Alice -- apparently the world's fastest typist -- has posted an amazing account of GDC's "Game Developers Rant." It is quite a read and includes some great comments on "piracy," including Greg Costikyan's sarcastic "[t]he world is not designed in such a way that money inherently funnels its way into your wallet!?"
However, it isn't anything that hasn't been said before: publishers are risk averse, games are getting more expensive, we're all going to be outsourced to Bangalore, nobody cares, and there is a need for alternative distribution channels.
In 2000 I left THQ to go work on Second Life at Linden Lab. While we have since started to learn that collaborative digital worlds have the potential for helping those with disabilities, driving innovation, and building phenomenal communities, none of those reasons had anything to do with me leaving THQ. I left because I wanted to create technology that would let everyone make games. SL isn't there yet, but events like the Tringo deal remind me that we are the way.
However, I think that the history of SL/Linden Lab acts as another response to the rant session. If you don't like publishers or Wal-Mart, then don't use them. While the cost of AAA titles has skyrocketed -- Greg's estimate of $20M is now on the low end -- the options for making and distributing games have never been better.
Read on for six ways to make games without EA.
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