Chicago Indies Featured on PS4 at E3

Chicago’s on fire again, but you’ll want to stay inside for this one. We’ve seen the steady glow of success from indie developers in Chicago recently, but at E3 this year, we saw a pair of trailblazing Chicago indies highlighted in a whole new field—next generation consoles.

During their press conference at E3 earlier this month, Sony showcased a number of indie games with upcoming releases on the PlayStation 4. Out of the eight games demoed, Chicago cheered twice for their own: Young Horses and Ragtag both appeared on stage to share their respective games Octodad: Dadliest Catch and Ray’s the Dead. Both games have been Greenlit on Steam, but they will make their console debuts alongside the other previewed games on the PlayStation 4.

Sony will be releasing the PlayStation 4 at the end of the year, and with it, the ability for small developers to self-publish their titles, allowing them to maintain IP and keep a greater cut of their profits than with traditional publishers. The PS4 will also feature an improved development kit for easier development and porting to the console. As part of Sony’s push to include more indie content on the upcoming generation of consoles, these features will benefit more than indie developers. Players and larger studios can expect to see quality and innovation in indie titles, which have been largely limited to PC’s to this point. How this may change the landscape of console gaming and beyond, we can only wait and see.

To see Young Horses, Ragtag, and the other indie developers at Sony’s E3 press conference, check out this clip: Indie Games at the Sony E3 2013 Press Conference.


June 29th Brings an Amazing Day of Game Developer Goodness!

Saturday, June 29th, is a day you won’t want to miss.

Starting at 1:00 P.M. the crew at Indie City Games kicks off the day with their

Indie City Games June Meeting at DePaul University College of Computing and Digital Media.

The theme of this meeting is going to be “design rants”. They’ve got a rapid-fire succession of quick talks on topics from AI programming to level design lined up.

 In addition, Rob Lach’s got a few things to say about some new games they’re adding to the Indie City Arcade cabinet, Ryan Wiemeyer’s announcing a new coworking space he’s got up and running, and they’ll have open play with one another’s games.

After that, you will want to head on over to Tribeca Flashpoint Media Arts Academyfor

An Afternoon with Brenda and John Romero.

How does the guy who made Quake tackle a new genre?

How does the designer of Train approach a new platform?

How did they go about starting up a new business from scratch?

This is YOUR chance to ask! 

This special Q&A session will run from 4:00-6:00.

 A social mixer will follow at Potter’s Lounge from 6:30-8:30pm, which includes beverages and snacks!

And that’s not all.

Starting at 8:00 pm, join Indie City Games at the Emporium Arcade Bar for the release of their

New Collection of Games for the Indie City Arcade Machine.

Don’t miss out on this memorable day filled with opportunities to check out what you fellow devs are up to, pick the brains of two legendary game designers, do some networking, play games, and have a good time!

1:00 P.M. – ICG June Meeting

4:00 P.M. – An Afternoon with Brenda and John Romero

6:30 P.M. – Social Mixer at Potter’s Lounge

8:00 P.M. – Indie City Arcade Machine Games Release at Emporium Arcade Bar


IGDA Chicago and Indie City Games Collaborate

Sponsored by Gree.

Working on a mobile game? Pitch us your latest build or GDD on the spot, for a chance to win swag and other cool prizes.

Gree is a leading mobile social gaming company that recently launched the open beta of their GREE Platform, a global platform that brings together developers and players.

Want to know more? Email us at greelovesindies@gree.net

Come see:

  • Dave Engelberg (Director of Developer Relations) of Gree speak about their new “Gree Loves Indies” program!

  • Schuller Heinz, former art director at Day One Studios, will talk about developing the Top-20 XBox Live Indie Games title “Avatar Lazer Wars 2.”

  • Craig Stern will talk numbers for Telepath RPG: Servants of God. What worked to drive sales? What didn’t? What impact did pricing have? We’ll find out!

  • Kevin Geisler will talk about free and cheap tools for collaborating with other developers, and Jake Elliot and Tamas Kemenczy will discuss how they used Unity, Github and Dropbox to develop Kentucky Route Zero.

  • Open Play! Bring your laptop with a working copy of your game; we’ll be setting up around the edges of the room and playing each others’ games!

We’ll also be holding a raffle for a Nexus 7! (bring your business cards)

WHERE: 243 S. Wabash, 9th floor
WHEN: November 10, 2012 at 1:00 PM – 4:30 PM

(As always, we’ll be sticking around afterwards to socialize and network after the meeting proper. Bring business cards if you have ’em!)

Come RSVP, and we’ll see you there!

http://www.igdachicago.com/wp-content/uploads/2012/10/igda-chicago-indie-city-games-collaborate-flyer.pdf

Opinion: My Opinion is Worthless


“Time is the thing we have the least of… I don’t want people to waste their time on something they’re not going to enjoy.”

That’s what Arthur Gies, the reviews editor for Polygon says at the outset of the publication’s latest episode of its navel-gazing web series, Press Reset. The episode, the series’ seventh, is titled “FunFactor™,” which I assume is a nod to the jargon and useless lingo game critics have invented to articulate to readers whether a game is good or bad. At the end of the day, that’s all we really care about, right? Traditionally, games are supposed to be fun, and they either are or aren’t.

I doubt anyone will disagree with me there.

But the problem I have as a game critic, a member of the media, and as a regular human being is the implication that Game Critics somehow know more than the people for whom games are made: players. Regular Joes. Whatever you want to call them. There are far more of them than folks who will bemoan shouldering the thankless task of reviewing a video game.

Look, what’s fun for me may not be what’s fun for you. That doesn’t mean that either of us are right or wrong. It’s just a fact that life is subjective. When we look at the same banana, we aren’t registering the same shade of yellow in our eyes. One of us might be color blind. One of us might be allergic to bananas. One of us might not be able to see at all. But just because I have a louder megaphone and have “studied” bananas, does that mean I’m somehow more right than you are?

No. Of course not.

And yet, this mentality remains.

There’s a literal divide that exists, of course, on every article online. My name will be at the very top of this piece. Your name will be at the bottom. That’s just the way these things are laid out. And either my piece (review, preview, whatever) will be used to spark a conversation or you’ll ignore it and move on. That’s fine. It’s just my opinion.

There’s nothing wrong with reviewers. As a consumer, I think they do a thankless task. As a critic myself, I feel we are largely unnecessary and peripheral. I am grateful to get the work and feel I bring a different take to the stuff I write about than some folks out there shaking down money doing the exact same stuff.

But I would never get the audacity to claim that I know best for how you should be spending your time. Games critics are not curing cancer. In a thousand years we will be forgotten and dead. And I don’t know about you, but I would much rather be spending the limited time I have on earth living my life and pursuing my goals — not strong-arming others with my opinions on video games. It’s my opinion. It doesn’t have to be yours.

Because ultimately, we are just older (and not necessarily more mature) versions of this kid:

David Wolinsky can be followed on Twitter here and he also tweets wildly inaccurate facts about cats here. He likes you and thinks you’re cool.

How Game Devs are Hurting Kickstarter

There was a time when Kickstarter was fresh and new and exciting. It was the Old West: a little bit dangerous and a lot bit uncharted territory. Folks wanted to get their obscure out-of-print camera parts made or a super-powerful bike lock produced. That made sense. They’d more than meet their goals, and with it, a concept known as “super-funded” came about. It’s when people ask for, say, $20,000 and make $20 million.

That’s a hypothetical.

And then, invisibly, that’s when Kickstarter began to mutate from a crowd-funding DIY love-fest to what it’s slowly becoming for some more disingenuous entities: a marketing platform. That is, people (or companies, mainly) started using Kickstarter not really caring whether they met their goal. What they were striving for was attention in the gaming media that they’ve reunited and are interested in making something new — a sequel to a game that was originally released in 1994.

That’s a little less hypothetical.

Earlier this month, Revolution Software announced it wanted to make a new adventure game, Broken Sword: The Serpent’s Curse. They were asking for $400,000, which it handily exceeded. And that’s when another controversial Kickstarter practice came into play: stretch goals. It’s to help further motivate people to keep investing after the initial goal has been met, with extra carrots being dangled in front of the consumer. In this case, Revolution Software said that if its Kickstarter hit a million bucks, it would help them write Beneath A Steel Sky 2, a sequel to its 1994 hit: “But, to be clear, all money raised through this Stretch Goal will be spent doing even more amazing things in Broken Sword – the Serpent’s Curse.”

Revolution didn’t hit that million-dollar mark, but it announced that it’s working on the sequel anyway.

Would Revolution have gotten the same amount of attention had it just announced it’s working on a sequel anyway without getting some (read: a lot) of its fans money? Maybe. It’s just interesting to watch Kickstarter starting to be used in this way by developers.

And it isn’t just indie developers who are using Kickstarter. Platinum Games, the folks behind the very excellent Vanquish, told The Verge that “it would be great if we could do a Kickstarter and gather enough money for a [PC] game to be released on Steam.”

Something here is broken, and it’s easy to point fingers at the developers. But when you have big-name studios and little guys alike on Kickstarter, it means whoever is holding the purse strings to these companies isn’t letting the money fly where maybe it should. But who’s to say where it should go? Everyone has a different opinion and bias depending on where in the industry they are.

If you’re an indie, you’re likely irritated to see Platinum crying poverty with an up-turned hat for people’s scraps. If you’re a major company, you likely feel a little funny about asking for money from your public when you’re used to a publisher fronting the bill.

But a single post won’t and can’t solve this sort of issue. The short of it is: If you’re on Kickstarter and have plans to make your product regardless of the outcome, it’s skeezy and dishonest. The platform implies that you can’t do something without everyone’s help, and that everyone’s help will benefit the greater good. That’s why it’s called kickstarter and not wedontreallyneedthemoneybutitdbenicestarter. Unless your name is Penny Arcade, in which case, nobody seems to mind for some reason.

David Wolinsky Moderating “Chicago’s Summer of Arcade”

Dave has been a friend and consultant to IGDA Chicago since basically the beginning, so I’m really excited to announce that he’ll be moderating our “Chicago’s Summer of Arcade” event on the 26th (if you haven’t yet purchased tickets, get them here).

Bio

David Wolinsky is an internationally published writer, critic, and the co-author of a book from The Onion’s A.V. Club, the straight journalism side of one of the nation’s biggest and most respected satire publications. He’s also part of the management editorial teams at NBC Chicago and adultswim.com and has nabbed all these positions without taking a single journalism class. His degree is in music business from Middle Tennessee State, which is why he also thinks anyone who wants to write for a living can, if they’re determined enough. He’s also working on another book, writing a handful of scripts (including an hour-long pilot about 9/11), and co-hosting the iTunes-featured “new and noteworthy” podcast Snackerdoodle! about made-up junk foods. In between all that, he freelances for publications as far-flung as Wired and Maxim to Funny or Die and Topless Robot.

Event Info

Dave Lang, CEO of Iron Galaxy.
Josh Tsui, President and co-founder of Robomodo.

Downloadable products are the future of the games industry; from the rise of platforms like Steam to console download services like XBOX Live Arcade (XBLA) and Playstation Network (PSN), the method by which we distribute games has changed dramatically in only a handful of years. Between July 18th and August 15th this summer, five lucky downloadable titles were included in an XBLA promotion called the XBOX Live Summer of Arcade. Those games were Tony Hawk’s Pro Skater HD, Wreckateer, Dust: An Elysian Tale, Deadlight, and Hybrid. Out of those five games, two (Iron Galaxy’s Wreckateer and Robomodo’s Tony Hawk Pro Skater’s HD) were made in Chicago.

The IGDA Chicago is bringing together the heads of those two Chicago studios for a night of thought and discussion. What did they learn from selling their games on XBLA? What was the XBOX Live Summer of Arcade experience like? What’s the future of digital download games? These questions and more will be addressed.

This will be a paid event.

IGDA members receive an admission discount.

Special Thanks To Sponsor Epic Games

Epic Games Sponsoring “Chicago’s Summer of Arcade”

I’m happy to announce that Epic Games is now sponsoring “Chicago’s Summer of Arcade.” Free food and drinks will be provided. Big thanks to Josh Tsui and Jared Steffes for making this possible.

Event Information

Dave Lang, CEO of Iron Galaxy.

Josh Tsui, President and co-founder of Robomodo.

Downloadable products are the future of the games industry; from the rise of platforms like Steam to console download services like XBOX Live Arcade (XBLA) and Playstation Network (PSN), the method by which we distribute games has changed dramatically in only a handful of years. Between July 18th and August 15th this summer, five lucky downloadable titles were included in an XBLA promotion called the XBOX Live Summer of Arcade. Those games were Tony Hawk’s Pro Skater HD, Wreckateer, Dust: An Elysian Tale, Deadlight, and Hybrid. Out of those five games, two (Iron Galaxy’s Wreckateer and Robomodo’s Tony Hawk Pro Skater’s HD) were made in Chicago.

The IGDA Chicago is bringing together the heads of those two Chicago studios for a night of thought and discussion. What did they learn from selling their games on XBLA? What was the XBOX Live Summer of Arcade experience like? What’s the future of digital download games? These questions and more will be addressed.

This will be a paid event.

Buy tickets before 9/17 at $10; all tickets afterward at $15. IGDA members receive an admission discount.

An Indie Take on an Old Machine


This guest post is by local game developer Andy Saia of 
Indie City Games and WMS Gaming.

Call it nostalgia if you must, but there are few memories in a game developer’s life as visceral as the feeling of standing at an arcade cabinet, surrounded by a group of your friends, frantically hammering buttons to save your life and destroy your enemies. We all have experienced the camaraderie of sharing a quarter so our friend can help us beat the boss of our favorite beat ‘em up, or have felt the sense of accomplishment when we’ve sunk that last minute half-court shot in NBA Jam.

These feelings are what the Indie City Games group is hoping to capture by building Chicago’s first indie game powered arcade cabinet. In a similar vein to the Winnitronand the Torontron, the arcade cabinet will act as a showcase of local indie games and will tour to different venues across the Chicagoland area so everyone gets a chance to experience it.

In its current iteration the Indie City Arcade consists of a wooden cabinet, a control panel complete with two joysticks, over twelve buttons, and a trackball. It’s powered by a partially rebuilt computer and we are working on a custom game launcher application written in Unity3D. There is still a lot of work to be done, both on the software and hardware side of things, but all the major pieces are falling into place.

We’re currently pushing this project along with nothing but true indie grit, money from our own personal stashes, and donations from friends. If you wish to help bring this dream to life we are always in need of people to assist with traveling expenses and hardware/software problems, or who have ideas for interesting venue locations. You can reach the Indie City Arcade dream team on our publicly available google group at indie–city–arcade@googlegroups.com, or you can contact me directly at andy@andysaia.com.

Andy Saia is a game developer from Chicago, Illinois.  He can be found at andysaia.com, or on Twitter at @saiacide


Chicago Game Jam Sponsors

I’d like to set some space aside on this website to thank this year’s Chicago Game Jam sponsors.

Game jam sponsors play an important part in ensuring the fun and competitive nature of the event. If this year’s lineup of sponsors for the Chicago Game Jam have anything to say for its quality, then we’re going to have one heck of a weekend! In no particular order, here’s a list of sponsors and what they’re contributing:

The Nerdery

Hosting: Our gracious hosts this year; thanks, guys!

Iron Galaxy

Prizes: Copies of Wreckateer

Cloakworks

Prizes: Copies of Shroud

Robomodo

Prizes: Skateboard decks

The Men Who Wear Many Hats

Prizes: Organ Trail copies

Jellyvision Games

Prizes: Copies of the newest You Don’t Know Jack game on PS3

Slots are still open, but going fast for the Chicago Game Jam!  If you’d like to join us for a weekend of hardcore game development, sign up below!