Game Design, Programming and running a one-man games business…

The hypothetical endless-development indie game

There are basically two types of big budget studio-made PC game. The AAA singleplayer or multiplayer game, and the MMO. In some rare cases, the studio will hold over a big proportion of the budget to provide post release supprot to encourage continued playing of the non MMO game. The best examples of these are clearly Team Fortress 2 and Galactic Civilisations. Both games have had tons of post-release add-ons and support and patches. I think they may even rival GSB. (I’m only half kidding, GSB has had 47 post release improvement patches).

The majority of gamers, commentators and critics would describe this trend as being a “good thing”. I agree, I find it awesome. As games visual fidelity improves, and the rate of the improvement slows, we are increasingly finding that a four or even 6 year old fgame is perfectly playable, without cringing. I have recently become re-addicted to Call of Duty 2 multiplayer, and it’s a relief to see some people still playing that game everyday, enough for a decent game when I feel like it.

The problem with the ‘ongoing, maybe never-ending post-release support’ thing, is that it costs money. Valve are treating TF2 as their internal business test-bed, so sales are fairly irrelevant to them, but stardock can only pump money into GalCiv, or Elemental, until the money runs out. Paying a whole studfio with offices and pensions costs a lot of money.

And here is where I think it gets interesting. Take indie games like Minecraft or… GSB for example. Minecraft has made enough money to buy the moon, so it’s already achieved what I’m thinking of. GSB hasn’t done so yet. But the interesting thing is that, in theory, if GSB could break through it’s current threshold to have a high enough level of ongoing sales over time, it *could* become a permenantly supported and expanded and improved game. Effectively an MMO without the fees. Paying just my wages is far cheaper than an entire studio. Massively cheaper.

This is a bit of a pipe dream, but when you think about, you’ll see how it explains a lot of what I’ve been doing. There have been 4 expansion packs, and a campaign expansion is coming soon. The  existing expansions don’t bring in buckets of money, but they do keep the game in the news and in the minds of gamers, and help it to continue selling. If I was to publish daily sales figures, you would see them as laughable next to minecraft, but I don’t need $100,000 a day to keep working on GSB. I don’t even need 1% of that.

The likliehood is that the campaign will make *some* money, and hopefully tide me over for a while as I get stuck into my top secret next game. But in theory, if I could propel it slightly higher, could there be another year of continual improvements to GSB? The game could become truly awesome over that time. It’s not like there aren’t 500 new ideas for stuff to improve the game. Hmmmm.


3 thoughts on The hypothetical endless-development indie game

  1. Quote: “Paying a whole studfio with offices and pensions costs a lot of money.”

    Pensions? ROFL! I laughed out loud big time when I read this.

    I’m not aware of any jobs in the tech sector anywhere in the US that pays pensions. I guess they do things differently over there in England :)

  2. I really love GSB and without a doubt I will be buying the campaign expansion.

    But I would caution you that there is a line where more changes, new ideas, etc for the game will not make it better. Eventually it’s just throwing more “stuff” in the game without actually improving the gameplay. Please remember that GSB sold so well and is so beloved because it was simple and straightforward.

    I would much prefer that a new game of yours gets released sooner so that I can support that game as well. Development of a new game is a huge and daunting task and you may not even have an idea yet. But maybe it is best to take the time now while GSB is still providing income to start a new game instead of waiting until the cash flow dries up completely.

  3. “Valve are treating TF2 as their internal business test-bed, so sales are fairly irrelevant to them”

    We’ve also learned recently that new developers tend to be sent to the TF2 team to get their feet wet before moving on to other teams. It’s like a perpetual Source Engine Boot Camp, but presumably more fun.

    “I’m not aware of any jobs in the tech sector anywhere in the US that pays pensions. I guess they do things differently over there in England”

    Well that and the word “pension” means something a little different across the pond.

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