Indie Devs are flocking to Sony platforms

Why-Fi

gnap
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http://blog.us.playstation.com/2013/03/25/gdc-wrap-up-indie-developers-choose-ps4-ps3-ps-vita/

Blacklight: Retribution – PS4
Primal Carnage: Genesis – PS4
Rain – PS3
Divekick – PS3 and PS Vita
Spelunky – PS3 and PS Vita
Velocity Ultra – PS Vita
Limbo – PS Vita
Metrico – PS Vita
Sportsfriends (including Johann Sebastian Joust, BaraBariBall, Hokra and Super Pole Riders) – PS3
Ibb & Obb – PS3
Guacamelee! – PS3 and PS Vita
Hotline Miami – PS3 and PS Vita
Dragon Fantasy Book II – PS3 and PS Vita
Thomas Was Alone – PS3 and PS Vita
Luftrausers – PS3 and PS Vita
Friend Network App – PS Vita
A Virus Named Tom – PlayStation Mobile
Beatdown in Treachery City – PlayStation Mobile
Crumble – PlayStation Mobile
Crystallon – PlayStation Mobile
Don’t Wake the Bear – PlayStation Mobile
Hermit Crab in Space! – PlayStation Mobile
Oh, Deer! – PlayStation Mobile
Rymndkapsel – PlayStation Mobile
Ten By Eight – PlayStation Mobile

mostly ports but :manny:

if nothing else this is really making me impatient to see what MS is doing...
 

daze23

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for some reason I think playstation.com might present a rather one-sided story
 

Ayo

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XBOX has such a large lead with Indie Devs that it's not even funny. XNA has been around forever now. PC to XBOX ports have never been easier.
 

Prince Akeem

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Sony kills concept approval, makes moves to get indies onto PS4

Tell me about the changes you're making.

We've just changed our whole concept submission process. It used to be two stages, and all this feedback, and now it's just one, and it's optional feedback, so there's no greenlighting process, no voting, no weird stuff.

So is that just for indies, or is that across the board?

Everyone. Everyone, now, basically.

What I did, getting on board, went across the world and listened to feedback -- and said, "What are the biggest complaints, and how do we knock this out?" So that changed, and we continue to work every week on "what else are they complaining about?"

So if it's, hey, these guys are developing content for Vita, and we like the team, so we send them Vita kits as loaners for free. Or waiving patch fees for independent developers, if they need that support, then we're totally behind it.

How do you make that determination?

I don't like calling them "indie." I don't like making that distinction.

Usually the way we just say, if you're a digital publisher or a retail publisher, a disc publisher, and that's the main way. For our internal group we have Developer Relations, and they handle all digital publishers, and then we have Publisher Relations, and they handle all the disc publishers. That's kinda the way we break it down.

And studios, if they're small enough and scrappy enough, then they want to be indie. Then they tell us.

In the past, Sony was really hardline about getting approvals for concepts. It sounds like things have really been streamlined. Can you go into that a bit more?

Previously, how it worked, is that there were two stages. There was Stage 1, which was purely the concept approval, and then there was the second stage you would send in, much later on. And all of the different various stages of approval for putting your content out and putting a patch, basically your server ID would be given to you once you passed Concept Stage 2.

Previously what happened is you would get some feedback that was written by various teams around the globe, and compiled, and sent back to you. And we just found that when we talked directly to developers, and said, "Okay, we required you to respond to that feedback line-by-line, we required everyone to read them."And a lot of time when we talked to bigger teams, and even mid-sized teams, we said, how helpful was that feedback, and as we sat down with them they said, "We're paying 300 people to make a game," or 80 people, or 100 people. "We have a market for it, we have a publishing and marketing team, we do focus testing. Why do we need your feedback?"

And it made us realize that, why are we creating feedback for partners? If they want it, they can get it. That was the first big change. Let's make it a checklist. So they absolutely have to adhere to one of our main pillars for our platforms.

And then the second part was, why do we need it to be two stages? Realistically, if we want to be a facilitator for content, we want to get out of the way as much as possible. We obviously want to be aware. So now we almost treat it as, if we see stuff that we like, we're like, "Oh, maybe we can Pub Fund that, or we can do a partnership around that title." So that's more of an accounting task, whereas in the past it was an editorial staff task. And that's why guys like Nick Suttner who were hired into the eval group are now account managers in the Developer Relations team.

http://www.gamasutra.com/view/news/...campaign=Feed:+GamasutraNews+(Gamasutra+News)
 

Audible101

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Well it's both good and bad. Since they are not being reviewed and such games will be less polished or presumably released more bugs. On the other hand many many more games and you will get a lot more budget hits like Journey, etc. Which will create a better marketplace for DEVS. 360 been doing that for a while can't wait to see what Sony will do different-
 

Rekkapryde

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Wow, so Sony is just now starting to attempt to cater to indie devs? :laugh:

mysmilie_3596.gif


Sony smartening up AND they don't have shyt on lockdown like MS does. Giving them more freedom to publish shyt is great (hopefully it's not a bunch of bullshyt shovelware though).
 

daze23

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Xbox LIVE Indie Games - xbox live indie games - frequently asked questions

Is there a certification process for Xbox LIVE Indie Games?

Games developed by the community don't go through the same certification process that professional games do. Instead, Xbox LIVE Indie Games uses a unique community driven peer review and validation process to ensure game details accurately reflect the game's subject matter and content through our game classification system.

Will Microsoft decide which Indie Games are published?

No. While games must be developed within the submission guidelines, Xbox LIVE Indie Games democratizes game development and distribution by placing the tools and processes in the hands of our Xbox LIVE gaming community.

I'm a Microsoft employee. Can I peer review Xbox LIVE Indie Games?

No. Microsoft employees aren't permitted to act as peer reviewers of games submitted to Xbox LIVE Indie Games; this includes, but is not limited to, downloading game packages, viewing screenshots, and/or reading descriptions for any game before it is available to the public on Xbox LIVE Marketplace.

Contingent staff at Microsoft are subject to the same rules and restrictions around peer review and game submission as Microsoft employees.

Why does my game have to be peer-reviewed? Why can't I just send it to Xbox LIVE Marketplace?

Peer reviewers help developers write better games, and protect game players from experiencing highly offensive or malfunctioning games. Peer reviewers will reject your game if:

-Your game contains prohibited content, which is content not allowed on Xbox LIVE services.
-You misrepresent what is in the game play or in the promotional materials for the game. All games must have a trial mode that showcases the actual game experience. If you fail to do so, or use this method to provide your game for free, your game will be failed in the peer review process. At this time, games aren't available for free on the system. This system isn't a video hosting service and shouldn't be used as such.
-The promotional content for your game ( for example, the box art, description, banner, or title) isn't appropriate for all ages on Xbox LIVE Marketplace
-The game crashes, it has too many bugs, or it is technically defective in some way
 

CurrencyChase

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[quote OTE=Ayo;3694893]XBOX has such a large lead with Indie Devs that it's not even funny. XNA has been around forever now. PC to XBOX ports have never been easier.[/quote]

Xna cancellation
 
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