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Feature: Developers Roundtable - Part 2
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SimHQ:
Most mainstream publishers have shied away from the costs
of creating a realistic simulation. This has lead to an almost
cottage industry of small development studios that create
and distribute titles with a minimum of help from the old
studios. Do the new crop of independent sim devs (SimBin,
XSI, etc.) really see some advantages to lower overhead costs,
etc. that will allow them to make an esoteric sim title and
still see adequate profits?
David
(Matrix Games): Once again going back to making a A product
or a B product, there is plenty to be said from having a 1-3
man team with a short development cycle. So long as these
new studios focus into a specific niche of adequate size they
will realize adequate profits. Additionally moving away from
retail may save these small companies, a sim that retails
for 40 dollars will receive 90% profit margin in the online
segment, which is much more than they would see in traditional
retail. Combine that with the low cost of a small team, short
timeline, and low cost development tools and you can see that
there is no need to abide by the famed 30,000 retail
units to turn a profit mentality.
Martin
(Battlefront): If you ask me, only if they find and embrace
alternative distribution methods for their games at the same
time. Reducing overhead costs is only one part of the equation.
The other part is reaching a revenue level that compares to
what other games in other genres achieve. And at the moment,
the two are hopelessly disconnected. Until this changes, independent
devs will still remain at the mercy of mainstream publishers,
and will be bound by the same pressures and rules that make
esoteric sim titles very unlikely.
Battlefront.com
of course offers such an alternative to developers through
our Internet direct sales approach. We still do retail, and
its actually an important piece of the puzzle of course
if you want to reach 6 and 7 digit revenues, but by having
a direct outlet to the customer through our mail-order Internet
sales, we are more free to do this on our terms and
therefore also more free to make the games that we want, and
not that the retail chains want in order to increase the only
thing they care about their "$ / square foot" calculations.
Rick (XSI): The
breeding grounds are emerging for the smaller companies such
as XSI. Many of these teams are born out of pure obsession
with flight sims and only want to see this wonderful hobby
flourish well into the future. They are passion driven groups
of enthusiastic hobbyist from all over the planet guided by
one single objective, and that is to see their wildest dreams
come true. But we all know there are tremendous risks involved
in pursuing the flight sim market, so very careful preparations
and professional arrangements must be in place to help insure
the success of the smaller daring energetic flight sim companies.
Chris
(Lead Pursuit): If those developers produce a product
which sells and is well received by the gaming media, then
of course theyre successful. Supply and demand.
Nils
(eSim Games): It's possible, but no easy task. The question
is, will we succeed in establishing some sort of an "Indie"
developer scene for PC games like the music and film industry
have seen for decades now. Will people accept (and by "accept"
I mean "buy") certain shortcomings if the strong
points of an "indie sim" make it a great game to
play? And which shortcomings would be acceptable less
eye candy, a reduced degree of technical fidelity, the absence
of storytelling elements, longer development times, higher
prices?
I'm not
suggesting that those "indie" titles would suffer
from ALL these handicaps. But I think that some consequences
are inevitable, so the question is how many tries do we independent
developers get before we find the quality/price-formula that
people accept.
Julian
(XSI): Publishers are going to follow the money, who can
blame them? There is no doubt that the market for realistic
simulations and even PC titles in general is very small in
the overall scheme of things. I dont think it is viable
to create a simulation which will satisfy the hard-core
crowd with the overheads and restrictions of a publisher under
the conventional model. This has been the primary
reason we decided to go it alone and create the
simulator that we would like to fly, rather than create a
product just to appeal to the average casual consumer who
picks it up and throws it away after a month or two.
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Coming
tomorrow in Part 3 of Developer's Roundtable:
"Distribution the ever
changing methods of receiving games and selling games"
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