Heh, Double Fine's not indie anymore. In fact, I'm pretty sure they're about to release a hit with EA ;PHoly crap! How could I forget Psychonauts? I already carry so much shame for missing the game when it first came out. Good gravy that game is an awesome trip.
Getting a publisher after you develop the game means you're not indie anymore? Brutal Legend was in danger of not being published, even though it was almost finished, because Vivendi was the original company a publishing deal was made with.Heh, Double Fine's not indie anymore. In fact, I'm pretty sure they're about to release a hit with EA ;P
I think it's because they're a privately owned company, and not a subsidiary of a larger studio such as LucasArts or EA. Maybe in the eyes of the gaming public they won't be "indie" in the definition of a struggling studio, but as far as the real definition of an independent company they will remain indie.The general rule of thumb is that your not an Indie studio anymore after you've released a big budget title and it's a success. So once Brutal Legend is released and makes the serious cash we all know it will (it'd better... it's got the star power for it), Double Fine will no longer be an Indie studio.
I think it's because they're a privately owned company, and not a subsidiary of a larger studio such as LucasArts or EA. Maybe in the eyes of the gaming public they won't be "indie" in the definition of a struggling studio, but as far as the real definition of an independent company they will remain indie.[/QUOTE]The general rule of thumb is that your not an Indie studio anymore after you've released a big budget title and it's a success. So once Brutal Legend is released and makes the serious cash we all know it will (it'd better... it's got the star power for it), Double Fine will no longer be an Indie studio.
Capcom, Konami and Atlus, as best I can tell, are publicly traded companies, and I think that looses them their independent status.Actually, what you defined is merely a Third Party Developer. If I used your definition, then Capcom, Konami, Valve and Atlus become indie studios. The perception of the Indie studio is what defines it, period. Once people stop considering you Indie, your not indie.
I think it's because they're a privately owned company, and not a subsidiary of a larger studio such as LucasArts or EA. Maybe in the eyes of the gaming public they won't be "indie" in the definition of a struggling studio, but as far as the real definition of an independent company they will remain indie.[/QUOTE]The general rule of thumb is that your not an Indie studio anymore after you've released a big budget title and it's a success. So once Brutal Legend is released and makes the serious cash we all know it will (it'd better... it's got the star power for it), Double Fine will no longer be an Indie studio.
Sounds pretty interesting, will be downloading the demo tonight.My latest indie addiction is Depths of Peril. It's a diablo-like RPG game, but with some fun extra features. First off, the world is randomly generated, as are the quests. Furthermore, completing these actually have some meaning. If you wait too long with certain quests, like killing a bandit leader, it will escalate. The leader will form a larger group. And if you wait too long with wiping him out, he just may start to attack your city and devastate it, killing important quest NPCs.
And next to all of this is also a covenant game where you may try to either destroy or ally with the other covenants in the city. Furthermore, these covenant leaders are doing the same thing as the player, completing quests(possibly before the player does), recruiting and trading with each other. For only 20 bucks, I've been getting more than enough out of the game.