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Indie Games - Competitor Analysis and Network Analysis in Europe/US Group 6b: Borowiec, Robert; Bywall, Erik; Gilmark, Niklas; Hulsy, Patrick
Executive Summary ,[object Object]
Network Analysis
Competitor Analysis
Marklund Games
Conclusion
References,[object Object]
Often, not always, driven by the fact that it’s fun rather than the money.
Freelance, the game industry’s photographer.
Often a small company or self-employed.,[object Object]
Adding extra content for sale
Ingame advertisement   Trial/demo ,[object Object],Full game ,[object Object],[object Object]
Network Analysis – Co-creation No point in competingwithtriple A developers Usergeneratedcontent Minecraft - createsomethingunique- push boundaries- take risks- explore and experiment Indie game developershavelimited budgets, rely on wordofmouth and pr Minecraftestablished fan base prior to release, allowedalphatesting, now a communityofcloseto 4 million users/testers4 Result: viral advertisement, media exposure, co-createdcontent(feedback, user suggestions, bug reportsetc) Co-creation in network Game engines, like TGE (Torque game engine), that charge $100 for the source code "World domination through collaboration", help and stand up for Indie game developers, instead of selling their engine for $500,000 like id's Quake engine5
Competitor Analysis “Games are an important medium for communication. They have a mode of expression that's very different from what other media can do. However, the mainstream industry does not spend much effort exploring the expressive power of games; that's where the indies come in. Indies can make whatever games they want to make, because they feel those games are interesting -- which is something the mainstream industry is no longer capable of.” - Jonathan Blow, Number-None (Braid)6 ,[object Object]

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Notes de l'éditeur

  1. Difficult market/business, find ways to get paid that don’t affect the game pricePrices are dropping, price-war between games portals, everyone lowering the barAlternative to these portals; portals that don’t force developers to sell their work for a pittance; steam, xbox live marketplace, playstationstore, app store, android market etc.Usually around a 30/70 splitFreeware: constantly remind users on the game website or in the game to donatethrow in incentives to encourage donation like DLC's or even merchandise (or charge for)Try parts of the gameCombination ofabove
  2. Brand-awareness
  3. because of said passion and dedication, indie developers have to be unique, explore and experiment (can take risks, no publisher restricting them etc)one result of this is increased use of user generated content -> MINECRAFTMarkus Persson, creator of Minecraft, thousands of testers while game was still in early development (alpha phase)massive community, lots of feedback, not only spreading the word but helping developing the game (co-creating, bugs, suggestions etc)--in a way there exist a lot of co-creation of value with the user as soon as the game gets release on any marketplace, the snow ball effect applies, the more you sell the more the word will spread and the higher up the game will end up on different lists and the more purchases you get.
  4. As difficult as it is to maximize profit as an indie game developer, the indie game community will sustain itself in the industry due the unique energy and innovation independent developers bring to game creation. While indie game developers will never gain revenues similar to video game giants like Nintendo and Sony, their contribution to revolutionizing video game will ensure that this industry remains on the cutting edge of technological advancementbut that the US has a slight advantage because the awards are usually held there