to being a "good choice for indies" beyond "technically they are allowed to exist on our platform."
Not saying either the Wii U or PS4 will be bad for indies; but this news in particular doesn't seal the deal.
I've only talked to Sony and Microsoft, but I have found Nintendo this generation to be making some interesting moves. I haven't really followed them as closely as I probably should have.
Regarding the XBIG talk, even if there are hurdles with the marketplace and some serious perception issues, I believe it helped pave the current indie landscape on consoles. I mean, I wouldn't have become a developer if it wasn't for XNA and the community that Microsoft had nurtured.
This new generation will be very interesting. It's amazing to see how far 'indie games' have come over a single console cycle. The fact that all platform holders are embracing it is very promising.
Joel here - just to comment on this, Mikael probably should've said just "well". That's what he/we mean.I can't disclose sales numbers as per Nintendo's policy (not that we'd be the first in line to do that anyway), but we are happy with them. And by contrast we are not happy with the XBLA/PSN numbers - it seems like they are very hit-driven nowadays and only the top-3 or top-10 games really sell well unless there's a huge marketing budget attached or similar hype garnered through other means. Quality by itself doesn't seem to matter much. This is bad news for us because quality is our strongest weapon in the marketing/quality/positioning triangle.
Anyhow I'm fairly confident in saying that Wii U will be our best console platform. Whether it's the "launch effect" or eShop's better visibility, or the general quality of the game and the great word of mouth - thanks to everybody! - or sheer luck, I don't know - but we'll take it.
- Joel, Frozenbyte team, developers of Trine 2: Director's Cut
I'm talking about trajectory/projection - however it's based on some good real numbers and not just some long-tail projection for 12 months or something like that. We're not doing mindblowing units but it does look good to us, and the fact that this is still the launch period makes things very interesting (i.e. how much legs we will have in say, 6 months time). The Leaderboards on XBLA are reasonably accurate so that's a baseline. I have no doubt that we'll pass the XBLA numbers with the eShop, it's just a question of how many months it takes...
The great thing in our mind is that there's still hope for downloadable games on consoles. We had started to doubt this after seeing how many games failed on XBLA/PSN... The Wii U eShop is able to pull in respectable numbers and that means it's another platform that can be considered for development. It's quite important that independent developers like us are not 100% dependent on any one platform - Steam tends to be the best channel for most developers and for us the Mac App Store has done well on a constant basis, and now Wii U is set to become a third pillar. This provides a lot of added stability and eases cashflow projections - all of which help us plan the next project(s) (and in our case hopefully allows us to take the time and not have to do any compromises... Trine 2 still suffered from some minor things on that front, Trine 2: Goblin Menace was much better, and now hopefully the next project can remain "pure").
Yeah I learned a lot of what I know about graphics programming on XNA. It's sad they seemingly have it go by the wayside.
Actually it's not. The most popular indie platform, Steam, kinda sucks for indies because it requires approval. Essentially if you don't go Steam then you need to self distribute which increases upfront costs and reduces visibility. iOS is really the indie paradise because you can get people to pay for anything and the approval bar is low.
Depends on the platform I believe. I may be wrong, but my understanding is that the way it works right now you still need to go through an approval process to get something on PSN even if you self publish it. On PSM though they're much more open. As long as you pay the license fee ($99/year) and follow their guidelines you can distribute the app on the PSM store.Does self-publishing include denial by Sony or can everyone just go there and release stuff? Cause then the service will be flooded with mediocre games, which is why the Xbox Live concept makes sense.
If Microsoft ends up having BC for XBLA I can imagine a lot of indie devs prefering to launch on PS4 where they don't have any competition. Then again they don't have access to 40 million gamers - and for any indie that is key. I mean what will The Witness sell if it launches on PS4? 20.000 copies? And that's me being generous here. It took a userbase of 25 million and an ad-intensive promotion to sell 200k copies of Braid.
Does self-publishing include denial by Sony or can everyone just go there and release stuff? Cause then the service will be flooded with mediocre games, which is why the Xbox Live concept makes sense.
If Microsoft ends up having BC for XBLA I can imagine a lot of indie devs prefering to launch on PS4 where they don't have any competition. Then again they don't have access to 40 million gamers - and for any indie that is key. I mean what will The Witness sell if it launches on PS4? 20.000 copies? And that's me being generous here. It took a userbase of 25 million and an ad-intensive promotion to sell 200k copies of Braid.
Not sure if iOS is an indie paradise either, what's with games having to be free or cost less than a dollar if they want anyone to buy the games.
Does self-publishing include denial by Sony or can everyone just go there and release stuff? Cause then the service will be flooded with mediocre games, which is why the Xbox Live concept makes sense.
If Microsoft ends up having BC for XBLA I can imagine a lot of indie devs prefering to launch on PS4 where they don't have any competition. Then again they don't have access to 40 million gamers - and for any indie that is key. I mean what will The Witness sell if it launches on PS4? 20.000 copies? And that's me being generous here. It took a userbase of 25 million and an ad-intensive promotion to sell 200k copies of Braid.
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.
Official word is to use sharpDX, works fine on WinRT and allows you to access dx11 from c#. Of course it's not as streamlined as XNA.Yeah XNA was also my first exposure with graphics programming 2 years ago.
Sad to see it go but i hope we get something new back for it like WinRT with C++ and dx11 or in C#.
The strangest thing about The Witness' being a timed exclusive is that MS didn't pitch Blow for it. I know he's been a vocal MS critic, but all the more reason you go after him. He has by far the highest profile indie game in development, Braid basically made the indie darling on console concept a thing. MS should have been courting him for years. He hasn't even been brought in on Durango, it's crazy.Actually Klei games pitched MotN to MS, I don't think Sony was even considered. The fact MS slyly got Deadlight and it's 68 on Metacritic says to me The Witness's quality had little to do with it.
I don't think WayForward was happy about their sales, and Frozenbyte's Trine 2 hasn't passed XBLA numbers as of these statements, but they are happy with them. For good measure, here's a couple of quotes from the Vice Prez of Frozenbyte.
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.
Live Arcade was a legitimate platform long before Braid was released. You're free to disagree, but it's disingenuous to claim it lacked legitimacy as a platform before Braid.
Did it have change the perception of Live Arcade for Indie developers? It could be argued it did, but that's an entirely different argument.
The strangest thing about The Witness' being a timed exclusive is that MS didn't pitch Blow for it. I know he's been a vocal MS critic, but all the more reason you go after him. He has by far the highest profile indie game in development, Braid basically made the indie darling on console concept a thing. MS should have been courting him for years. He hasn't even been brought in on Durango, it's crazy.
It was announced as PC, iPad and 'whatever consoles make sense when it's done', so I doubt that.I don't think that is all the more reason to go after him. If he's displeased with the platform cut him loose. It's not like there aren't a hundred other indie devs lining up to be on XBLA. From what I understand he was initially pretty adamant about it being PC only but Nick Suttner, to his credit, chased him and he changed his mind.
Wouldnt it be suicide to make a indie game exclusive to a NEW system that will cost 400+ dollars? lol
It was announced as PC, iPad and 'whatever consoles make sense when it's done', so I doubt that.
And the point is to show you're progressive, get your biggest detractor to come to your conference and tell people you've improved. Instead of Blow now being a figure for why indies should go to Sony.
Sony did it with Gabe Newell, they courted Valve, because Gabe had ripped into Sony many times. MS should have got The Witness. Braid is still the highest rated XBLA game.
I don't think so, he hasn't even updated it actually:Originally that wasn't the case though, it was just going to be Steam and iOS. He said consoles weren't worth it.
The Witness is an exploration-puzzle game, to be released on multiple platforms — whatever makes sense when the release date rolls around, sometime in 2013.
Arguably, by the time Braid came along, much had changed behind the scenes at MS and it was actually harder to get on and make money from the platform, even if this wasn't immediately obvious to indies.
They should have. That's what a first party is meant to do. They court developers and publishers.I don't get Blow sometimes. He acts like he expects Microsoft to make the first move, to come to him and say "please Mr. Blow put your game on XBOX"
Doesn't seem like a productive way to do business to me. They should be providing a framework for game creators to come to Microsoft and make games. If I make a game, it's my job to get it out there, get deals, secure platforms.They should have. That's what a first party is meant to do. They court developers and publishers.