indie game devs, take note: Dejobaan Will Loan You $100 to Submit to Steam Greenlight
category: offtopic [glöplog]
http://www.dejobaan.com/greenlight100/
'nuff said.
Oh yeah, and the lead guy at Dejobaan says: "I’m calling on other established indie developers to do the same."
'nuff said.
Oh yeah, and the lead guy at Dejobaan says: "I’m calling on other established indie developers to do the same."
that $100 is like the stupidest limit ever, especially knowing it was only added to avoid spam. $5 wouldve been just fine.
I think that's why Dejobaan wants to help ( :
Isn't "estabilished indie developer" somewhat contradictory?
No.
That's a rather nice initiative but who the hell doesn't have $100 to spare?
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Isn't "estabilished indie developer" somewhat contradictory?
All indie devs that are really established are not really indie any more. ;)
Wait, wasn't "indie" short for "independent"? How can that not be established?
skrebbel: "independent" means "studio independent". You can be an indie developer who has released many games, but is still independent. It's just like the original meaning of "indie musician", except way less abused these days. :)
That is stupid, if people really need to borrow $100 then they can't afford to pay it back either.. and for the people that do have the $100 and they don't want to pay it, well, they haven't got enough faith in their game in the first place anyway! It isn't just a _spam_ filter, its a gate that enables people to think whether they really want to invest in their idea/product first.
notch is like the don vito of indie gaming, people are trying to find his favors so he tweets about their game.
I'm with Devistator on this. It's not like there is some basic human right to be able to publish your game (or even compete to do so on any given specific platform). If your game is SOOO esoteric and SOOO low-budget that you can ONLY back it with "ideas" and "enthusiasm", then you kinda have to think about if you really want to sell it anyway. Because that's what Steam is -- it's a supermarket for games. If you're so goddamn indie that you don't care, then don't bitch about a paywall for Steam.
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notch is like the don vito of indie gaming, people are trying to find his favors so he tweets about their game.
thought you meant Bam Margera's uncle that's in jail. Made me giggle ^^
also, this is great for all "ideaman" that will "fix" the videogame industry! Can't wait!
"ideamen" even!
He's only gonna loan a 100 bucks to one dude, laaame..
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It's not like there is some basic human right to be able to publish your game
What? Of course there is. Are you a nazi?
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c) promise me that you realize that nobody owes you anything, and that you’ll pay me back before the end of the year.
Loaning is so fucking wrong. "Promise me you'll pay me back". Talk about creating problems. Loaning - well, money itself - is the root of all evil. And this guy pretends to be a do-gooder?
Well alright I'll grant him 49% good and 51% pure BS.
Oh yeah, and THAT:
What is it, a sweepstakes? And all this "application process" shit. Tell me everything about yourself while I don't even guarantee I will give you anything for it.
Finally, I encourage you to look at this picture and decide for yourself:
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He's only gonna loan a 100 bucks to one dude, laaame..
What is it, a sweepstakes? And all this "application process" shit. Tell me everything about yourself while I don't even guarantee I will give you anything for it.
Finally, I encourage you to look at this picture and decide for yourself:
so for 100$ he loaned someone (probably) he gets featured on 100s of websites,blogs and people discussing about his generosity...
well done.
well done.
xeNusion: exactly, total exploitation of the situation.
Okay, so I appreciate the topic and the words of support. And it's fair that some folks are skeptical of that post, so here's my thought process:
- I haven't commented much on whether the $100 submission fee makes sense (that's the hand grenade picture -- it is an explosive topic). On one hand, it's money that goes to charity, and helps reduce the spam; but, OTOH, devs already go through many hurdles to get a game out there. My point was that indies can actually step up and make the point moot.
- It took me while to get to where I could pay the bills with game dev, so I can empathize with those who are starting out. Many indies feel this way. As such, we tend to help our fellow devs and aspiring ones out when we can. Sometimes, it's folks asking questions over e-mail. At other times, it's chatting with high school students interested in game dev. Sometimes, it's talking each other off of ledges over beer.
- Above simply loaning someone $100, the post was about calling out to other devs to do the same. And you know what? They're offering by the dozens, and I think it's a great example that game devs aren't these giant, faceless, evil megacorporations, but individual people.
Anyway, you may or may not agree with what I'm saying (be it because you think the $100 offer is not enough, or because it's a crappy idea in general), but honestly, I'm just happy that folks are talking about small game dev studios so much. Ten years ago, it was all about the big boys.
- Ichiro (Dejobaan Games)
- I haven't commented much on whether the $100 submission fee makes sense (that's the hand grenade picture -- it is an explosive topic). On one hand, it's money that goes to charity, and helps reduce the spam; but, OTOH, devs already go through many hurdles to get a game out there. My point was that indies can actually step up and make the point moot.
- It took me while to get to where I could pay the bills with game dev, so I can empathize with those who are starting out. Many indies feel this way. As such, we tend to help our fellow devs and aspiring ones out when we can. Sometimes, it's folks asking questions over e-mail. At other times, it's chatting with high school students interested in game dev. Sometimes, it's talking each other off of ledges over beer.
- Above simply loaning someone $100, the post was about calling out to other devs to do the same. And you know what? They're offering by the dozens, and I think it's a great example that game devs aren't these giant, faceless, evil megacorporations, but individual people.
Anyway, you may or may not agree with what I'm saying (be it because you think the $100 offer is not enough, or because it's a crappy idea in general), but honestly, I'm just happy that folks are talking about small game dev studios so much. Ten years ago, it was all about the big boys.
- Ichiro (Dejobaan Games)
dejobaan: make no mistake - i think if i'd be a developer in need of that, i'd appreciate the gesture (luckily we snuck in before they put the tollbooth down), but on the odd chance that you'd read this thread a second time lemme ask you this on the subject: what do you think of the perception of indie game development where in reality it's a rather select group of people (essentially the potato sack / tigsource people) who seem to have access to the popularity and it's, for the lack of a better term, a giant pat-each-other-in-the-back circle others often have no chance of joining?
> what do you think of the perception of indie game development where in reality it's a rather select group of people
I think that's a HUGE danger, and that if we let things become like that, we're screwed. Maybe we're already like that. I dunno. Here's what I try to do:
- Whenever I go anywhere (e.g., PAX), I try to set up a mailing list of game devs who are in the city. Everyone who's working on a game's welcome. "Going to grab lunch sometime? Tell the list!" "Hanging out at Beard Papa's? Tall the list!" That puts newcomers in touch with folks who have been doing this for years. Beer is an equalizer.
- When I meet new devs around Boston, I try to invite/coerce/cajole/pester them to join in the local meetup groups like Boston Indies and Boston Post Mortem. There's where a hobbyist/student/newcomer can talk with folks at local indie studios or Harmonix/Irrational/Turbine/etc. Generally speaking, I'm pleasantly surprised when I meet someone who's really "made it." They're really warm and welcoming.
It's funny that you mention "select groups," because I always feel like I'm on the outside of something. :) So, I may not be a member of the rarefied so-called Indie Elite, but I always try to bring folks in with whatever I'm involved in.
- I
I think that's a HUGE danger, and that if we let things become like that, we're screwed. Maybe we're already like that. I dunno. Here's what I try to do:
- Whenever I go anywhere (e.g., PAX), I try to set up a mailing list of game devs who are in the city. Everyone who's working on a game's welcome. "Going to grab lunch sometime? Tell the list!" "Hanging out at Beard Papa's? Tall the list!" That puts newcomers in touch with folks who have been doing this for years. Beer is an equalizer.
- When I meet new devs around Boston, I try to invite/coerce/cajole/pester them to join in the local meetup groups like Boston Indies and Boston Post Mortem. There's where a hobbyist/student/newcomer can talk with folks at local indie studios or Harmonix/Irrational/Turbine/etc. Generally speaking, I'm pleasantly surprised when I meet someone who's really "made it." They're really warm and welcoming.
It's funny that you mention "select groups," because I always feel like I'm on the outside of something. :) So, I may not be a member of the rarefied so-called Indie Elite, but I always try to bring folks in with whatever I'm involved in.
- I
appreciate the answer :)
i think the issue here is that people often see the same games whenever the term "indie" is mentioned (like IGTM, humble bundles, the potato sack, and so on), and especially from the flipside of the coin, like the aforementioned notch-twitter problem, i suppose from a certain perspective it can come across as a very closed situation. mind you, i'm not talking about being closed off as far as a community (and as you said, that's an easy thing to resolve, all it takes is human effort), but concerning the "indie marketing" thing, like can you get your game on steam (pre-greenlight) because someone recommends you instead of having to go through the dysfunctional valve email process, or whether someone can namedrop you in the press. it's the "close to the fire" kind of thing.
there's also a certain amount of rift i feel between american and european developers, the former being somewhat better acquainted and/or affiliated with the local gaming press (which is essentially the most important thing you want to have in your pocket when releasing a title), and of course there isn't really a pax europe either.
i think the issue here is that people often see the same games whenever the term "indie" is mentioned (like IGTM, humble bundles, the potato sack, and so on), and especially from the flipside of the coin, like the aforementioned notch-twitter problem, i suppose from a certain perspective it can come across as a very closed situation. mind you, i'm not talking about being closed off as far as a community (and as you said, that's an easy thing to resolve, all it takes is human effort), but concerning the "indie marketing" thing, like can you get your game on steam (pre-greenlight) because someone recommends you instead of having to go through the dysfunctional valve email process, or whether someone can namedrop you in the press. it's the "close to the fire" kind of thing.
there's also a certain amount of rift i feel between american and european developers, the former being somewhat better acquainted and/or affiliated with the local gaming press (which is essentially the most important thing you want to have in your pocket when releasing a title), and of course there isn't really a pax europe either.