Posts Tagged ‘BigWorld Indie’

The Oft-Overlooked Game Bargain Bin

Tuesday, April 5th, 2011, posted by Matt

from the forebears dept.

As we sit at our office desks delving a bit into Crysis 2, I’m feeling extra-warm toward the indie titles. Don’t get me wrong. I enjoy hot game tech as much as the next technophile, but I’m still personally fascinated by the return to older, simpler, and warmer premises and aesthetics. Interacting with the annual Independent Games Festival finalists at GDC is a breath of fresh air in a s

ea of hyper-commercialization. This year I stood observing the new IGF pavilion on the expo floor, musing with a couple of gents about the reversion that indie developers are taking toward older styles and genres (I’d find out at the end of that conversation that those gents were two of the original founders of Tengen, ironically enough, but that’s neither here nor there). There’s

such a rich wellspring of creativity coming from mom ‘n pop dev studios. Games like Amnesia: The Dark Descent, Minecraft, Fract, Bastion, and Retro City Rampage all exhibit the power of creativity + dev tools.

bargain-bin

And the tools are rising to meet these indie developers and to facilitate the manifestation of their creativity. Tech like

Raph Koster’s Metaplace, the

GameSalad platform, BigWorld’s Indie Suites, and others are a direct response to a demand for tools that thin the gap between concept and creation.

And this disappearing chasm means a democratization of creativity… which in turn means that we see more and more manifestations of someone’s basement brainstorm.

I’m enjoying playing Mount and Blade, for instance, specifically for its thematic specificity, and rough-edged graphical feel (people complain about the intense fog of war, but I love it as a stylistic throwback, intentional or no). Theroughness is endearing to me, as it would probably be for many others who invested countless hours in the discount bin at CompUSA. The games you’d find in this gigantic cardboard videogame limbo land presented a window into a subsector of obscurity that just felt unavoidably genuine. You’d find very generic, very specific titles like Man Who Kills Wombats With a Pikeor Snake-Fighting Wizard Woman, or even my personal favorite that I just made up: Talented Toast Thrower.

Many of these titles would be crap, but some presented this underground awesomeness that the Quakes and GTA’s of the time just couldn’t possibly do, given their polish and gleam. And they were often, given their lack of resources, very focused experiences (e.g. man+wombat+pike). Today, we have this same sort of focused thematic approach in games such as Mount and Blade, or World of Tanks: an action tank MMO built on BigWorld technology in Minsk. The concept is absurdly simple, but executed extremely well, and has become a runaway hit since its release. And, though some of these studios may not be technically classified as “indie,” they are unequivocally not EA.

Recalling all of this reminds me of why tools are awesome, and are such a great lubricator for creativity.

I’m also loving the irony of this Gametrailers.com video of Mount and Blade opens with an obligatory Crysis 2 lead-in.

Sigh.

…Goes with 500, wears a hat and carries a whip…

Friday, March 5th, 2010, posted by skg

Full release at :

http://www.bigworldtech.com/news/press_100305_bigworld-indie-academic.php

Main site at http://www.bigworldindie.com

05 March 2010

FOR IMMEDIATE RELEASE

BigWorld boosts technology access for indie, student and small commercial developers
Announcing ‘BigWorld Indie’, ‘BigWorld Indie Source’ and ‘BigWorld Academic’

(Sydney, Australia): BigWorld Pty Ltd. today announced the launch of three new product offerings for indie, student and small commercial developers of Massively Multiplayer Online Games (MMOGs) and large scale online virtual worlds, with BigWorld Indie available immediately.

Indie teams, registered education institutions and any small commercial company may be eligible to apply for a ‘BigWorld Indie’, ‘BigWorld Indie Source’ or ‘BigWorld Academic’ license. For pricing, eligibility requirements and a full list of terms and conditions visit www.bigworldindie.com

“This announcement comes as a bona fide boon for students, indie and prototype developers who have previously been unable to gain access to BigWorld’s premier, complete and proven MMOG solution”, commented John De Margheriti, CEO, BigWorld. “Many developers have been placing solutions for Indies and making available prototype builds for emerging game companies for quite some time. BigWorld has kept its focus on the fully commercial marketplace and to date, there are over 40 commercial licenses in development or launched on BigWorld Technology. We are now well positioned to expand our product offerings to include academic institutions and mod and indie developers, who are in our belief, stronger and more capable than ever to take advantage of virtual or graphical social worlds and MMOs”.

BigWorld Indie is for the casual enthusiast and can be used as a pathway to the BigWorld Indie Source or the full scale BigWorld Commercial license. It’s the most affordable of the three offerings, but also carries the most restrictions. This offering is supported through online forums which are moderated by BigWorld staff.

BigWorld Indie Source is the likely choice for those companies wishing to build a prototype to show potential investors, or for pitching an idea to a publisher. Support forums are enabled and you are able to buy direct-interaction support packages for one-on-one time with BigWorld support staff in blocks of 10 hours.

BigWorld Academic is strictly for registered educational institutions and will enable students to gain a grasp on the technology and experience the issues involved in developing MMOGs and large scale online virtual worlds. Employers can look forward to getting their hands on more industry ready graduates who have been exposed to some of the intricacies of the BigWorld Technology.

Even though there are caveats on all three new product offerings, BigWorld have gone the extra mile to help developers elevate themselves to a winning position. Progression plans are available to upgrade to a BigWorld Commercial license and BigWorld is looking forward to welcoming an abundance of new developers.

BigWorld will be available for developer meetings and media interviews during GDC San Francisco at the Moscone Center from March 11 -13, 2010. Email appointments@bigworldtech.com for interview requests.
About the BigWorld Technology Suite
Comprised of the BigWorld Server Software, Content Creation Pipeline, 3D Client Engine Package, Live Management Tools & Instrumentation, the BigWorld Technology Suite is the premier complete and proven massively multiplayer game development solution, providing all of the complex systems required to produce engaging, highly scalable next-generation MMOGs and Virtual Worlds.
About BigWorld Pty Ltd
BigWorld Pty Ltd was formed in 2002 to commercialize years of intense R&D, which started in 1999 and continues to this day. With a direct local presence in the USA, China, Japan and Europe, BigWorld licenses its middleware platform to game studios and publishers around the world to build successful next generation MMOGs and Virtual Worlds. For more information and links to currently released or in production titles, visit www.bigworldtech.com

BigWorld Indie Website
www.bigworldindie.com
BigWorld Website
www.bigworldtech.com
BigWorld Blog
blog.bigworldtech.com
Media Contact: Casey Gregory
Email: caseyg@bigworldtech.com
Phone: +61 2 6162 5120
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