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	<title>Manuel Marino, Music and Thoughts &#187; videogames</title>
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	<link>http://manuelmarino.com</link>
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		<title>Living as Independent Developer</title>
		<link>http://manuelmarino.com/living-as-independent-developer/</link>
		<comments>http://manuelmarino.com/living-as-independent-developer/#comments</comments>
		<pubDate>Tue, 17 Feb 2009 07:08:22 +0000</pubDate>
		<dc:creator>Manuel Marino</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[People]]></category>
		<category><![CDATA[Andres Martinez]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[baKno]]></category>
		<category><![CDATA[Casual game]]></category>
		<category><![CDATA[creating games]]></category>
		<category><![CDATA[dev]]></category>
		<category><![CDATA[developer]]></category>
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		<category><![CDATA[emotional attachment]]></category>
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		<category><![CDATA[Florida]]></category>
		<category><![CDATA[game creation]]></category>
		<category><![CDATA[game developers]]></category>
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		<category><![CDATA[Gamer]]></category>
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		<category><![CDATA[graphics]]></category>
		<category><![CDATA[independent dev]]></category>
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		<category><![CDATA[intellectual properties]]></category>
		<category><![CDATA[Internet]]></category>
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		<guid isPermaLink="false">http://manuelmarino.com/?p=326</guid>
		<description><![CDATA[Today we interview Andres Martinez, owner of baKno, a game development studio located in Key Biscayne, Florida. They are a group of video game enthusiasts committed to developing new ways to deliver fun, interactive and challenging software.
Living as Independent Developer
Manuel Marino: You declare yourself and your team as “video game enthusiasts”. How much being a [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://manuelmarino.com/images/billiards.jpg" alt="billiards Living as Independent Developer" align="left" title="Living as Independent Developer" />Today we interview Andres Martinez, owner of <a href="http://bakno.com" target="_blank">baKno</a>, a game development studio located in Key Biscayne, Florida. They are a group of video game enthusiasts committed to developing new ways to deliver fun, interactive and challenging software.</p>
<p><strong>Living as Independent Developer</strong></p>
<p><em>Manuel Marino: You declare yourself and your team as “video game enthusiasts”. How much being a “videogames fan” is important in creating games?</em></p>
<p>Andres Martinez: All companies have their own stories, but in our case, developing and self-publishing our games has been difficult, with low sales during several months at our beginnings, and still low if they get compared to a regular studio. The only reason we have been able to survive is our passion for the art of game creation.</p>
<p><em>Can we say that the old games of the past were “better”? What can we say to the nostalgic gamers?</em></p>
<p>20 to 30 years ago the video game space was totally different. Accessibility to video games was very low, the product itself was like an experiment and the assumed audience was reduced, fortunately for us, we fell into that target, and we enjoyed every bit of Space Invaders, Galaga, Pac-Man, etc.</p>
<p>Some may say that it was better for game developers at that time because it was easier to create totally new and different IPs (Intellectual Properties). But the reality is that, they created myriads of games and only a few stood up to catch the public&#8217;s attention. Additionally, they were tremendously limited by technology and market penetration.</p>
<p>So, to answer your question, I don&#8217;t think old games were better or worst. But I think that our judgement is usually biased by the emotional attachment we have to those old great experiences.</p>
<p><em>How is the Independent developers world?</em></p>
<p>If we can name our day to day activities at baKno a &#8220;world&#8221;, then it is great!. Being able to make a living out of our own game creations is a wonderful feeling. None of us worked in this industry before and we don&#8217;t know how it is to distribute games through an experienced third party, maybe sales are much higher, but I suspect that for those particular jobs your independence is quite compromised.</p>
<p><em>What’s the difference between being “indy” and being “in the industry”?</em></p>
<p>We don&#8217;t consider baKno to be an industry player yet, we are independents as explained before, but it does not excludes the possibility of being an influent member of the gaming industry at the same time.</p>
<p><em>Videogames are more a “work of art” or a “industry product”?</em></p>
<p>All baKno games are a &#8220;work of art&#8221; built upon an &#8220;industry  product&#8221; foundation. This foundation provides a minimum quality, design and support standards, and it becomes the canvas where the artist paint his game creation.</p>
<p><em>What can be done to make modern games better and innovative?</em></p>
<p>Creating better games is not that difficult, just use your common sense to take advantage of the ever-growing processing capacity, graphics and audio capabilities and internet bandwidth. As an example, you can enhance a simple old-school cards game with better graphics and effects, and maybe adding a multiplayer option with audio chat capability. Creating quality innovative games is an art, and for that there is no recipe or guideline to follow.</p>
<p><em>Why is it that I find games from independent developers being more innovative?</em></p>
<p>Innovation is weapon that cuts both ways. The more you innovate in a game, the higher the chance of being a great hit or a great failure. Established studios have serious economic responsibilities like payroll or rent, and they cannot afford to risk the company viability in a single game. On the other hand, and usually not even knowing about it, independent developers working from home are the risky creators of real innovative game experiences.</p>
<p><em>Internet can be of help?</em></p>
<p>Sure. In general, for casual games Internet has been the medium to reach massive audiences by offering free-to-try downloads, something that would have been impossible (very expensive) by mailing free CDs. In particular, baKno relies heavily on the Internet not only as a distribution medium but also as an effective way to communicate with our customers, and also to enhance the game experience with additional online features.</p>
<p><em>What are your next projects?</em></p>
<p>We are working now the online gaming for <a href="http://bakno.com/Billiards/index.html" target="_blank">Billiards</a>. We want to create a subscription service before mid-year. And by the end of the year we want to create a game with 100% pure baKno IP.</p>
<p><em>How do you see the future of videogaming?</em></p>
<p>As an interesting mixture of platforms, game genres and players&#8217; demographics. Internet is going to be the default distribution medium, there won&#8217;t be a single dominant gaming platform, more and more people will embrace video games as an entertainment alternative, and most important: the general public will recognize the cognitive development value provided by video games (most of them).</p>
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		<title>Raymond Thoughts about Games and Arts</title>
		<link>http://manuelmarino.com/raymond-thoughts-about-games-and-arts/</link>
		<comments>http://manuelmarino.com/raymond-thoughts-about-games-and-arts/#comments</comments>
		<pubDate>Wed, 23 Jul 2008 14:40:33 +0000</pubDate>
		<dc:creator>Manuel Marino</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[People]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[art form]]></category>
		<category><![CDATA[artistic]]></category>
		<category><![CDATA[Arts]]></category>
		<category><![CDATA[Ashidian Army]]></category>
		<category><![CDATA[better games]]></category>
		<category><![CDATA[Browser Based]]></category>
		<category><![CDATA[creative]]></category>
		<category><![CDATA[dissease]]></category>
		<category><![CDATA[elixer]]></category>
		<category><![CDATA[episodic format]]></category>
		<category><![CDATA[first game]]></category>
		<category><![CDATA[first news]]></category>
		<category><![CDATA[Flash games]]></category>
		<category><![CDATA[form of art]]></category>
		<category><![CDATA[HDR]]></category>
		<category><![CDATA[independent]]></category>
		<category><![CDATA[Independent video game development]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Internet]]></category>
		<category><![CDATA[internet integration]]></category>
		<category><![CDATA[jacobs]]></category>
		<category><![CDATA[mw2]]></category>
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		<category><![CDATA[news source]]></category>
		<category><![CDATA[player game]]></category>
		<category><![CDATA[production values]]></category>
		<category><![CDATA[Raymond]]></category>
		<category><![CDATA[Raymond Jacobs]]></category>
		<category><![CDATA[single player]]></category>
		<category><![CDATA[Single-player video game]]></category>
		<category><![CDATA[target market]]></category>
		<category><![CDATA[technologies integration]]></category>
		<category><![CDATA[Ultima Online]]></category>
		<category><![CDATA[Video game]]></category>
		<category><![CDATA[video games]]></category>
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		<category><![CDATA[wrath 2]]></category>

		<guid isPermaLink="false">http://manuelmarino.com/?p=67</guid>
		<description><![CDATA[Today we interview Raymond Jacobs, owner of Ethereal Darkness Interactive. Founded in 2002 Ethereal Darkness Interactive is commited to developing quality indie games with high production values. Raymond talks about his latest project, Morning&#8217;s Wrath 2, about videogames, Arts and technology.
Raymond Thoughts about Games and Arts
Manuel Marino: You are working on some new features for [...]]]></description>
			<content:encoded><![CDATA[<p><img align="left" src="http://manuelmarino.com/images/videogames.jpg" alt="videogames Raymond Thoughts about Games and Arts"  title="Raymond Thoughts about Games and Arts" />Today we interview Raymond Jacobs, owner of <a href="http://www.edigames.com/" target="_blank">Ethereal Darkness Interactive</a>. Founded in 2002 <a href="http://www.edigames.com/" target="_blank">Ethereal Darkness Interactive</a> is commited to developing quality indie games with high production values. Raymond talks about his latest project, Morning&#8217;s Wrath 2, about videogames, Arts and technology.</p>
<p><strong>Raymond Thoughts about Games and Arts</strong></p>
<p>Manuel Marino: You are working on some new features for your next game&#8230;</p>
<p><em>Raymond Jacobs: yes, it is going to be Morning&#8217;s Wrath 2, the Sequel to our first game. You would be the first news source to really mention that!! As for the new systems&#8230; they are some various forms of internet integration with our new engine (The S3Engine 2.0) (version 2.0 of the engine used to make Malathedra). They will allow players to directly in-game leave comments to the developers about what they think of the game as well as submit any errors encountered via the internet automatically.</p>
<p>This is part of our new &#8216;internet technologies integration&#8217; initiative as well as trying to know the minds of our target market better so that we can provider better games and faster fixes.</em></p>
<p>Sounds really innovative! The game reminds me Ultima Online&#8230;</p>
<p><em>Somewhat, though it is a single player game. In MW1 you had to fight off an invading army from taking over your castle along with learning the ways of magic though in doing so you get stricken by a terrible &#8216;dissease&#8217; since the magical elixer that you use (mana) is by nature poisioned.</p>
<p>MW2 continues with this story, having morning lead her army across the continent to strike back at the invading Ashidian Army; and her search for a cure for her poisioning which is slowly driving her insane. It will likely be done in episodic format, and 3 episodes are currently slated.</em></p>
<p>Can we say that videogames are a form of Art? </p>
<p><em>Personally I consider videogames as a major form of Art but I don&#8217;t believe that people yet see games as an Art form, at least not the vast majority. They are still mainly an entertainment source however indie developers are definitely causing a movement of games as an Art form. </p>
<p>Flash games in particular have helped further this, allowing many traditional artists with limited programming skills to make simple games, which are avaliable to a wide audience.</p>
<p>As for my company everything we do is first a source of artistic inspiration and second a business endevor. We feel that without the artistic and creative backbone, what we develop isn&#8217;t likely to be enjoyable.</em></p>
<p>How technology fits with creative skills?</p>
<p><em>We limit ourselves to fairly proven technology, choosing not to push the technological envelope very much; but instead create a platform for creative expression; by creating a limited and finite set of functionality on existing technology it forces us to be creative, rather than to rely on technology to turn heads.</p>
<p>The newest HDR rendering may be very pretty, but beyond that it says nothing about the depth of a particular game, so in short, we use technology as a pedistal from which to express our creativity.</em></p>
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		<pubDate>Wed, 02 Jan 2008 07:15:27 +0000</pubDate>
		<dc:creator>Manuel Marino</dc:creator>
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		<guid isPermaLink="false">http://manuelmarino.com/reading-its-not-for-fun-anymore/</guid>
		<description><![CDATA[This is a nice article from Isaac Marion. Isaac has been running the online textual variety show, BurningBuilding.com, since 2003. He lives in Seattle, Washington, where he works various mundane jobs while trying to make his writing/music/art career take off.
Reading for fun
Recent studies have shown that across the board, in all mediums, Americans are reading [...]]]></description>
			<content:encoded><![CDATA[<p><img align="left" src="http://manuelmarino.com/images/reading.jpg" alt="reading Reading for fun"  title="Reading for fun" />This is a nice article from <a href="mailto:isaacinspace@gmail.com">Isaac Marion</a>. Isaac has been running the online textual variety show, <a href="http://BurningBuilding.com" target="_blank">BurningBuilding.com</a>, since 2003. He lives in Seattle, Washington, where he works various mundane jobs while trying to make his writing/music/art career take off.</p>
<p><strong>Reading for fun</strong></p>
<p>Recent studies have shown that across the board, in all mediums, Americans are reading for pleasure less than ever before. This isn&#8217;t just literature, novels, etc, this is all forms of the written word, including magazines, even the mighty Internet. Yes, that includes blogs. Less than one third of adults reported having read any literature in the past year not required for school or some other assignment.</p>
<p>Sounds shocking at first, but really, who didn&#8217;t see this coming?</p>
<p>In fact, those stats seem rather high to me. I think out of everyone I know, only 3 or 4 people would consider themselves regular readers. Sitting down with a book has become a quaint, old-fashioned novelty notion, almost an affectation, like smoking a pipe, collecting cigars, home brewing, bonsai trees, single malt scotch, and Civil War enthusiasm.</p>
<p>This is distressing to me, obviously, since 70%-80% of what I do with my life is based around writing, and therefore, by extension, reading. Am I training in an obsolete trade? Is my dream of becoming a successful writer kind of like my dream of becoming a successful blacksmith?</p>
<p>And, what exactly is causing this decline in literacy? The obvious answer is, not enough &#8220;Reading is FUN&#8221; posters in our libraries. How are people supposed to know, if they&#8217;re not told? I think if the statistics were examined you would find a very clear link between the decline of Elijah Wood &#8220;Reading is Hobbit-Forming!&#8221; posters and the decline of American reading. But although this is certainly a major contributing factor, there must be others, because I&#8217;ve viewed my fair share of pro-reading advertisements, and even I find myself reading far less than I used to. What is going on? Let&#8217;s take a look at a few of the elements of modern society that are edging out the written word…</p>
<p><strong>Television</strong><br />
Low cost and ease of production for reality shows featuring attractive, vapid automatons in crude parodies of life situations allows for vast explosion in quantity of TV shows, with each channel boasting dozens of similar shows, each with its own spinoffs, knockoffs, and webisodes, until total psychological saturation is achieved. All available brain space is filled with the televised thoughts of attractive, vapid automatons.</p>
<p><strong>Straight to Video Knockoff Films</strong><br />
Having already watched every other film in Blockbuster, people turn to low-budget, nearly-homemade films released to coincide with similarly named, similarly themed theatrical films, ie, Transformers / Transmorphers, <a class="zem_slink" href="http://www.amazon.com/Beowulf-Ray-Winstone/dp/B0011NVC98%3FSubscriptionId%3D0G81C5DAZ03ZR9WH9X82%26tag%3Dtechcomtechan-20%26linkCode%3Dxm2%26camp%3D2025%26creative%3D165953%26creativeASIN%3DB0011NVC98" title="Beowulf" rel="amazon">Beowulf</a> / Beowolf</p>
<p><strong>Video Blogs (See Youtube)</strong><br />
Weary of ingesting the inane thoughts of strangers by reading them in written text form, Americans turn to video blogs, or &#8220;Vlogs&#8221;, where they can listen to the inane thoughts of strangers while watching their faces from an uncomfortably close camera angle, and randomly assigning them celebrity status by public whim.</p>
<p><strong>Sports/Video Games</strong><br />
Competitive entertainments allow bored Americans to work their reflexes and mental dexterity without actually doing anything, feel part of something without actually being part of something. People flock to Sports/Video Games as an outlet for their personal energies and as a general mental anesthesia. Helps relieve pressure of disposable income and time.  </p>
<p><strong>Beowulf: the IMAX 3D Experience</strong><br />
CGI animated film hurls arrows, spears, axes, blood, guts, and naked Angelina Jolie directly at the viewers, completely blowing our minds and making us never want to read, write, talk, or walk around ever again.</p>
<p><strong>Youtube</strong><br />
Endless supply of videos where lightsabers have been digitally placed in the hands of people or animals who were not previously holding lightsabers.</p>
<p>There seems to be a trend here. As part of the general movement away from difficulty and towards ease and instant gratification, humanity seems to be trying to avoid even the difficult senses. The popularity of video blogs shows that people would much rather have information poured into their brain through their ears than have to focus their eyes on letters and attempt to comprehend writing. Is the day too far off when even listening to information is considered too much effort? Too dull, too slow?</p>
<p>Probably just in time for the invention of direct-to-brain connections. Entertainment won&#8217;t require us to use our senses at all. It will just be dumped directly into our minds in a big, sticky, informationy gob. An entirely new form of blog will appear, not the web log, or the video log&#8211;the &#8220;brain log&#8221;, or….&#8221;blog&#8221;.</p>
<p>Hmm.<br />
Brlog…?<br />
Brailg…?<br />
Hmm.</p>
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]]></content:encoded>
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		<title>Game Engine</title>
		<link>http://manuelmarino.com/game-engine/</link>
		<comments>http://manuelmarino.com/game-engine/#comments</comments>
		<pubDate>Fri, 16 Nov 2007 11:33:14 +0000</pubDate>
		<dc:creator>Manuel Marino</dc:creator>
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		<category><![CDATA[Virtual world]]></category>

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		<description><![CDATA[Dr. Roberto Dillon has written this article about his Music-Emotion Driven Game Engine. I think this idea to really have potential.
Game Engine
In the fast developing world of videogames, sound has traditionally played a less important role than other features, such as graphics. Nonetheless, recently, due to the latest technological advances, both developers and audiences alike [...]]]></description>
			<content:encoded><![CDATA[<p><a href="mailto:rdillon73@gmail.com">Dr. Roberto Dillon</a> has written this article about his Music-Emotion Driven Game Engine. I think this idea to really have potential.</p>
<p><strong>Game Engine</strong></p>
<p>In the fast developing world of videogames, sound has traditionally played a less important role than other features, such as graphics. Nonetheless, recently, due to the latest technological advances, both developers and audiences alike have understood how much sound and music can do to enhance gaming experiences and increase the overall realism and emotional impact of virtual worlds.</p>
<p>Today, many music games are being released with great acclaim on different formats but many of these games tend to be in the rhythm/action category where the player is actually “reacting” to music while a real and natural “interaction” with this medium is still lacking.</p>
<p>This aspect is currently being addressed by a team of researchers and developers at <a href="http://www.nyp.edu.sg" target="_blank">Nanyang Polytechnic</a> in Singapore, led by Italian computer engineer Dr. Roberto Dillon, with a project codenamed M-EDGE (&#8220;Music-Emotion Driven Game Engine&#8221;) which is fully supported by the National Research Foundation of Singapore.</p>
<p>The underlying idea of the project is to assess and further investigate music related cognitive science topics and integrate the results into games by designing and developing an interactive and emotionally-aware musical game engine that enables players to experiment with a completely new gaming interface.</p>
<p>In fact, by using this engine as a development tool, game developers will be able to build content on top of it where players are not limited to control their actions in the virtual world by using standard interfaces, like a mouse or keyboard, but also to directly affect the game progress by expressing emotional content through the playing of a real musical instrument.</p>
<p>To accomplish this, M-EDGE will be developed to recognize different basic emotions (like happiness, sadness and anger) as expressed by players in their musical playing on an instrument of their choice like flute, guitar, violin or drums.</p>
<p>This information can then be used to control the game accordingly by allowing the player’s in-game character to perform particular tasks or by developing the game story in particular directions. For example, one of the games currently being designed by Dr. Dillon to test the system capabilities is based on the well known legend of the Pied Piper of Hamelin. In the game the player will impersonate the Piper himself by actually playing a flute and go through the storyline, including its multiple endings as described by different versions of the original legend, according to the emotions he will be able to express through his very own playing and hence decide the fate of Hamelin young people.</p>
<p>Obviously, this kind of games would be a great tool for players who have previous musical knowledge and know how to play a musical instrument, nonetheless special attention will also be dedicated to give a chance of successful playing to people who never played music before. This will be achieved by allowing prospective players to experiment with simple percussive instruments so as to give a chance and an incentive to get into the fascinating world of music making through games to as many people as possible.</p>
<p>The Singaporean team believes the concept of an emotion-based music game engine like this would represent a leap forward within the music games genre and could also have a strong potential for commercial exploitations, besides having a valuable educational side. In fact, as suggested, it will actually encourage people to learn and practice music through a challenging and fun tool where all players, from beginners to professionals, will be given a chance to freely express themselves through music, something no other game has ever done before.</p>
<p>Besides these, more serious and medical applications could also be possible: the final framework could, in fact, be a valuable tool in assisting emotionally impaired people to practice and experiment with their feelings under supervision of a physician/psychologist.</p>
<p>The project, though still in its early stages, is raising a good interest in the gaming community and has already been presented at the Game Convention Asia Conference in Singapore last September. For those interested, slides of the presentation can be downloaded from <a href="http://www.ProgramAndPlay.com/tutorials.html" target="_blank">Dr. Dillon’s website</a>.</p>
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]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Independent Games</title>
		<link>http://manuelmarino.com/independent-games/</link>
		<comments>http://manuelmarino.com/independent-games/#comments</comments>
		<pubDate>Wed, 07 Nov 2007 14:06:32 +0000</pubDate>
		<dc:creator>Manuel Marino</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Adrian]]></category>
		<category><![CDATA[Adrian Grigore]]></category>
		<category><![CDATA[beautiful summer]]></category>
		<category><![CDATA[being your own boss]]></category>
		<category><![CDATA[bigfish games]]></category>
		<category><![CDATA[Casual game]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[Eastern Europe]]></category>
		<category><![CDATA[freelance]]></category>
		<category><![CDATA[Fulda]]></category>
		<category><![CDATA[fulda germany]]></category>
		<category><![CDATA[GameHouse]]></category>
		<category><![CDATA[games company]]></category>
		<category><![CDATA[games developer]]></category>
		<category><![CDATA[games market]]></category>
		<category><![CDATA[gemsweeper]]></category>
		<category><![CDATA[Germany]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[independent]]></category>
		<category><![CDATA[independent developers]]></category>
		<category><![CDATA[independent game developer]]></category>
		<category><![CDATA[independent games]]></category>
		<category><![CDATA[Independent video game development]]></category>
		<category><![CDATA[indie game developers]]></category>
		<category><![CDATA[lobstersoft]]></category>
		<category><![CDATA[mount CD]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[pc puzzle game]]></category>
		<category><![CDATA[Personal computer]]></category>
		<category><![CDATA[production budgets]]></category>
		<category><![CDATA[production values]]></category>
		<category><![CDATA[profitable business strategy]]></category>
		<category><![CDATA[Puzzle video game]]></category>
		<category><![CDATA[realarcade]]></category>
		<category><![CDATA[Video game]]></category>
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		<description><![CDATA[We interview Adrian Grigore, president of Lobstersoft, an independent casual games developer from Fulda, Germany. Their company consists of 2 people, although they have outsourced some parts of the development to freelance graphics and music artists when creating Gemsweeper. Gemsweeper is their latest title, a PC puzzle game.
Independent Games
MM: Adrian, what can you tell me [...]]]></description>
			<content:encoded><![CDATA[<p>We interview <a href="mailto:adrian@lobstersoft.com">Adrian Grigore</a>, president of <a href="http://www.lobstersoft.com" target="_blank">Lobstersoft</a>, an independent casual games developer from Fulda, Germany. Their company consists of 2 people, although they have outsourced some parts of the development to freelance graphics and music artists when creating Gemsweeper. <a href="http://www.lobstersoft.com/gemsweeper" target="_blank">Gemsweeper</a> is their latest title, a PC puzzle game.</p>
<p><strong>Independent Games</strong></p>
<p><em>MM: Adrian, what can you tell me about the actual situation of independent videogame developers?</em></p>
<p>AG: Life as an independent game developer has always been a lot of fun. It requires a lot of dedication, but it is hugely rewarding to watch other people happily play your game once it is finished.Being your own boss also has its advantages. I love having the freedom to work whenever I want, as long as I want and wherever I want. I&#8217;m not sure if I could take my laptop and work outside in the garden on a beautiful summer day in a &#8220;regular&#8221; company.</p>
<p>Business-wise things have changed a quite bit during the last 4 years. Casual games have become a huge trend and lots of larger companies have entered the market. There is a lot more competition and both budgets and production values have increased dramatically, making it much harder for small developers to keep up.</p>
<p>For example, a VC funded games company outsourcing development to Eastern Europe can afford to produce 10 titles even if most of them don&#8217;t recoup the production budgets. As long as just one title reaches AAA status, this can still be a profitable business strategy. Most indie game developers cannot afford to do this.</p>
<p>There are still great opportunities on the casual games market for indie developers if you have a good innovative idea. It is not easy to succeed though and opportunities are not quite as good as they used to be a few years ago.</p>
<p><em>Can we talk about the relationship between the big distributors and the independent developers like a &#8220;collision&#8221;?</em></p>
<p>The rise of huge game portals such as RealArcade or Bigfish Games during the last few years also caused a drop in (games-related) traffic to the traditional shareware sites. Indie game developers have therefore become dependent on the portals.Teaming up with a publisher / distributor can be a good way for indie developers to get more publicity on the portals. This is also what we have done for our latest title Gemsweeper.</p>
<p><em>How did you have the idea to found Lobstersoft?</em></p>
<p>I started creating my first game called &#8220;Five+&#8221; just to practice C++ programming while I was studying at university. The game was free at first, people only had to send me an e-mail if they wanted to have an unlock code for the full version.After just a few days I got so many e-mails that I had to think of a way to automate registration key submission. I was also surprised to see that a magazine wanted to include the game on their cover mount CD. Then I found one of the first shareware payment processors and decided to convert to Five+ a shareware game.</p>
<p><em>Your next projects?</em></p>
<p>We are working on a sequel to Gemsweeper and on a subscription-based web site. The website is not gaming-related, but I never saw myself solely as a game developer, even if computer games have always been one of my favorite pastimes.</p>
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