Going Digital
by Chris Remo, Mar 01, 2006 1:30pm PSTWith independent developers like Introversion, makers of Darwinia, seeing excellent sales through online distribution and others, such as S2 Games of Savage fame, announcing that they will be selling their game exclusively online, digital distribution is really picking up steam (get it??). Quite frankly, the trend is building faster than many probably expected, and the main reason is that it simply works. Most of the time, an independent studio is not going to be working on a mass market wide appeal game, which is one reason the studio has to be independent in the first place. The retail channel is simply too costly to be practical in many cases, while distributing online has fewer middlemen and goes straight to the target audience: the core gamers who are following such games in the first place. Tom Buscaglia, the other video game-focused attorney from Miami, dedicates the latest issue of the recurring Game Law feature to digital distribution. He takes a look at the benefits to developers, and goes through what happened with one of the stranger distribution deals, when Tripwire Interactive signed the Unreal Engine-powered title Red Orchestra to Valve's Steam download service.
Of course, with a digital distribution deal, there is usually no big marketing push from the distributor like there is with a big publisher. But, through Steam we would be selling into the hardcore FPS gamer market. And as a result of the Valve deal, Red Orchestra got solid editorial exposure in major PC game publications, including two page 'preview' articles in PC Gamer US and UK. The buzz from the Valve deal resulted in a retail distribution deal with Destineer as well. No advance. But access to the retail distribution channel and a solid chance to succeed. And most important, no need to give up the IP rights to the game.The article suggests why it's important for developers to choose the right distribution service for the game's audience, and also touches on the financial benefits to digital distribution, the usual ability of developers to retain their own intellectual property (practically unheard of traditional game distribution), and the pros and cons of Xbox Live Arcade.
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Comments
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How does a small developer let a mass audience know the product is around? Sure they can make and distribute it relatively cheaply, but if no one knows it exists, and why they should care, the effort can easily go for naught. It's like those Web sites that ley bands post MP3s. Is anyone really going to go through thousands of MP3s randomly? Where does one even start?
Admittedly, that's not as much an issue for game developers, but it is a kind of vicious cycle that can keep a developer small even though that developer may be looking to grow (so it can make better games, etc.). And that's where the marketing muscle of a large publisher (including access to much wider distribution channels) continues to be the difference.
I don't know how you get around that but there it is.
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<3 the Remo
Breakquest on Xbox Live?...
I saw this on the development forum:
http://www.nurium.com/phpBB01/viewtopic.php?t=91
Apparently the designer of BQ looked into putting his game on Live Arcade! But it stalled due to some technical difficulties. He is now considering it if you scroll to the bottom.
Man, I'm telling you - if that ever made it there, it would sell like hotcakes.
What do you guys think?
The success or failure of this game's distribution method will have a big impact on the future of digital distribution.
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i've never had problems with steam and i hope more developers start doing this.
I'll be choosing to downloading it from the creators for now on when the option is available. They'll get more money that way!
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p.s. spell check is your friend
But my post was deleted unanswered. Oh well.