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	<title>Comments on: Indie or not Indie?</title>
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	<link>http://www.killtenrats.com/2007/03/11/indie-or-not-indie/</link>
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		<title>By: Ethic</title>
		<link>http://www.killtenrats.com/2007/03/11/indie-or-not-indie/comment-page-1/#comment-16779</link>
		<dc:creator>Ethic</dc:creator>
		<pubDate>Wed, 21 Mar 2007 19:10:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=972#comment-16779</guid>
		<description>Personally I don&#039;t know enough about how those companies operate to say anything. However, in my experience, being publicly traded often puts you in a position where your choices are being pushed by outside forces (shareholders).</description>
		<content:encoded><![CDATA[<p>Personally I don&#8217;t know enough about how those companies operate to say anything. However, in my experience, being publicly traded often puts you in a position where your choices are being pushed by outside forces (shareholders).</p>
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		<title>By: Nicodemus</title>
		<link>http://www.killtenrats.com/2007/03/11/indie-or-not-indie/comment-page-1/#comment-16778</link>
		<dc:creator>Nicodemus</dc:creator>
		<pubDate>Wed, 21 Mar 2007 15:32:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=972#comment-16778</guid>
		<description>Would you define EA, NCSoft or Nintendo as independent? They certainly do what they want when they want...

Can an indie studio be a publicly traded company?</description>
		<content:encoded><![CDATA[<p>Would you define EA, NCSoft or Nintendo as independent? They certainly do what they want when they want&#8230;</p>
<p>Can an indie studio be a publicly traded company?</p>
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		<title>By: Ethic</title>
		<link>http://www.killtenrats.com/2007/03/11/indie-or-not-indie/comment-page-1/#comment-16777</link>
		<dc:creator>Ethic</dc:creator>
		<pubDate>Wed, 21 Mar 2007 15:28:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=972#comment-16777</guid>
		<description>Commenting only as one who plays games, I think &quot;independent&quot; is simply when there is no other outside force pushing the you to make changes or rush things. Being in charge of one&#039;s own destiny if you will. As soon as someone, for whatever reason, establishes a position of power that can force you to make decisions against your own will, you are no longer independent.

Then again, I&#039;m just a gamer.</description>
		<content:encoded><![CDATA[<p>Commenting only as one who plays games, I think &#8220;independent&#8221; is simply when there is no other outside force pushing the you to make changes or rush things. Being in charge of one&#8217;s own destiny if you will. As soon as someone, for whatever reason, establishes a position of power that can force you to make decisions against your own will, you are no longer independent.</p>
<p>Then again, I&#8217;m just a gamer.</p>
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		<title>By: Nicodemus</title>
		<link>http://www.killtenrats.com/2007/03/11/indie-or-not-indie/comment-page-1/#comment-16776</link>
		<dc:creator>Nicodemus</dc:creator>
		<pubDate>Wed, 21 Mar 2007 11:46:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=972#comment-16776</guid>
		<description>So, what you are saying is that independent status depends on how much money a company takes from outside sources? Or if publishers are falling over you to distribute your game, as long as you have already made it, you can maintain independence?

Am I missing a point here Psychochild?

Is &quot;independence&quot; based solely on some intangible notion of control over corporate and creative direction? Why should the amount of funding a team raises have anything to do with it? Accountability to someone for how vast sums of money are spent should be a good thing, especially for inexperienced studios and doesn&#039;t necessarily mean that someone is going to be there on a daily basis making demands over the creative direction of a game. Anyway, the money for development has to come from somewhere...gone are the days where two or three people can quit their day jobs and work in a garage to create a AAA. Does it matter if it is from &quot;friends and family&quot;, a bank, angel investors or a venture fund? Or does it all boil down to the requirements that are tied to the funding?

And what about publishing? Are you an independent if you refuse to take funding (advances against royalties) from a publisher until the game is finished? Or is it simply a matter of making sure you have full creative control? Even then, if a publisher gives you funds, you know they are going to be all over your budget spending just as much as a VC would, to protect their investment. I didn&#039;t mean to imply that you must go without a publisher to maintain independence (obviously ID and Blizzard are pretty damned independent, although they work quite closely with publishers).

What is the general perception out there? How is the mark of independence similar or different in other industries, like pop or hip-hop, or even movie studios? Is it about creative control? Financial freedom? The percentage of volunteer/hobby team members? Whether or not you work with a publisher? Even so, does it matter how much money a publisher gives you, or when? (before or after development).

I&#039;m not satisfied that there is a decent definition for independent right now. I feel like anyone who calls themselves independent is likely to be unfunded and working out of a garage, or may have some small amount of funding from friends/family or even some very small revenues from a casual game or two.

Anyone else want to take a stab at defining independent?

Robert / Nicodemus</description>
		<content:encoded><![CDATA[<p>So, what you are saying is that independent status depends on how much money a company takes from outside sources? Or if publishers are falling over you to distribute your game, as long as you have already made it, you can maintain independence?</p>
<p>Am I missing a point here Psychochild?</p>
<p>Is &#8220;independence&#8221; based solely on some intangible notion of control over corporate and creative direction? Why should the amount of funding a team raises have anything to do with it? Accountability to someone for how vast sums of money are spent should be a good thing, especially for inexperienced studios and doesn&#8217;t necessarily mean that someone is going to be there on a daily basis making demands over the creative direction of a game. Anyway, the money for development has to come from somewhere&#8230;gone are the days where two or three people can quit their day jobs and work in a garage to create a AAA. Does it matter if it is from &#8220;friends and family&#8221;, a bank, angel investors or a venture fund? Or does it all boil down to the requirements that are tied to the funding?</p>
<p>And what about publishing? Are you an independent if you refuse to take funding (advances against royalties) from a publisher until the game is finished? Or is it simply a matter of making sure you have full creative control? Even then, if a publisher gives you funds, you know they are going to be all over your budget spending just as much as a VC would, to protect their investment. I didn&#8217;t mean to imply that you must go without a publisher to maintain independence (obviously ID and Blizzard are pretty damned independent, although they work quite closely with publishers).</p>
<p>What is the general perception out there? How is the mark of independence similar or different in other industries, like pop or hip-hop, or even movie studios? Is it about creative control? Financial freedom? The percentage of volunteer/hobby team members? Whether or not you work with a publisher? Even so, does it matter how much money a publisher gives you, or when? (before or after development).</p>
<p>I&#8217;m not satisfied that there is a decent definition for independent right now. I feel like anyone who calls themselves independent is likely to be unfunded and working out of a garage, or may have some small amount of funding from friends/family or even some very small revenues from a casual game or two.</p>
<p>Anyone else want to take a stab at defining independent?</p>
<p>Robert / Nicodemus</p>
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		<title>By: Psychochild</title>
		<link>http://www.killtenrats.com/2007/03/11/indie-or-not-indie/comment-page-1/#comment-16775</link>
		<dc:creator>Psychochild</dc:creator>
		<pubDate>Wed, 21 Mar 2007 06:00:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=972#comment-16775</guid>
		<description>As someone who has done the indie thing for a bit (and written quite a bit on my blog), I&#039;d like to echo what Tuebit says above.  People who take large amounts of funding from VCs really are no more &quot;independent&quot; than people tied to a publisher.  Anyone giving you a significant amount of money will want some accountability and most likely some say in how that money is spent.  That tends to limit how truly &quot;independent&quot; a development studio can be.

But, even if you are tied to a publisher does not mean you are not independent.  Blizzard was able to maintain a lot of independence despite being bought by a large studio.  id is another company that has managed to remain mostly independent even if they work with publishers.  The secret is to not need to rely on the publishers entirely.  id, for example, was a well-known shareware developer when they hit it big with DOOM.  Publishers were falling over themselves to distribute DOOM, giving id the income they needed to survive in the long haul and be able to dictate their own terms.  A lot of the terms publishers demand from small studios these days are, frankly, intended to prevent another id (or Blizzard, etc.) from happening.

I&#039;ll also echo what Jeff Freeman says above: launching a game is only a fraction the battle.  Maintaining the game and providing services is a large responsibility, too, and that can demand even more resources than development in some cases.  A studio that can launch a game isn&#039;t necessarily a studio that can support the game.

My thoughts,</description>
		<content:encoded><![CDATA[<p>As someone who has done the indie thing for a bit (and written quite a bit on my blog), I&#8217;d like to echo what Tuebit says above.  People who take large amounts of funding from VCs really are no more &#8220;independent&#8221; than people tied to a publisher.  Anyone giving you a significant amount of money will want some accountability and most likely some say in how that money is spent.  That tends to limit how truly &#8220;independent&#8221; a development studio can be.</p>
<p>But, even if you are tied to a publisher does not mean you are not independent.  Blizzard was able to maintain a lot of independence despite being bought by a large studio.  id is another company that has managed to remain mostly independent even if they work with publishers.  The secret is to not need to rely on the publishers entirely.  id, for example, was a well-known shareware developer when they hit it big with DOOM.  Publishers were falling over themselves to distribute DOOM, giving id the income they needed to survive in the long haul and be able to dictate their own terms.  A lot of the terms publishers demand from small studios these days are, frankly, intended to prevent another id (or Blizzard, etc.) from happening.</p>
<p>I&#8217;ll also echo what Jeff Freeman says above: launching a game is only a fraction the battle.  Maintaining the game and providing services is a large responsibility, too, and that can demand even more resources than development in some cases.  A studio that can launch a game isn&#8217;t necessarily a studio that can support the game.</p>
<p>My thoughts,</p>
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		<title>By: WorldIV &#187; Indy Lands</title>
		<link>http://www.killtenrats.com/2007/03/11/indie-or-not-indie/comment-page-1/#comment-16712</link>
		<dc:creator>WorldIV &#187; Indy Lands</dc:creator>
		<pubDate>Fri, 16 Mar 2007 11:03:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=972#comment-16712</guid>
		<description>[...] Nicodemus at Kill 10 Rats posted recently on the definition of Indy. His was an inclusive definition: it made no distinction between those who work out of their basements and others. [...]</description>
		<content:encoded><![CDATA[<p>[...] Nicodemus at Kill 10 Rats posted recently on the definition of Indy. His was an inclusive definition: it made no distinction between those who work out of their basements and others. [...]</p>
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		<title>By: Nicodemus</title>
		<link>http://www.killtenrats.com/2007/03/11/indie-or-not-indie/comment-page-1/#comment-16671</link>
		<dc:creator>Nicodemus</dc:creator>
		<pubDate>Mon, 12 Mar 2007 15:51:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=972#comment-16671</guid>
		<description>Aw, someone remembered! 

For now, the best place for updates is the game site: www.immortaldestiny.com A fat update and some news announcements are coming real soon.</description>
		<content:encoded><![CDATA[<p>Aw, someone remembered! </p>
<p>For now, the best place for updates is the game site: <a href="http://www.immortaldestiny.com" rel="nofollow">http://www.immortaldestiny.com</a> A fat update and some news announcements are coming real soon.</p>
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		<title>By: Cyndre</title>
		<link>http://www.killtenrats.com/2007/03/11/indie-or-not-indie/comment-page-1/#comment-16669</link>
		<dc:creator>Cyndre</dc:creator>
		<pubDate>Mon, 12 Mar 2007 15:32:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=972#comment-16669</guid>
		<description>How is your studio doing?   Updates!  We demand updates!!</description>
		<content:encoded><![CDATA[<p>How is your studio doing?   Updates!  We demand updates!!</p>
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		<title>By: Julian</title>
		<link>http://www.killtenrats.com/2007/03/11/indie-or-not-indie/comment-page-1/#comment-16659</link>
		<dc:creator>Julian</dc:creator>
		<pubDate>Mon, 12 Mar 2007 01:43:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=972#comment-16659</guid>
		<description>Then at the other end of the spectrum there are those few studios that manage not to sell their soul(*) because of the quality of what they put out. iD, Blizzard and Epic come to mind. I wouldn&#039;t say they are completely free from publisher decrees and interference, but they are certainly given much more &#039;room&#039; than other houses.

--J.

(*) Not too much at least.</description>
		<content:encoded><![CDATA[<p>Then at the other end of the spectrum there are those few studios that manage not to sell their soul(*) because of the quality of what they put out. iD, Blizzard and Epic come to mind. I wouldn&#8217;t say they are completely free from publisher decrees and interference, but they are certainly given much more &#8216;room&#8217; than other houses.</p>
<p>&#8211;J.</p>
<p>(*) Not too much at least.</p>
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		<title>By: Nicodemus</title>
		<link>http://www.killtenrats.com/2007/03/11/indie-or-not-indie/comment-page-1/#comment-16658</link>
		<dc:creator>Nicodemus</dc:creator>
		<pubDate>Sun, 11 Mar 2007 20:28:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=972#comment-16658</guid>
		<description>Those are good examples.

CCP originally had a publisher, Simon&amp;Schuster, so they wouldn&#039;t fall into the indie category. Although now that they are doing things on their own, you could easily call them independent (they did take funding from external sources early on as well).

There are a lot of indies out there making games (casual, mobile, PC, online, etc), and I think that is a good thing. Personally I think the old publisher business model is outdated and handicaps the industry a bit. There needs to be some change and innovation there.</description>
		<content:encoded><![CDATA[<p>Those are good examples.</p>
<p>CCP originally had a publisher, Simon&#038;Schuster, so they wouldn&#8217;t fall into the indie category. Although now that they are doing things on their own, you could easily call them independent (they did take funding from external sources early on as well).</p>
<p>There are a lot of indies out there making games (casual, mobile, PC, online, etc), and I think that is a good thing. Personally I think the old publisher business model is outdated and handicaps the industry a bit. There needs to be some change and innovation there.</p>
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