Reggie Fils-Aime explains once more the difference between indie and garage developers.
http://www.nintendoworldreport.com/news/25894
Nintendo of America president Reggie Fils-Aime believes that the difference between a garage developer and an independent developer is talent and experience.
In an interview with Joystiq at the launch of the 3DS last Sunday, Fils-Aime elaborated on his comments regarding the independent developer and the difference between them and the garage developer. "We've been clear that we want to work with independent developers who understand this business, who have experience in this business,". Fils-Aime uses 2D Boy, the creators of World of Goo, and Gaijin Games, the developers of the BIT.TRIP series, as examples of the kind of content they want to get from independent developers. "These are people who spent time working with larger publishers and larger developers, but had that idea in the back of their head that they needed to bring to life ... and so that's the type of entity that we want to work with."
He further elaborated to Joystiq that the difference between an independent developer and a garage developer was experience in the industry and game development. "These are talented developers. That's different from the person who envisions themselves as a developer, but actually hasn't necessarily created anything, who doesn't necessarily understand what it takes in this business to create compelling content. That's where we draw the line."
He concludes his statement on the matter between indie and garage developers that "I'll tell you, if someone calls us tomorrow who has no experience in the gaming industry, but has a passion and has a great idea, our perspective would be, 'Great, but get some experience. Understand your craft, and then come back to us,'" .
In an interview with Gamasutra, Nintendo's of PR Marc Franklin explained that Nintendo is still interesting in finding innovative content for their systems. "Nintendo always appreciates good quality content regardless of whether that's coming from an indie developer or a more established publisher."
"For example, we've worked with 2D Boy, the people behind World of Goo for WiiWare," he said. "This is a group of guys who don't even have an office. So we embrace that kind of independent spirit and it's ultimately the most innovative content that will rise to the top."
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I think what Nintendo should do is set up a section of the eShop dedicated to these smaller indie games, much like XBLA does. And if a game happens to be good and receives great praise from fans and the media Nintendo can highlight them and maybe even offer them the chance to work on a game.
Again, this is all mixed signals. They realize that with each passing day the games that are getting the most attention are from small developers. But they also want to keep quality content so they don't quite know how to handle this. I think this is an intimidated Nintendo, one facing a strong challenge in an area they don't quite understand yet.
Check XBox Live Indie Games. That's what Nintendo is trying to avoid.
Check XBox Live Indie Games. That's what Nintendo is trying to avoid.
Sorry, I must have overlooked all the weeks where Giant Bomb had podcast comedy segments where they laughed at the list of the week's latest XBox Live Indie Games. ;)
I don't agree with this at all. It is extremely hypocritical to what Iwata said when he started Wiiware.
I think Nintendo needs to reaccess their values and either develop a new branch of Nintendo that solely deals with small time developers, and thus gives them the credibility to go on, or simply drop their philosophy for a new one.
If I were Nintendo, I would use this opportunity to find the needles in the haystack and give those developers more outstanding positions inside Nintendo.
For me, the biggest reason for wanting to do WiiWare is to create an opportunity for new products to materialize by providing a forum where those products can be sold without having to compete in terms of size or name recognition, or be bound by inflexible prices or inventory risk.And:
I hope that WiiWare can act as a platform for that kind of an experience, but there are always people who suspect that WiiWare is all about cutting out the distributors. I try to explain that that's really not the case every opportunity I get.
To address the software issue, Iwata outlined Nintendo's plans for its new WiiWare service, scheduled to launch in Japan in March of next year. He explained that the advantages to developers were many, citing lower development costs, lower overhead, and lower pricing for consumers who don't need to spend $50 on a traditional boxed game not always knowing if they were getting $50 worth of content. WiiWare will offer a flexible, competitive pricing structure to help combat this.
If Live Indie games sent out a weekly press release, maybe they would. And then after a few weeks the laughs will degrade to groans.Check XBox Live Indie Games. That's what Nintendo is trying to avoid.
Sorry, I must have overlooked all the weeks where Giant Bomb had podcast comedy segments where they laughed at the list of the week's latest XBox Live Indie Games. ;)
For me, the biggest reason for wanting to do WiiWare is to create an opportunity for new products to materialize by providing a forum where those products can be sold without having to compete in terms of size or name recognition, or be bound by inflexible prices or inventory risk.
But the biggest attack came from gaming’s most cherished name – Nintendo. President Satoru Iwata took the keynote stage during March’s GDC to say the smartphone business model and its cheap apps were destroying the value of games. Iconoclastic shots fired by a threatened gaming giant.
“It’s interesting to see people like Nintendo saying smartphones are destroying the games industry,” Vesterbacka mulls. “Of course, if I was trying to sell a $49 pieces of plastic to people then yes, I’d be worried too. But I think it’s a good sign that people are concerned – because from my point of view we’re doing something right.”
http://www.mcvuk.com/features/903/The-success-of-Angry-Birds (http://www.mcvuk.com/features/903/The-success-of-Angry-Birds)QuoteBut the biggest attack came from gaming’s most cherished name – Nintendo. President Satoru Iwata took the keynote stage during March’s GDC to say the smartphone business model and its cheap apps were destroying the value of games. Iconoclastic shots fired by a threatened gaming giant.
“It’s interesting to see people like Nintendo saying smartphones are destroying the games industry,” Vesterbacka mulls. “Of course, if I was trying to sell a $49 pieces of plastic to people then yes, I’d be worried too. But I think it’s a good sign that people are concerned – because from my point of view we’re doing something right.”
http://www.mcvuk.com/features/903/The-success-of-Angry-BirdsQuoteBut the biggest attack came from gaming’s most cherished name – Nintendo. President Satoru Iwata took the keynote stage during March’s GDC to say the smartphone business model and its cheap apps were destroying the value of games. Iconoclastic shots fired by a threatened gaming giant.
“It’s interesting to see people like Nintendo saying smartphones are destroying the games industry,” Vesterbacka mulls. “Of course, if I was trying to sell a $49 pieces of plastic to people then yes, I’d be worried too. But I think it’s a good sign that people are concerned – because from my point of view we’re doing something right.”
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Understandable that they don't want their SDKs stolen. Getting one would probably be a master key to a system.Devs don't get the master encryption key -- their hardware is different from retail hardware. They have to send their game to Nintendo first, who encrypts it for retail.