[IGDA_indies] Fwd: Interview: XBLA, Steam, etc…

Sheri Rubin sheri at designdirectdeliver.com
Fri Sep 16 20:44:18 EDT 2011




Sent to you by Sheri via Google Reader:


Interview: XBLA, Steam, etc…
<http://feedproxy.google.com/%7Er/GameTycoon/%7E3/nXAOaSvIgNc/>

via Game Tycoon <http://www.edery.org> by David J Edery on 9/13/11

Paul Hyman recently interviewed several folks, including myself, for a
Gamasutra article article on digital distribution that can be found here
<http://www.gamasutra.com/view/feature/6484/the_changing_indie_landscape_.php>.
I thought you might be interested in the full transcript of our
interview. Here it is:

*(1) What are your current thoughts on Xbox Live Arcade and how it has
evolved as a platform for developers? What about your thoughts on how it
should evolve? Please be very specific.*

What’s interesting about Xbox LIVE Arcade is that, other than from a
content perspective, it doesn’t seem to have evolved very much over the
past several years. What I mean by that is the *games* have changed, but
the platform itself has changed very little by comparison.

XBLA started out as a place for “bite-sized” and retro games; the kinds
of titles that would typically have a $250k development budget. Today
some developers are spending $2m+ on their XBLA games and Microsoft has
very clearly sent the signal to the market that it is looking for
“bigger, better” titles. So that’s a pretty big shift.

But then you look at the platform and you have to ask, what has
Microsoft done to keep pace with and support these bigger, more
ambitious titles that it’s been asking developers for? It’s not much
easier for a player to *find* XBLA games on the Xbox than it was when
the 360 first launched (many would argue that it’s actually harder now.)
To my knowledge, the platform still doesn’t support some basic
merchandising techniques, like product bundling for example. LIVE
Avatars were widely panned by hardcore game developers when they were
first announced, but at least they were *something* new that developers
could work with; then Microsoft basically forgot about them for a few
years. The platform has become progressively more competitive for
developers, yet its evolution — especially from a retailing perspective
— has essentially been stalled for years. Not a great recipe for
success, and one that I know frustrates a lot of very smart and
passionate folks who work at Microsoft.

*(2) With other platforms such as Steam and iOS having much lower
barriers to entry, does Xbox Live Arcade have too high a barrier in an
increasingly competitive market for talented indie developers?*

XBLA’s 1st party group has had a high barrier to entry for years now.
And back when a slot on the platform was considered a “golden ticket”,
it didn’t matter. You were practically guaranteed to turn a profit if
you released a decent game on the platform. If that was still the case —
if the platform were even *remotely* as reliably profitable for
developers as it once was — the fact that its 1st party group has a high
barrier to entry simply wouldn’t matter. For that matter, if the
platform was still reliably converting at least a small number of indies
into overnight (and very wealthy) sensations, that might still be enough
to inspire developers to hurl themselves at the gates. But the problem
today is that we’re not hearing those boom stories anymore. Maybe
they’re still happening, and they just aren’t getting talked about. I
don’t know. But it’s bad for Microsoft. They need those inspirational
stories to be told loudly and told often. Otherwise, there’s just no
reason for a developer to put up with the uncertainty and the hassle
commonly associated with the platform.

*(3) What digital marketplaces are currently the most promising … and
the least promising … and why? Please be very specific.*

My business partner Danc and I have been saying for years that the most
promising digital platform is very simply the open Web. There are
hundreds of web-based gaming portals hungry for good content, ranging
from relatively small sites to bigger players like Armor Games,
Kongregate, Chrome Web Store, etc. That market is in many ways the best
of all worlds; fragmented enough to prevent any given player from
exerting undo control over developers, and yet unified by common
technologies and conventions (i.e. Flash, and soon HTML5) that make it
very easy to work across portals. This isn’t a theory: we’ve gotten
games like Steambirds, Bunni and Realm of the Mad God in front of huge
populations of players while spending zero dollars on any sort of
tranditional marketing or advertising.

Unfortunately, some web-based portals (particularly some of the largest
ones) seem to be stuck in the stone ages. They haven’t embraced f2p
monetization systems yet. They still treat developers like unimportant
distributors of disposable content. Those portals will change or die.
The market is rapidly passing them by.

I’m also very excited about Steam, not only because its a well-built and
well-managed platform, but because Valve has consistently exhibited
developer-friendly tendencies. No surprise, given that in many ways
Valve is still first and foremost an independent developer themselves!
What Valve’s competitors may perceive as a quaint or even foolish
respect for indies is in fact one of Valve’s greatest strengths, and one
that I hope they maintain for many years to come.

I don’t know which platform I’d call the “least promising.” But for
whatever its worth, Spry Fox has seven games currently in development;
five are web-based f2p games, and two are mobile f2p games. No console
games, and no games of any kind that require an up-front payment. That
tells you what we think is worth focusing on.

*(4) Since the question we want our story to answer for our developer
audience is “what platform should you go to and what should you be aware
of,” please tell me what developers should be looking for in a platform
… and which platforms have those elements. What are your recommendations?*

Whenever someone asks me a question like this, I tend to react very
cautiously. The problem is that the game platform landscape tends to
evolve radically over short periods of time. What you should be “looking
for” today is not necessarily what you should be “looking for” tomorrow.
The best advice I can give a developer is not “focus on the platform
doing X, Y or Z” but instead “don’t become wedded to any single
platform!” The former can get you in trouble.

That said, there are a small number of things worth keeping in mind
about platforms. It’s always worth understanding their lifecycle
patterns (for the sake of brevity, I’ll simply reference my old
Gamasutra article on the subject.) And its obviously better to be
focused on a developer-friendly platform. The challenge there is that
platforms can (and often do) quickly evolve from developer-friendly to
unfriendly the moment they achieve any sort of superior position in the
market. Companies with a developer-friendly culture are less likely to
cross over to the dark side, but it still happens.

Additionally (and obviously, given my previous statements) I’m
personally focusing on platforms that have embraced f2p games or are on
the verge of doing so. F2P is poised to become the dominant business
model in our industry and I have little interest in mucking about with
platforms that aren’t prepared to support that. Learning how to make
good F2P games is hard, and I’d rather not waste time putting effort
into old business models that are rapidly decreasing in relevance.

*(5) In your opinion, to be successful, should developers be creating
the kind of games they want to create … or develop to suit the
marketplace they’re targeting?*

There is no correct answer to that question. Different developers have
different goals. Someone who is primarily interested in games for their
artistic and expressive qualities may have little interest in profiting
from their work, and that’s wonderful. The world needs artists who are
willing to make profit a secondary (or non-existent) motive for
themselves. That said, if you’re not independently wealthy, not
supported by grants or academic institutions, and depend on your games
for your livelihood, then yes, its probably a good idea to pay attention
to the demands of the marketplace that you are targeting. To be clear,
that doesn’t mean “copy whatever seems to be working.” That simply puts
you in the same boat as thousands of other developers and increases the
likelihood that your games will go unnoticed, unless they happen to have
a massive marketing budget behind them…

*(6) Has Steam become the platform of choice for developers? What sort
of lifespan is it going through? And could it soon become too choked to
compete?*

Steam is an increasingly popular platform, especially for indies who
want to make polished hardcore games but who are frustrated with the
constraints and hassles associated with consoles. It has many great
things going for it. But as long as Steam is a platform that serves
millions (or even tens of millions) of people, it is likely to be very
hit-driven. You rarely tend to see a huge number of niche successes
outside of super-massive open platforms like the Web. This isn’t a knock
against Steam or Valve by any means: I suspect they’ll manage their
continuing growth better than many other companies have. And hopefully
they will continue to invest significant effort into promoting niche
content and building platform tools that help players find that content
as easily as possible (something the console manufacturers have utterly
failed to do, by the way.) If so, there’s a good chance they will remain
a favorite of independent developers for a long time to come!

*(7) Anything else you’d like to add (especially in the way of advice
for developers trying to decide which platform to target)?*

I really want to emphasize this one more time: don’t put all your eggs
in one basket. There is no holy grail of platforms. No perfect portal
that will meet all your needs for years to come. Life just isn’t that easy.


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--
*Sheri Rubin*
Founder and CEO

*Design Direct Deliver*
Website: http://www.designdirectdeliver.com
Email: sheri at designdirectdeliver.com <mailto:sheri at designdirectdeliver.com>
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