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Counting Rupees: Sustainable Indies

Each week Jeff Engel and Geoff Brooks contribute Counting Rupees, a column on the business behind gaming:


Braid was released just over two weeks ago to critical raves and a few complaints regarding its slightly higher than "standard" price of $15. Despite Jonathan Blow, the creator of the game, having to defend the price for essentially a full week bracketing its release, Blow has now confirmed via his blog that his Braid will probably make back enough money to allow him to work on his next game. This is certainly great news, as Braid is one of the best games to be released on Xbox Live Arcade, or if you use Metacritic, the 8th best game to be released so far on the Xbox 360. Jonathan Blow certainly deserves the chance to follow up his brilliant effort, but something about his post regarding the success of his game actually revealed a warning sign to me for indie games overall.

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Caffeinated Games pitches 'FarmLands'

farmlands
click to grow

One glance outside the in-laws', er, office window and you'll see where Caffeinated Games founder Greg Chudecke has drawn the inspiration for his new studio's first game, FarmLands. But this is no ordinary harvest sim. A visit to the game's official website reveals a wealth of scattered game concepts: a virtual board; collectible cards; creature battles; slot machines; and a brother and sister living in a "strange" room, having the same "strange" dreams. We're not sure where Chudecke is headed with this one ... and neither is he, apparently. A disclaimer on the site reads: "Any of these features are subject to change or removal." Still, we can't knock FarmLands for flaunting its independent spirit. Keep doin' your thing, Chudecke.

Gallery: FarmLands

XNA Community Games go 'Live' for indie devs

Microsoft has taken the next big step towards its goal of bringing user-created games to Xbox Live Arcade. The software behemoth today hung out an "open" sign on its Community Games for Xbox Live beta, allowing small developers enrolled in the XNA Creators Club to share, review, and download each others' games via Xbox Live Arcade.

Currently, only Creators Club members with "Premium" accounts -- which cost $99 a year -- can access the service, but MS plans to make top-voted Community games available for download by John Q. Public in the fall.

The Creators Club and Community games are the next stage of Microsoft's XNA initiative, which saw the introduction of XNA Game Studio 2.0 -- a suite of tools for creating Xbox 360 and Windows games -- earlier this year. The free software package is intended to simplify the development process and encourage upstarts to make Xbox 360 their platform of choice. It includes a variety of tutorials and samples, which MS added to today with the introduction of a free Role-Playing Game Starter Kit.

News of today's beta launch comes in the wake of our earlier post on MS's intention to "leapfrog" PSN and WiiWare with the help of indie developers.

Europa Universalis dev offers up game engine for free


There's only one thing better than getting something for nothing. However, since it's unlikely that someone is going to deliver us a life-size Toblerone, we'll settle for Paradox Interactive's news that the Swedish game company is releasing its game engine into the wild as a free download over GamersGate.

Codenamed "Europa," the engine was the same used to develop games in Paradox's Hearts of Iron series and Europa Universalis II (pictured). According to Paradox, the company plans to set "a few minimum criteria" for the engine's use, and games created using the technology will be made available for sale over the GamersGate download service -- meaning that for those indie devs looking for a 'cheap as free' solution to make their hard-core PC strategy game dreams a reality, this could be it.

Flash game most likely to become internet meme phenomenon: YHTBTR


We know it's a little early to be throwing phrases like "Game of the Year 2008" around, but when we discover flash games of this caliber, we can't help but voice our heartfelt infatuation. With its stunning character design, addictive gameplay, and breathtaking soundtrack, You Have To Burn The Rope is a smorgasbord of top-notch writing, programming, and design.

We must insist you try it out, and let us know your opinions, strategies and fastest speed run times for the game in the comments section. Though it may detract from the game's titular twist, we feel we must warn you -- you will
come across a rope during your journey through YHTBTR's lovingly-crafted world, and it absolutely must be burned. Anyone who tells you differently does not have your best interest at heart.

[Via Kotaku]

Play: You Have To Burn The Rope
Watch: The pulse-pounding teaser trailer
Read: The comprehensive walkthrough

Check out indie art game 'The Graveyard'


We're of the sound opinion that not enough games let you control feeble old women on the verge of death. Thankfully, here comes The Graveyard, an art game by IGF-winning developer Tale of Tales, which places players in the role of an elderly woman visiting a cemetery.

The game is incredibly short and simple, but gorgeously rendered, and features a somber, original song as an interlude to the "gameplay." The free version is only a trial, and you can pay a measly five dollars USD for the full game. The only difference? In the full game the old woman may die.

[Via TIGSource]

Penny Arcade announces 'Greenhouse' online game store


Penny Arcade and Hothead Games -- the developer behind On the Rain-Slick Precipice of Darkness -- have just announced a joint partnership to launch Greenhouse, a brand new online game store, focused on digital distribution for independent games.

Not to be mistaken for a downloadable client application (like GameTap and Steam), Greenhouse is simply a website for digital distribution, putting it in direct competition with fellow indie game portal Manifesto Games. The site, which is currently in beta, will initially be the exclusive download source for Precipice, offering the PC, Mac, and Linux versions. Later, more Hothead Games will be distributed via the service, along with other indie offerings.

While the digital distribution market is getting a bit saturated as of late, let's hope Greenhouse's platform-agnostic approach to publishing keeps the service on our radar.

Indie game shirts (with games) now available at Target


Next time you're running around your local Target, keep an eye out for some indie gaming love. The Experimental Gameplay Project has recently launched its own clothing line: EGPApparel. The shirts are appearing in Targets all across the United States, each featuring a particular independently-developed title. As if that wasn't filled with enough awesome on its own, each shirt includes the full version of the indie game. That's an awesome t-shirt, and an awesome game, for only $12 USD.

There are currently eight shirts in production, featuring indie titles like Tower of Goo, Big Vine, Gravity Head, Gish, and more. According to Tower of Goo developer Kyle Gabler, the shirts are appearing in Target stores nationwide, but have not yet reached every last chain location. Of course, the more people who run out and feverishly buy all eight designs, the more likely Target will be to ramp up distribution. We're just saying.

Check out a full list of participating Targets in California after the break.

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Defend Your Castle Wii Ware trailer is super-cute

We've known about its existence for about a month, and now we get to know what cult classic Flash game Defend Your Castle will look like when it come to Nintendo's Wii Ware service. The answer, it turns out, is pretty freakin' cute.

Compared to the original Flash version, the Wii Ware Defend Your Castle sports a significant lack of blood, perhaps not surprising for the family-friendly system. What is pleasantly surprising is the new paper cutout aesthetic, which reminds us of a cross between Paper Mario and Pencil Whipped. We're also fond of the robust more robust animation, which doesn't miss a beat even when hundreds of stick figures storm the castle in the trailer's thrilling multiplayer co-op finale. We haven't seen such an effective mix of cuteness and carnage since the town's last kitten massacre (warning: this last link is not for fans of kittens).

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Penny Arcade Expo 2008 to showcase indie games

The annual Penny Arcade Expo has quickly evolved from being simply a gathering of video game enthusiasts to becoming one of our most anticipated gaming conferences each year. We never know what we're going to see there first hand, from fresh rhymes to Metroid attacks, and this year's event, taking place from August 29-31, looks to up the ante with a showcase of independent games called PAX 10.

Event organizers are currently seeking indie talent to show off during the event, and devs can submit their creations online for consideration from now until May 7, after which a panel of 50 "industry experts," including PA's own Gabe and Tycho, will decide which ten submissions represent the crème of the crop based on gameplay and that all important "fun factor." The home-grown games will each be shown as part of the event's PAX 10 exhibit, and attendees will be able to vote on which one tickles their fancy, with the one garnering the most votes being lifted up following the expo on the Penny Arcade website as the Audience Choice Award winner. But with just a touch over two months remaining, time is running short -- if you're a would-be developer you've already wasted precious minutes reading this post! Get cracking!

GameSetWatch breaks down XBLA royalties cut


With the news that the 70 percent royalties cut for independent developers of Xbox Live Arcade titles had been cut in half, the indie gaming community was irrevocably up in arms, with some XBLA devs even threatening to switch platforms. However, the reasoning behind the cut is not as cut-and-dry as "M$ jus wants moar money" -- according to a recent GameSetWatch report, a number of factors led to the royalty shrinkage.

After a bit of Michael Clayton-esque fact finding, they discovered that the cut only affects first-party indie developers (that is, devs that publish their games directly through Microsoft's XBLA department), and while the returns from their product will indeed be half their original value, Microsoft will now cover many of the fees that the developer must address before their product can be sold -- such as ESRB certification, and localization. Ultimately, this means that their games will cost less to produce, but make less after retail -- slightly better than a flat-out cut, but not much consolation to the Ramen-fueled indie developer.


GDC08: Totilo and Croal pitch indie game developers


Last night, two of the best games journalists working today explained to a room full of independent developers that they're not ignoring their games on purpose – as N'Gai Croal explained, he and Stephen Totilo were there to teach "people who make indie games about the PR process and how that works." You see, AAA titles are being repped by "very well-oiled machines that are extremely good at getting their message out." So how does an indie developer compete with that level of press saturation? Their advice is simple: pitch a compelling story, not a product. In Totilo's mind, many developers are "one email away" from finding their game (and themselves!) on MTVNews.com or Newsweek. "It's surprising so few people take that opportunity."

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GDC08: The 9bit indie games party


We went to the Cellar (the same location as last night's Telltale event) for the 9bit indie games party, a crazy confluence of independent game developers doing what they apparently do best: crushing me with their sheer numbers. Seriously, the intrepid Joystiq crew was neck deep in the best and brightest.

Hundreds of game developers mingled and enjoyed beverages while a DJ, dressed in Mario regalia, played loud, thumping, yet also nerdy music (like the obligatory Portal, remixed with an even nerdier 8-bit beat). We captured a small portion of the brilliant throng in the picture above. Check after the break for another view.

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Fan-made Charles Barkley RPG sees full release


You've read the fan fiction. You've speculated on the endless message board threads. You've played the demo over and over and over. Now, the day you've been waiting for is finally here. The full release of Tales of Game's Barkley: Shut Up and Jam: Gaiden is now available for download.

We hope you've cleared the rest of your 2008, because the epic story of post-cyberpocalypse Neo New York in the wake of the great B-Ball purge of 2041 threatens to own the entirety of your existence for some time. We can't wait to find out the true nature of the chaos dunk and discover what the press release calls "a cavalcade of easter eggs, ranging from the mysterious to the unique." Hopefully by the time we're done finding them all, we'll be nearing the release of the implied second chapter of "the Hoopz Barkley SaGa." Hit the download link and check out the below trailer while you join us in waiting with bated breath.

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Profile of 2008 IGF finalist: World of Goo

The indie game scene is hotter than ever, with recent darlings like flOw and Everyday Shooter making their way to consoles while Narbacular Drop was gloriously reimagined as fan favorite puzzler Portal. That's why we're always so excited about GDC's Independent Games Festival (confession: this blogger is an IGF judge).

The folks at Gamasutra aren't just coordinating the festival, they're profiling each of the Grand Prize winners. Most recently profiled was the lovely World of Goo (already profiled: Audiosurf and Noitu Love 2), which is coming to PCs in February of next year, and Mac and Wii "slightly later." Our favorite quote from the profile: "The community of lovable and terrifyingly capable indie developers is steadily making big budgets irrelevant." Ya hear that big budget titles, you're on notice.

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