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Gersen: But they had several millions bucks in their pocket and a highly successful game in their portfolio which helped, something very few Indy dev have.
So I presume GoG also had several millions bucks in their pocket as well before starting the service?

Of course starting a service needs usually at least some capital, but

a) you don't have to get everything running 100% instantly, you can grow bit by bit (just like e.g. Id and Epic MegaGames grew from small indie developers to current mammoths). So even a modest investment can get you started.

b) that's what the banks are for. It is not like you have to have the capital in cash before you can start any new business, duh.

The main point still is that PC is an open market for everyone to try their luck. Consoles, or even IPhone, are not, they are heavily controlled where the company would not allow any competing official outlets.
sod it, no point.
Post edited September 13, 2011 by timppu
Sod it too, takes too long time. :)
Post edited September 13, 2011 by timppu
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Gersen: Even on PC you will have to ask somebody "permission", either to host your game files for you (hosting the fine yourself is a good way for bankruptcy) or at least to give some exposure to you game. Creating you game, hosting it yourself, advertising it yourself, is something very few have the resources of doing even on PC.

And even if it's a bother to ask for "permission" there are often advantages if you do so that are well worth the bother; if many Indy dev uses Steam it's not without reasons.
But many indie developers who have games on Steam essentially have created their games, hosted their games, and advertised their games by themselves reasonably well before ever putting their games on Steam.
In fact, in some cases it's actually harder to get your game on Steam if you haven't successfully done that beforehand.

Steam isn't as nearly as bad as Xbox Live of course, but at the same time they don't just let any game on the service.
Yes, there are some cases where Steam will let a game on board right from the beginning if the developer has worked with Steam previously or other such reasons.
However, in a lot of cases you have to demonstrate that your game can sell at all before you can put it on Steam, and for many indie developers that means being able to sell their game on their own for some time before getting on Steam.

I think it's also worth mentioning that on PC, if you really need help selling or hosting your game you have options when it comes to who to get help from. If Steam won't let you in the door initially then you can go to Impulse, or GamersGate, or some other service. In some cases there might even be services who may be more specialized for your genre or niche, like GraphSim if you happen to be making a flight simulator.
Post edited September 13, 2011 by paul1290
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orcishgamer: On the 360 the barrier is like 85 bucks and as a bonus your game will likely run on a PC too.
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timppu: Can you publish any game on XBox360 you make without asking MS permission first? And even become a publisher of your own for the system?

On PC you never have to ask anyone's permission, and that is the big difference to even the new "laxer" console model. Valve didn't have to ask for Microsoft's approval before starting their Steam delivery system, for example.
Indie games are not reviewed for content, though there are community ratings and rules. Your game can be removed for rule violations, but I think there's still games that make your controller a vibrator, so they must not be that strict.