By Jonah Falcon

Plants Vs. Zombies Hits iPhone

If you want to destroy zombies with corn and peas while on the go, Plants Vs. Zombies has hit the iPhone and iPod Touch, as announced back at New Year's. Continue reading
By Derek Yu

Mod DB’s Indie Games of 2009


Natural Selection 2 was voted Indie Game of the Year by the members of Mod DB. According to developer Unknown Worlds, the above video reveals “the first game footage of the skulk, marine, gorge, command station, the sentry and a marine base chock full of marine toys”.

The other games honored are Wolfire’s Overgrowth, 0 A.D. (an open-source ancient history RTS), FOnline: 2238 (a pretty amazing-looking free-to-play Fallout MMORPG), and Platinum Arts Sandbox, a free, open-source 3D game creation program. Really cool stuff. I need to pay closer attention to Mod DB, apparently!

By the way, for those of you who were curious about the results of the NS2/Overgrowth Preorder Promo that happened last month, Wolfire’s provided a postmortem. And for those of you who were curious about Wolfire’s John Graham, Wolfire’s John Graham’s beard, and more importantly, Wolfire’s John Graham’s beard’s color, check out this video. Warning: it’s hot! Continue reading

By Simon Carless

In-Depth: Analyzing Xbox Live Indie Games Sales For 2009

[In this piece, GamerBytes editor Ryan Langley analyzes performance data and sales for Xbox Live Indie Games in 2009 -- and concludes the Xbox 360 service is becoming a much more promising way for developers to reach console gamers with hobbyist titles.]

We've been keeping a close eye on the Xbox Live Indie Games scene for some time now, and while it had a bit of a rough beginning, we’ve seen numerous additions to the service: a ratings system, Avatar support, an entirely new name, and new pricing tiers. Finding the sweet spot for hobbyist and user-submitted indie games has been a long process, but there's definitely been some progress.

Major Nelson may have released the Top 20 XBL Indie games for 2009, but it’s thanks to the participants of the official XNA forums -- including many of the developers -- that we have sales data for their games over the year, and thus a much clearer picture.

The below graph shows the sales of the games, the amount of trial versions of the game that were downloaded, the conversion percentage from trial to sale, the price and the money made by the developer itself.

The money made by a developer on any XBLIG game is 70% of its selling price – Microsoft picks up 30% of each sale:

xbligfor2009.png

The Win Of ZOMBIES!

It’s not much of a surprise to see James Silva's GAM3 W1TH ZOMB1ES become the top selling game of the year. It’s an incredibly simple game, but also follows numerous traits of the top tier Indie games – a bizarre style, a weird song and an extremely low price. All of these points brought the game to the attention of gamers and game blogs everywhere – Kotaku, Joystiq, and many major news sutes mentioned it. And it had a personality, alongside being a pretty decent game.

The Rise Of The Application

One thing that has certainly gotten a lot of attention on Indie Games are applications. An application's not a game, per se, but something akin to iPhone's non-game Apps – simple programs that allow players to make use of their systems outside of gaming itself.

DrumKit allows players to take control of Rock Band or Guitar Hero drums without the official games. Aquarium HD and myFishTank turn Xbox 360s into habitats for digital fish, and Rumble Massage and A Perfect Massage let users go crazy with the controller’s rumble ability.

It may frustrate those who make “real” games to see these applications do so well, but it makes perfect sense, as many people are drawn to simple, alternative and inexpensive apps. Compare with the Fireplace DVDs, which cost 10 times as much money. Even the guy who made RC-Airsim has stated that any other simulation of remote control aeroplanes will ask for nearly $100 for it, so asking $2.50 for RC-AirSim is a bargain by comparison.

And ezmuze+, which is a pretty complex audio looping system, made it to the list even at the $10 asking price. People aren't afraid of spending big money on Xbox Indies - but developers have to give people a reason to buy it at asking price.

The Simple Game

Other games that have done well are usually simple but direct – Headshot and Headshot 2 are among the top sellers on the system, while Avatar Drop and The Impossible Game, being very simple concepts, have also made it into the Top 20. By proving they're worth their asking price, they have enticed the player to click that “Buy Now” button at the end of the trial.

xblig2009other.png

Those That Missed Out

Other developers also appeared on the XNA.com forums to discuss their Xbox Live Indie Games sales, revealing their 2009 sales and trial downloads to get a better understanding of the full spectrum of XBLIG creators.

Some games that we’re big fans of, including Solar and Weapon Of Choice, did quite well for themselves. For some perspective, they’ve actually done better than some Xbox Live Arcade games (albeit XBLA games that will never make their development costs back) that we’ve been following in our sales data.

There have been some games that have not sold well, but there's usually a reason – poor marketing, dull premise or bad box artwork. There are plenty of issues out there that can damage sales, but the idea that weak sales are the fault of the service doesn’t hold as much water as it once did.

A Bit Of Perspective

The Xbox Live Indie Scene has been catching some flack lately over less-than-epic game sales, but let's put this into a bit of perspective.

Solar, which is one of the coolest Xbox Indie titles out there, has sold around 10,000 copies over its 9 months on the market. The Xbox 360 version of the game took around 4 months of work during the developer’s spare time. For the most part the game was sold at its original $2.50 price point, so overall it made a bit less than $17,500.

$17,500 for 4 months of work is good money. That’s over a grand per week for that game's development. Now, obviously, that wouldn't support a larger team working full time, but even something like Lacrosse 2010 has done well for itself, considering the small coterie who created it.

One of the main criticisms of the XBLIG space is also that people just aren’t looking at it. But the numbers are certainly increasing - 55,000 people downloaded the trial to Little Racers, 26,000 people have trialed Avatar Snowball fight, and NextWar had 30,000 people give it a go. People are looking at games, especially those in the top 20 lists, but it’s up to the developers to convince customers to make the purchase.

Just having them download the demo is a huge step – that means the premise has piqued their interest, or the box art has made the game look interesting, or that the developer has strong marketing skills.

But without good design underneath, the game won’t sell. That may be why a game like ZenHack only has a conversion rate of 3.5 percent while Groov has a rate of 25 percent, which is far higher than the usual rate you’d see on a trial-to-purchase.

Failure? Not Quite

To call Xbox Live Indie games a failure is short-sighted at this point. To expect the same top-line numbers as that of the iPhone’s App Store -- as some critics do -- is also ludicrous. The App Store is a different animal. Top games sell up to 30,000 copies a day, but often at bargain basement prices - and the vast majority of sell very few.

Other comparison points, such as indie PC games on Steam aren't necessarily appropriate either. However, the ecosystem in terms of release volume is partway between XBLA and the App Store, perhaps -- it's worth noting that, since there's only one or two Xbox Live Arcade games released weekly, developers are guaranteed at least a little prominence.

Yet for XBLIG titles, games can get lost in the shuffle quite swiftly after they disappear from the 'New Releases' page. After that, they can't do much to get back up - or at least, price cuts like those implemented in the App Store seem to have less of an effect. This leads to situations like a game that sold 21 units in the first month, when the larger, more professional developer needs 10,000 to break even, ouch.

Can there still be criticism of XBLIG? Sure, there are several things that Microsoft could be doing to increase awareness of the Indie Games section, as mentioned in a recent article by Boing Boing but they can’t do everything. Developers need to keep the awareness up. I’ll mention again an article I wrote some time ago – send out press releases to weblogs, create trailers, Twitter about it, get on NeoGAF, IndieGames.com and TIGSource and talk about your games. The more people you get to download your demo, the more purchases you ultimately get - simple, but the majority of developers aren't doing that.

And meanwhile, at least for mid and high-level performers, XBLIG is becoming a viable platform for hobbyists and single-man shops to make some cash and get their game seen - and for end users to pick up some genuinely interesting games.

By IndieGames.com - The Weblog

In-Depth: The AGS Awards 2009

downfall.jpg[Adventure Game Studio, a freeware game creation tool for bringing adventure games to life, plays host to a variety of brilliant graphical adventures each year, and the AGS Awards celebrates all the best releases. In this round-up piece, Igor Hardy of A Hardy Developer's Journal looks through some of the AGS gems of 2009 and shares some of his personal favourites.]

2009 was a year of great achievements for Adventure Game Studio. Two AGS-made titles appeared among IGF 2010 finalists (Boryokudan Rue and Ulitsa Dimitrova), several others were released commercially by both established and starting up indie studios (Blackwell Convergence, Time Gentlemen Please!, Dante's Divine Comedy, Downfall) and are considered to be among the most interesting adventure games of recent times.

And yet there is much more to 2009 than this short list of titles. As in previous years the most important AGS-centered events remain: all 12 MAGS monthly competitions and the yearly AGS Awards, for which the first round of voting has just ended. Nominated for the Best AGS Game of The Year are:

! - Ben Chandler
Shifters's Box - Outside In - Ben Chandler
The Marionette - Team Effigy
The McCarthy Chronicles: Episode 1 - Steven Poulton
Time Gentlemen, Please! - Zombie Cow Studios

You can check out the nominees for all other categories in the freshly established list at AmericanGirlScouts.org.

Concurrently, I've tried to select a small number of games that would the best representation of what excited the AGS community during the course of the year. I think I’ve managed to choose a group of titles that are particularly striking and creative. However, I want to be clear that the way the picks were taken was highly subjective - these are all games I can recommend based on my own experiences and I left out some promising titles I haven’t properly played yet. Continue reading

By Jennifer Schommer

MumboJumbo To Publish Braid

MumboJumbo has announced they will be bringing Braid to retail stores nation wide. Braid is a unique platform game for the PC. Players have to manipulate the flow of time to solve puzzles. Braid was initially released as a downloadable game for the PC and on Xbox Live Arcade. The game has won multiple awards [...] Continue reading
By Simon Carless

This Week In Video Game Criticism: The Mass Bayonetta Doctrine

[We're partnering with game criticism site Critical Distance to present some of the week's most inspiring writing about the art and design of video games from commentators worldwide. This week, Ben Abraham looks at diverse topics from Bayonetta through Mass Effect to the 'Kotick Doctrine'.]

There’s a bit of a meme going around the game blogosphere at the moment, and Denis Farr hops on the wagon with his post about his Shepherd in Mass Effect. The point is to “make sure people don’t forget that not everyone plays a default white male”.

Kate Simpson has long been known as the best blogger without a blog. However she’s got one now, and its initial offering is a fantastically well realised conversation about her “Commander A. Shepherd”, another offering in the Mass Effect ‘my Shepherd’ meme.

Lyndon Warren does not understand why people dislike Game of the Year awards and picking a “best” game out of the year’s crop. I added my own rationale for avoiding referring to a game as the ‘best’ in the comments, which are full of interesting points on both sides.

Michael Abbott writes about Silent Hill: Shattered Memories, calling it ‘the wrong game’. This week, Abbott also started a new monthly column for Game Set Watch called “Abbott’s Habit” whose initial entry contrasted the imagined landscape of Demon’s Souls with the architecture very grounded in reality present in Assassin’s Creed 2.

Scott Juster calls the film Avatar a “colonial wet dream” and says Uncharted 2 is “the most dangerous game in recent memory”. Here’s why:

"Uncharted 2 is a post-Quentin Tarantino response to Indiana Jones: Drake is a hero who indulges in both witty repartee and self-aware meta-comments; he is a struggling everyman and a sociopathic killer; he walks the line between affable bumbler and ruthless professional. The game features lush-looking environments and textured characters, but does so by enforcing the rigidity of film onto a medium based on malleability."

Elsewhere, C.T. Hutt writes about controllers and how their development has influenced “The way we play", noting poignantly: "They are creating systems that will allow us to control digital worlds with our very bodies and minds."

Eric Swain has been reading up on Bayonetta & sexuality, sending in this series of links containing various responses to the game. Tiffchow writes about “Sexuality as decoration vs. celebration” which is in turn responding to Leigh Alexander’s initial post about the game, “If you run out of ammo you can have mine.” William Huber also questions Alexander’s article, labelling it “the perpetuation of a misguided notion.

In related news, Iroquois Pliskin responds to Gus Mastrapa’s review of the game for Wired. Pliskin dissents from Mastrapa et al.’s view that paints Bayonetta as a dangerous employer of sexist imagery, saying "…the real perniciousness of sexualized images of women, to me, resides in the way that they warp our images of womanhood. The evil begins when a girl sees that image and says, that is what I am supposed to look like. I cannot imagine how anyone, even someone in the grasp of the body selfhatred industrial complex, could take these representations seriously. The faux verisimilitude of your standard issue of Cosmopolitan is far more harmful per capita than this ludicrous game."

Our final entry in the Bayonetta discussion is Chris Dahlen's Edge Online column that talks about the imagery in the game while taking a look overthe critical reception it has received. Don’t miss the comments thread on this one, either.

Gamecritics’s Chi Kong Lui writes about ‘The fallacy of universal authorship in games’, inspired by a number of other authors' comments -- primarily centred on the interactivity in Uncharted 2. In other links, Michael Clarkson takes some time out of this week to talk about some of the immersion breaking moments he experienced in Assassin's Creed II.

Richard Clark looks at “Five video game moments that give me hope for the medium”, including two unexpected moments from the games Lucidity and Spider.

I don’t believe that we’ve linked to this before, but Dan Golding’s started a new project called ‘Gaming Watch’. Australian readers will be no doubt familiar with ‘Media Watch’ on ABC TV, and Golding’s aping of the format takes away nothing from his pointed observations into videogame demonization and misrepresentation in the media. Definitely one to watch going forwards.

Let us ponder together the mysteries of the week in video game blogging, but first something I missed reading last week. And it’s Ian Bogost writing about the potential for fruitful exploration of classic consoles and expired platforms by developing new titles for them via, for example, the Virtual Console and XBLA’s Game Room. Bogost says: “I find myself once again hoping that Microsoft might open this channel to sell new games made for old systems.

Next a quick mention of Sun B Kim’s “Design Play Blog”, which is looking for help in translating English videogame design blogs into Korean. Kim has previously translated Critical Distance’s critical compilation on GTAIV, as well as a number of other articles from other authors, so it’d be great if any of our readers could lend a hand.

And lastly for the weeks worth of writing, Sean Sands' editorial at Gamers With Jobs is notable for coining the phrase the “Kotick Doctrine”. That’s a keeper, that is. The piece also contains an excellent discussion of sustainability in game development and publishing.

By Simon Carless

This Week In Video Game Criticism: The Mass Bayonetta Doctrine

[We're partnering with game criticism site Critical Distance to present some of the week's most inspiring writing about the art and design of video games from commentators worldwide. This week, Ben Abraham looks at diverse topics from Bayonetta through Mass Effect to the 'Kotick Doctrine'.]

There’s a bit of a meme going around the game blogosphere at the moment, and Denis Farr hops on the wagon with his post about his Shepherd in Mass Effect. The point is to “make sure people don’t forget that not everyone plays a default white male”.

Kate Simpson has long been known as the best blogger without a blog. However she’s got one now, and its initial offering is a fantastically well realised conversation about her “Commander A. Shepherd”, another offering in the Mass Effect ‘my Shepherd’ meme.

Lyndon Warren does not understand why people dislike Game of the Year awards and picking a “best” game out of the year’s crop. I added my own rationale for avoiding referring to a game as the ‘best’ in the comments, which are full of interesting points on both sides.

Michael Abbott writes about Silent Hill: Shattered Memories, calling it ‘the wrong game’. This week, Abbott also started a new monthly column for Game Set Watch called “Abbott’s Habit” whose initial entry contrasted the imagined landscape of Demon’s Souls with the architecture very grounded in reality present in Assassin’s Creed 2.

Scott Juster calls the film Avatar a “colonial wet dream” and says Uncharted 2 is “the most dangerous game in recent memory”. Here’s why:

"Uncharted 2 is a post-Quentin Tarantino response to Indiana Jones: Drake is a hero who indulges in both witty repartee and self-aware meta-comments; he is a struggling everyman and a sociopathic killer; he walks the line between affable bumbler and ruthless professional. The game features lush-looking environments and textured characters, but does so by enforcing the rigidity of film onto a medium based on malleability."

Elsewhere, C.T. Hutt writes about controllers and how their development has influenced “The way we play", noting poignantly: "They are creating systems that will allow us to control digital worlds with our very bodies and minds."

Eric Swain has been reading up on Bayonetta & sexuality, sending in this series of links containing various responses to the game. Tiffchow writes about “Sexuality as decoration vs. celebration” which is in turn responding to Leigh Alexander’s initial post about the game, “If you run out of ammo you can have mine.” William Huber also questions Alexander’s article, labelling it “the perpetuation of a misguided notion.

In related news, Iroquois Pliskin responds to Gus Mastrapa’s review of the game for Wired. Pliskin dissents from Mastrapa et al.’s view that paints Bayonetta as a dangerous employer of sexist imagery, saying "…the real perniciousness of sexualized images of women, to me, resides in the way that they warp our images of womanhood. The evil begins when a girl sees that image and says, that is what I am supposed to look like. I cannot imagine how anyone, even someone in the grasp of the body selfhatred industrial complex, could take these representations seriously. The faux verisimilitude of your standard issue of Cosmopolitan is far more harmful per capita than this ludicrous game."

Our final entry in the Bayonetta discussion is Chris Dahlen's Edge Online column that talks about the imagery in the game while taking a look overthe critical reception it has received. Don’t miss the comments thread on this one, either.

Gamecritics’s Chi Kong Lui writes about ‘The fallacy of universal authorship in games’, inspired by a number of other authors' comments -- primarily centred on the interactivity in Uncharted 2. In other links, Michael Clarkson takes some time out of this week to talk about some of the immersion breaking moments he experienced in Assassin's Creed II.

Richard Clark looks at “Five video game moments that give me hope for the medium”, including two unexpected moments from the games Lucidity and Spider.

I don’t believe that we’ve linked to this before, but Dan Golding’s started a new project called ‘Gaming Watch’. Australian readers will be no doubt familiar with ‘Media Watch’ on ABC TV, and Golding’s aping of the format takes away nothing from his pointed observations into videogame demonization and misrepresentation in the media. Definitely one to watch going forwards.

Let us ponder together the mysteries of the week in video game blogging, but first something I missed reading last week. And it’s Ian Bogost writing about the potential for fruitful exploration of classic consoles and expired platforms by developing new titles for them via, for example, the Virtual Console and XBLA’s Game Room. Bogost says: “I find myself once again hoping that Microsoft might open this channel to sell new games made for old systems.

Next a quick mention of Sun B Kim’s “Design Play Blog”, which is looking for help in translating English videogame design blogs into Korean. Kim has previously translated Critical Distance’s critical compilation on GTAIV, as well as a number of other articles from other authors, so it’d be great if any of our readers could lend a hand.

And lastly for the weeks worth of writing, Sean Sands' editorial at Gamers With Jobs is notable for coining the phrase the “Kotick Doctrine”. That’s a keeper, that is. The piece also contains an excellent discussion of sustainability in game development and publishing.

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