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“Pricing: the key to not destroying everyone’s career” – Steven Bonner

If you’re young and a recent graduate, it’s pretty likely that you might still live at home and don’t really have a good grasp of what it takes to pay bills and probably don’t have too many regular outgoings that need to be met, so there’s a temptation to accept any offer of work without negotiating so you can get a foot in the door, build a client list, gain credibility and whatever else you think might push you to the top. This is probably ok for a while and most of us did it at some point, but sooner or later you will become frustrated when you can’t seem to raise your prices while your friends are out living it up, or worse, you’ll believe that this is what all illustrators should be getting paid and accept it.

“Emergent gameplay vs whatever the other kind is” – Andrew Plotkin

The work of solving these puzzles — the play experience — is of experimentation, discovery, and then synthesis of the results in a way which was not immediately obvious. That’s creative thought. Dismissing this as “square key in square hole” is ignoring the point.

“Indie Advice: why you probably shouldn’t make a multiplayer game” – Dan Marshall

I don’t want to be completely negative, I just think as indies we need to be aware that the numbers TitanFall sells in order to be a constantly-playable online game eclipses anything we could possibly hope to achieve. It’s a case of being very very boringly realistic.

LONG “A Tale of Two Hipsters” – Dale Beran

The same thing is happening in Baltimore, where I currently live, and probably in many other cities all over the world. About ten or fifteen years ago, my generation moved into a crumbling warehouse district in another blighted area of Baltimore City. The DIY artist warehouse district is now labelled “The Arts & Entertainment District”, housing prices are on the rise and everywhere there are signs advertising “elegant urban living” and “artists luxury lofts” to people who are obviously not artists but rather middle class professionals.

“The Deleted Scenes of Outcast and Outcast 2…” – Joe Martin

For the team, Infogrames’ self-sabotage immediately impacted plans for the future. A previously announced Dreamcast version was cancelled and, while Infogrames’ claimed it was due to porting difficulties; the reality was that poor sales had crushed publisher confidence.

FAV LONG “Dude, Where’s My Game – The Truth and Lies of Delays and Cancellations” – Odious Repeater

The Dead End (or DE for short) is one of the biggest issues plaguing game development to this day. For various bad reasons, it’s also one of the least understood and least discussed problems. One reason is that there are different types of Dead End that need to be avoided in different ways, by different members of the development staff.

“Pop Goes The Weasel” – Rob Fearon

It’s never really the end of a golden age. It’s just progress and as we progress, new people come along and get their chance to shine. It’s not harder, it’s not tougher. The market does not fill with videogames and we are not all doomed. It’s different. Because it has to be or we stagnate and if we stagnate, what’s the fucking point? You don’t get to keep the crown forever, no-one does. Move over, old man.

Download my FREE eBook on the collapse of indie game prices an accessible and comprehensive explanation of what has happened to the market.

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