Independent Development Interview at GameSpot
Posted Saturday, February 14, 2004 - 15:15 CET by chevalier
GameSpot have posted an Independent Development interview with several independent game developers: Feargus Urquhart, Bill Roper and Michael Scandizzo and Brian Fargo. Here's an excerpt:
GameSpot: What makes you believe you can succeed; can maintain cash flow; and can maintain an advantage in the area of technology--in an environment that almost begs for selling out to a monolithic publisher?
Bill Roper: That all depends on how you view what being an independent studio really means. There is no reason that you can’t maintain the desired level of control and creative vision while still working closely with a publishing partner. There are a lot of ways in which an independent developer can use technology already created by the publisher, such as engine-based tools, if you are licensing existing 3D technology, installers, billing systems, and so forth. This also holds true for personnel-intensive areas, such customer service, technical support, and QA testing. And there is also a lot to be said for the exchange of experience and design thoughts. Having other developers to bounce ideas off of and get feedback from can be an invaluable asset, especially if they have an expertise in an area where your company is not as experienced. The best case scenario for any independent studio is to find a publisher that shares your vision, is willing to support it, and offers expertise and assets in areas [where] you need them.
Feargus Urquhart: For us, I believe it's our experience in creating games both with third-party tools and engines and without. As a group, we've pretty much done every type of technology creation and reuse-scenario out there. Plus, we spend a lot of time scheduling not only our projects but our finances. I think many developers run into problems because they have not adequately budgeted their products. I sometimes feel like a greedy little b****** asking for $6 or $7 million for a project, but if that is what your spreadsheets say that you need to be a successful business, taking into account the costs, buffer, and profit, then that is what you have to ask for. If the publisher turns it down, then you have to work with them to come up with a budget that makes them happy but still works for your business in the short and long term.
Read the rest at GameSpot.