Posted By: Azariah
Publishing independent adventure game developers - 03/24/05 05:16 PM
I am an independent adventure game developer. About three years ago I released my first graphical adventure game, The Key; since it was relatively small (150 megs) I posted it on Winsite as freeware. The game was fun to put together; people downloaded it and enjoyed it, which is what I was hoping for.
After finishing my first production (a four-year process) I began work on my next game, Final Destination. I wanted to create something that was of much greater quality than my first title, so I put a lot of effort into making it as good as I could. When I completed it I ended up with a game that looked great but was 450 megs.
Since it was so large I wanted to release it on a CD but CDs aren't free. I looked around for a publisher and was able to get a contract signed, but unfortunately things did not work out. These are hard times for small publishers (think of all the small adventure game publishers that have either folded or been acquired recently) and the one I signed with ended up backing out of the agreement, leaving me stranded and wondering what to do. Retailers are not as adventure-friendly as they used to be; 3d shooters have just about taken over.
At first I had an idea. I'm also a writer; I've co-authored a series of eight science fiction books. Getting them in print is easy: there is a site I can submit my manuscript to that will make the book available on their site free of charge. Once the book has had 100 preorders they charge the purchasers, print the copies, and mail them out. It has worked out pretty well: I can write exactly as I please and get the books out to my fans at no charge to me and still retain all rights to the book.
I thought aha: surely there is something like this for computer games. I can just submit my game to such a site for free and supply the customers; they will handle printing and shipping and orders and I can just relax. Only - I couldn't find anything remotely like this.
This seemed a great pity. How many developers have ran into the same problem I've had? It's expensive to manufacture retail-quality CDs (especially in boxes); something like what I can do with books would come in handy.
Since I couldn't find anything quite like this I decided to start it myself, to give other developers like myself a chance to release their game for free. The idea is simple enough: game submissions (adventure game, preferably) are posted on the site, and once they've preordered 150 copies the title goes to press and customers are billed. When the copies arrive they are shipped out and royalties are paid to the developer; at that point the game stays in print. The developer retains all rights and the agreement is non-exclusive and can be cancelled at any time. Submitting it costs nothing since printing costs are covered by the initial preorders.
I've set up a website about this at:
http://cms.cyragon.com/
I don't know if other developers have run into this problem or not; my goal is simply to make it easy for developers to release their adventure games, professionally done, to their fans without the cost and hassle of printing, accepting orders, shipping, and so forth. It's hard enough to create the game in the first place; getting it to the people who want to play it shouldn't be an expensive pain.
One thing I don't know is whether there is any demand for this sort of service or not. I'm trying to find out how many people (if any) would be interested in this sort of thing, and if there are any suggestions as to how to make this friendlier to developers. There are so many good independent games out there: if I can help make them available then that is what I'd like to do.
--Jon Cooper
http://games.cyragon.com/
After finishing my first production (a four-year process) I began work on my next game, Final Destination. I wanted to create something that was of much greater quality than my first title, so I put a lot of effort into making it as good as I could. When I completed it I ended up with a game that looked great but was 450 megs.
Since it was so large I wanted to release it on a CD but CDs aren't free. I looked around for a publisher and was able to get a contract signed, but unfortunately things did not work out. These are hard times for small publishers (think of all the small adventure game publishers that have either folded or been acquired recently) and the one I signed with ended up backing out of the agreement, leaving me stranded and wondering what to do. Retailers are not as adventure-friendly as they used to be; 3d shooters have just about taken over.
At first I had an idea. I'm also a writer; I've co-authored a series of eight science fiction books. Getting them in print is easy: there is a site I can submit my manuscript to that will make the book available on their site free of charge. Once the book has had 100 preorders they charge the purchasers, print the copies, and mail them out. It has worked out pretty well: I can write exactly as I please and get the books out to my fans at no charge to me and still retain all rights to the book.
I thought aha: surely there is something like this for computer games. I can just submit my game to such a site for free and supply the customers; they will handle printing and shipping and orders and I can just relax. Only - I couldn't find anything remotely like this.
This seemed a great pity. How many developers have ran into the same problem I've had? It's expensive to manufacture retail-quality CDs (especially in boxes); something like what I can do with books would come in handy.
Since I couldn't find anything quite like this I decided to start it myself, to give other developers like myself a chance to release their game for free. The idea is simple enough: game submissions (adventure game, preferably) are posted on the site, and once they've preordered 150 copies the title goes to press and customers are billed. When the copies arrive they are shipped out and royalties are paid to the developer; at that point the game stays in print. The developer retains all rights and the agreement is non-exclusive and can be cancelled at any time. Submitting it costs nothing since printing costs are covered by the initial preorders.
I've set up a website about this at:
http://cms.cyragon.com/
I don't know if other developers have run into this problem or not; my goal is simply to make it easy for developers to release their adventure games, professionally done, to their fans without the cost and hassle of printing, accepting orders, shipping, and so forth. It's hard enough to create the game in the first place; getting it to the people who want to play it shouldn't be an expensive pain.
One thing I don't know is whether there is any demand for this sort of service or not. I'm trying to find out how many people (if any) would be interested in this sort of thing, and if there are any suggestions as to how to make this friendlier to developers. There are so many good independent games out there: if I can help make them available then that is what I'd like to do.
--Jon Cooper
http://games.cyragon.com/