Braid

Jonathan Blow, creator of Braid and The Witness, has shown more of his new puzzle game. It's a game inspired by (and even, it seems, codenamed) Sokoban, the old Japanese game about pushing boxes in specific orders to cover all the marks on the floor.

Blow showed footage during his talk at Spanish conference Gamelab, which I popped along to a few weeks ago. It's taken a little while for the videos to appear online.

In the footage, the viewer looks down into a leafy kind of compartmentalised level to see three characters and six doorless rooms. There's one big crystal which needs moving but when you move around, blocks pop up barring the way. What to do? That's the puzzle. Character abilities will help you out - in the video a wizard uses a kind of teleportation spell to move the crystal - and there's an undo mechanic to keep your experimentation swift.

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Darwinia


What began as Good Old Games, GOG.com, has relaunched to sell new PC games alongside old.

'GOG.com relaunched to sell newer PC games' Screenshot gog

The relaunched Gog.com.


Therefore, the Good Old Games meaning will fade away. The company will be known instead by the acronym-turned-company-title GOG.com. "It doesn't matter what G, O and G stand for," explained a post on GOG.com. "Gee Oh Gee dot com stands for high-quality, DRM-free gaming, each week with bigger and newer games."


Trine and The Whispered World are examples of 'new' games available right now. Legend of Grimrock is out 11th April. Spacechem, Machinarium and Darwinia are "coming soon". Apparently, more than 20 indie and new games have been signed for release in "the next few months".


The GOG.com website has been redesigned, and the GOG.com downloader improved.


CD Projekt used homemade RPG The Witcher 2 to test GOG.com as a destination for newer PC games. The result? Around 40,000 sales - the best result of anywhere but Steam.

World of Goo


The long-running Humble Indie Bundle initiative has finally made the leap to smartphones.


The latest pack includes Android-compatible indie gems Osmos, Edge and Anomaly: Warzone Earth. What's more, you'll also get versions for Mac OSX, Windows or GNU/Linux.


As is traditional, you decide how much you pay, and what proportion of your donation goes to the developers, to charity (choose Child's Play Charity or the Electronic Frontier Foundation) and to the Humble Indie Bundle organisers.


If your payment is above the current average ($5.29 at the time of writing), you'll also get World of Goo thrown in.


The pack has got off to a solid start, with over 24,000 sales so far and revenue of $131,000.

Braid


US cable TV network HBO has optioned the rights to make a fictional TV series based on forthcoming documentary Indie Game: The Movie.


According to Deadline, the film's directors Lisanne Pajot and James Swirsky signed on the dotted line at the annual Sundance Film Festival in Utah over the weekend, where the film premiered to glowing reviews.


Initial reports that HBO wanted to turn it into a half-hour comedy have proved wide of the mark, with a post on the movie's Facebook page today stating "HBO has optioned IGTM for the basis of a (fictional) series. It is NOT a comedy. It is NOT a sitcom."


Hollywood veteran Scott Rudin - whose credits include 2011 Oscar winner The Social Network, Moneyball, The Girl With The Dragon Tattoo, The Queen and Wes Anderson's take on Roald Dahl favourite The Fantastic Mr Fox - will reportedly produce. No word on potential casting choices, but the mind boggles.


It's worth noting that not every property that gets optioned by a network necessarily makes it through to full production.


The film follows a number of recent indie titles through development, including Super Meat Boy, Braid and Fez. Take a look at a trailer for the flick, which is due out later this year, below.

World of Goo


Acclaimed physics puzzler World of Goo has been downloaded one million times from the iOS and Mac App Store in the 13 months since launch.


According to Gamasutra, 29 per cent of those sales were for iPhone or iPod Touch, while 69 per cent were for the iPad. Mac App Store downloads only contributed two per cent, though a separate Mac version has been on sale since 2008 when the game first launched on PC and WiiWare.


iPhone/iPod sales made up 17 per cent of all revenue, whereas the more expensive iPad version constituted 79 per cent.


The Android version, which only launched in November 2011, has racked up 70,000 sales, although a free demo has been downloaded 450,000 times. The game sold 180,000 downloads over the same period of time following the iOS launch one year previous.


Life-to-date sales figures for the original PC and WiiWare versions have not been made public.


Not played the 2D Boy-developed gem yet? You really should give it a whirl - Eurogamer's Kristan Reed attempted to award it 11/10 in his World of Goo review.

Darwinia


Darwinia and Defcon developer Introversion stopped working on Subversion nearly a year ago, Eurogamer has discovered.


Subversion resembled a collection of tech demos but "the core game itself wasn't really that great", creator Chris Delay told us.


"What happened was, we were tinkering away on Subversion for ages and ages, trying to make some progress - and we did make a lot of progress on it - but we always had this worry that the core game itself wasn't really that great. There wasn't really much to do.


"We had literally years of tech demos but no sort of cohesive core game. It's the core game that was missing.


"Whenever we stopped and thought about it from a high-level point of view, in terms of what's the player going to be doing, where's the fun going to come from, we were drawing a bit of a blank, all the time.


"We finally faced up to it," he said.


Subversion, an infiltration and espionage game where gamers controlled a team of operatives moving through hostile high security buildings, is officially now on hold.

"It's on hold and we openly told everyone to forget about it for now, pretend it doesn't exist if you can."

Chris Delay, lead designer, Introversion


"Yes, that's exactly what it is," confirmed Delay. "It's on hold and we openly told everyone to forget about it for now, pretend it doesn't exist if you can.


"We do plan to go back to it - that's our firm intention, to go back to it after this game. But we wouldn't want to promise it or anything like that, or for anybody to get their hopes up, because we're a small company and we can't work on more than one project at once, so we always have to pick what we're going to work on.


"We had quite a few chats to discuss what we wanted to do and switched whole heartedly onto Prison Architect, and Subversion hasn't had anything done on it since then.


Prison Architect, a game about building and managing a high security prison, "fell out" of Subversion, Delay explained.


There was a Subversion mission where you had to "bust" a team mate out of jail, apparently. "You had to get this computer hacker out of prison," Delay said. "And we started all this work on this prison code code, and it was turning into a massive project just for one level.


"While we were doing it, laying out the prison in our Subversion map editor was actually really good fun. And that's the gestation of it, really - that's where it came from."


Prison Architect will be a PC game and, Delay said, probably also for Linux and Mac.


"It's still too early for us to say a lot about Prison Architect," Delay said. "We find it difficult to pace this stuff, because it's still a while off being released, and we don't want to give it all away at this point.


"It's not a 2011 game, but we're hoping for early next year to be launching this thing."


Prison Architect was recently submitted to the Independent Games Festival - the same competition Darwinia won back in 2006 - and Introversion hopes to launch around the time of the IGF awards (March 2012).


Will Prison Architect win?


"That was a very different time, when Darwinia won. Even now I don't believe Darwinia would sweep the awards," said Delay. "It was a different era then."


Six years ago, Introversion was crowned king of a soon-to-boom indie world. Today, Introversion still clings to those same high points. Mistakes were made, hard times were hit. But Delay is upbeat about the health of the British developer today.


"We get people on the forums and things going, 'Have Introversion gone bankrupt or something?' People really worry about Introversion because we did hit some really rough times, around 2008, 2009 time," Delay said.

"We don't even have an office any more. We got rid of our office; we've come right down to just the core team."

Chris Delay


"We don't even have an office any more. We got rid of our office; we've come right down to just the core team. There's only a handful of us. It's like the first days when we started out and there was just three or four of us working on something, all working at home, just on the next new game. We've kind of got back to how it used to be, and we're quite enjoying it now for that reason, because we're able to just go ahead and make our own game again.


"It seems like a simple thing, but we didn't have that for a long time. We had a big team; we were up to 11 staff at one point, which doesn't sound that big, but that's very big for Introversion. 11 staff and a few freelancers all working on console versions of the game and stuff like that. We were a much bigger company then and we were spending a lot of money each month. That's what it ultimately came down to. And it wasn't really that sustainable like that.


"It sort of required us to have big success on the consoles, which Darwinia+ never really achieved. It actually continued to be outsold on Steam, even though the game's been out on PC for ages. The Steam versions and all the PC versions of Darwinia just carried on doing better.


"We thought [Darwinia+] was a bit of a misstep, a bit of a mistake, and luckily we have enough games out now - four main games and one console game - that continue to sell to this day, and that keeps us going."

Video: Introversion demonstrating Subversion.

Darwinia


Darwinia developer Introversion has announced a new game called Prison Architect.


In it, you "build and manage a maximum security prison", Introversion's creative mind Chris Delay told Rock Paper Shotgun.


No other Prison Architect details were offered.


Subversion, Introversion's other project, is on hold.


Introversion won worldwide acclaim with strategy game Darwinia. Defcon, Multiwinia and ill-fated XBLA project Darwinia+ followed.

Video: Subversion.

World of Goo


Has Xbox Live Arcade really peaked, as World of Goo creator Ron Carmel yesterday argued? No, analysts have told Eurogamer.


"But Microsoft should take a look at Ron Carmel's piece," declared Billy Pidgeon of M2 Research, "which eloquently makes the case (and backs it up with data) that XBLA has peaked for a specific group of independent developers who are responsible for high quality games that outsell the average XBLA game.


"Sony is acquiring more unique content for PSN, and in many cases it's exclusive content, which will cost Sony more but will clearly differentiate their online games store from XBLA and other competition."


"In terms of digital games delivered through a home console, Microsoft will continue to be the market leaders," stated Jesse Divnich of EEDAR.


"I am not disagreeing with Mr. Carmel, I believe some of his points are valid and any digital service provider has its own restrictions and hurdles. Not every game is the right fit for every service.


"We certainly are seeing some fracturing among developers, and Xbox Live and PSN are no longer the only option for game distribution."


"That doesn't sound right to me," said Michael Pachter of Wedbush Morgan, responding to Carmel's claim. "If anything, there are more titles than ever, but we haven't had a Braid or Limbo so far this year.


"As the 360 price comes down and the installed base continues to grow, there should be a significantly larger addressable market for XBLA games, so I think it continues to grow."


Ron Carmel surveyed 200 independent developers. His results, which he admitted weren't sacrosanct, showed dwindling support for Xbox Live Arcade. Part of this is due to laborious XBLA constraints. The other part can be attributed to the rise of PC, Mac, iOS and Android gaming. Billy Pidgeon said that "viable alternative marketplaces" are "good news for developers and gamers both". Whereas Xbox Live Arcade and PSN are "predictable", he said, other markets can be "risky".

"Indie games are like indie songs: most of them suck, but the ones that don't are unique and deserve to be bought, played, talked about, discovered and awarded."

Billy Pidgeon, analyst, M2 Research


Divnich said the investment in social and mobile gaming "is not necessarily at the cost of XBLA and PSN titles". There's greater flexibility there, but "the recipe for success is not as established".


"Of all the online games markets," added Pidgeon, "I think Steam may have the best offering for gaming enthusiasts so far. The PC is the ideal platform with the most reach, Steam's timed specials help games sell more but hedge price erosion, and it's a great experience for gamers who use it.


"Nintendo's online shops are getting better, but still have a long way to go. The App Store has got great reach, but the best games get lost in the crap and rapid price erosion is a given. Android download stores are the worst, with all the downsides of the App Store and none of the upside due to fragmentation."


Apple has made iOS an easy platform to develop and publish for. One of Ron Carmel's suggestions was for Microsoft to make every Xbox 360 a dev kit, and relax the submission process so that more content can get through. Xbox Live Indie Games already does this, to a degree.


"The Xbox Live Indie Games market seems a waste of a good opportunity," Pidgeon went on to say. "What should be a showcase for indie games is more like a swap meet.


"It's worthwhile to let anybody make a game with XNA, but there should be a 'top shelf' for the best independent games. Indie games are like indie songs: most of them suck, but the ones that don't are unique and deserve to be bought, played, talked about, discovered and awarded."


Nicholas Lovell from Gamesbrief, in a lengthy dissection of Ron Carmel's piece, accused Microsoft of "artificially trying to restrict consumers to a limited number of choices, similar to a retail store". Whereas Carmel had hope Microsoft could turn it around, Lovell isn't so sure.


"Ron is relatively upbeat about the future, if Microsoft adopts some of his ten-point plan. I am less so," Lovell wrote. "I think that the company is stuck trying to recreate the limitations of the physical distribution market, rather than embracing the opportunities created by the digital market.


"I was going to say that I hope that I am wrong, but I'm not sure that's entirely true. The sooner the world becomes more open, the better."

World of Goo

World of Goo developer 2D Boy believes Xbox Live Arcade "peaked" last year (2010) and that "Microsoft is not yet aware of this".

Studio co-founder Ron Carmel surveyed 200 independent game makers, some of which are responsible for significant - but undisclosed - XBLA titles.

He discovered that more developers want to make PSN games now than titles for XBLA. He also found PSN and XBLA seventh and eighth in a list of target platforms for 2011. The most popular was Windows, followed closely by Mac, iOS, Linux, Flash/browser and Android platforms.

Nearly three quarters of the developers surveyed said ease of working with a platform holder was paramount - followed by installed base and platform suitability.

When asked about specific platform holders, the majority deemed Steam, Facebook and Apple "very easy" to work with. Sony's PSN majority, like Google's Android, was "so-so". Most people found WiiWare "difficult", whereas Microsoft's XBLA was "excruciating".

"Given that ease of working with the platform owner was voted the most important factor in choice of platforms, it becomes perfectly clear why XBLA, despite being a very strong channel with a large audience and huge earning potential, is dropping in popularity among these developers," observed Carmel.

"But if things keep going the way they are, and XBLA keeps losing talented developers, I believe the diversity of games available on XBLA will diminish, quality will suffer, and revenue numbers will drop as players start to move away from an unremarkable portfolio of games. We will see a lot more 'genrefication' and big publisher franchises."

"XBLA is no longer the king it used to be. Microsoft is no longer in a position to demand exclusivity now that PSN has more developers and is growing."

Ron Carmel, co-founder, 2D Boy

"Once players start to leave in large numbers it will be too late to turn things around," he added. "Given that it takes at least a year or two to make an XBLA game, no developer would want to start working on one knowing that XBLA is declining in popularity and could be significantly weaker by the time the game is ready.

Carmel believes full-scale gamer "migration" away from XBLA is "a few years away", which allows "more than enough time for XBLA to change course".

To this end, Carmel shared "10 Things Microsoft Can Do To Improve XBLA".

  1. Create a fair contract that doesn't require negotiation. "It's the most exploitative, one-sided distribution contract I've seen. We each waste months of our time and Microsoft's time negotiating the same stuff out of the contract, over, and over again."
  2. Solve the content discovery problem. "The platform owner needs to make it super easy for their users to buy software."
  3. Stop requiring independent developers to publish through MGS. "Every other distribution channel allows independent developers to self publish, without a producer, and I see no evidence that having a producer on a game makes it better."
  4. Drop the TCRs, make updating easy. "TCRs add months to a game's development time that could be better used polishing the game."
  5. Get rid of the exclusivity requirement for independent developers. "XBLA is no longer the king it used to be. Microsoft is no longer in a position to demand exclusivity now that PSN has more developers and is growing."
  6. Drop the greenlight process and open up development to everyone. "Players judge the quality of a platform by the quality and quantity of the best games available on it, not by the average quality of all games."
  7. Make every console a dev kit. "It may require a lot of work, but there is nothing stopping Microsoft from doing this as well. This is actually one of the reasons Microsoft is the console maker best-poised to undergo this transformation."
  8. Automate everything. "With the App Store, everything is automated and a developer can release a game without ever talking to a human."
  9. Drop the ESRB in favor of a self administered rating system. "It takes weeks, and thousands of dollars, to get a game rated by all the domestic and international ratings agencies needed to launch a game globally. The ESRB in particular is a nightmare to deal with."
  10. Make avatar related requirements optional. "I don't know a single developer who wants to make toys for avatars. It's not fun and it inflates the game's budget."

"XBLA played a pivotal role in the popularisation of independent games," concluded Carmel, name-checking N+, Castle Crashers, Braid, Limbo and Super Meat Boy.

"Microsoft proved that indie games can be million sellers on consoles, and then sat on its laurels for half a decade as more nimble and innovative companies like Valve and Apple took the lead.

"I would love to see Microsoft rise to the challenge of adapting to new digital distribution landscapes," he wrote. "More healthy platforms means more interesting, creative games that push the limits of our medium."

Video: World of Goo.

Braid


Pinball FX developer Zen Studios has jumped to Microsoft's defence after Super Meat Boy maker Team Meat savaged the Xbox 360 manufacturer.


In a podcast published on Gamasutra, Team Meat recounted its difficult experience with Microsoft and doubted it would ever work with the company again.


Zen Studios, however, feels the Microsoft bashing isn't fair, and told Eurogamer not all developers feel the same way about the company.


"They [Team Meat] totally have the right to talk about it," Mel Kirk, Zen Studios Vice President of Marketing and Public Relations told Eurogamer this morning. "It's terrible they had a bad experience like that. Where we're coming from is, when is enough enough? Let it go already.


"There are good things happening there and we're a company willing to stand up and stick by Microsoft. They were a great partner for us. They've done wonderful things with helping us with Pinball FX 2. If we can just get a message out there that we're willing to stick up for them, that's really what I'm trying to do."


A Twitter row of sorts erupted after Kirk sent press an email questioning Team Meat's motivation for speaking out about its experience with Microsoft. Braid developer Jonathan Blow waded in, telling Zen Studios directly: "trying to discredit Team Meat's negative experience is not cool."


Kirk rejected this accusation, however. "I'm really not trying to discredit their experience," he said. "The email left our press box without the 'not for publish' on it. It was meant to get inbound requests to do controlled interviews and control the message. Obviously this turned into something totally different. I'm not trying to discredit it. I'm just trying to put it in perspective. I'm not saying they're lying. I'm not trying to say they're making it up."


Zen Studios' experience with the Microsoft Game Studios' published Pinball FX paints a different picture.


"It's not evidence of a trend," Kirk continued. "I'm at liberty to speak for [Gunstringer developer] Twisted Pixel. They absolutely had the same type of experience as us and have a great working relationship with Microsoft. They would totally second our sentiments and echo what we have to say. There are a bunch of other studios as well. We've maybe broken the ice here. Hopefully there will be others.


"There are a few companies that had a bad time, and then there are a whole bunch of us over here who are having a great time and will continue working with Microsoft."


Kirk concluded: "Game politics are notoriously messy. We're a very negative industry at times towards each other. I don't want to be negative to Team Meat. I don't want to belittle their experience. I just want to simply say, Zen Studios has had a very good experience with Xbox Live Arcade, with our producers, with our team there. We're grateful for that experience. We feel like we owe it to them to stand up and just say, hey, we had a good time with you."

Video:

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