| Roflinator said: One of my friends on AIM thinks Nintendo is harsh on indie devs but he didn't have any evidence from the claim (I think he got all of this from the whole cave story being delayed over for the approval process thing) So how was it like making a WiiWare game as an indy dev? Also, congrats on getting this game on WiiWare. It's really cool seeing a fellow forum member getting their game published on a console. |
Well... this is where business goals come into it.
In a way, I don't consider us "indy" - to me indy development is all about making a *non* commercial game - not trying to make any real money on it. We are trying to do this as a long-term, sustainable business model - making good/great games, which turn a profit (etc).
One of my pet hates about the AppStore is *saturation*. Its too easy to become a developer - there are too many games, games get blown away after no time (etc). You have to be really lucky to make a real hit - and a lot of titles just come and go...
...
In my opinion, WiiWare has just about the perfect balance. The hardest part (as I mentioned above) is getting accepted by Nintendo as a WiiWare developer. They definitely would not allow anyone (or any team) to become a dev - I personally have around 10 commercial titles to my name, and across our team we have 20-30 years of commercial experience (across 5-6 people).
So... you have to fight a bit, and prove yourself to them to get in. Once you do, it pretty much all comes down to your team - your skills, design ideas and so on.
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Ironically, (and I may talk more about this later) we had the exact opposite experience with Steam. I wouldn't recommend Steam to anyone, based on my experience with them.
Gesta Non Verba
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