

SpyParty is an espionage game with two players where you play as Spy or Sniper. Well, he gets paid for his magnificent creation, SpyParty, with which I, through a combination of sheer luck and such skill it defies human limitations, kill my husband*.

I gave a sequel to this talk in 2013, called No One Knows About Your Game.Chris Hecker gets paid to watch me kill my husband over and over again.

Welp, the web service I was using for the slide syncing died, so I'll have to redo it on youtube I guess. This is from a rehearsal right before the session I didn't tape the session since it was on somebody else's laptop. This is what scares me so much about the iPhone as a game platform for indies, because the development cycles are shorter than the awareness cycles.įinally, I talk a bit about the press, and make two observations: Then I give an example from SpyParty of how hard it is to build awareness, and how long it takes. I go into how three of these games did this. Furthermore, when doing this, you have to play to your strengths. I say that building awareness takes a lot of time, and so you have to talk about your game early and often. Every AAA Indie Game has:Ī Long-term Slow-burn Grass-roots Awareness-building Campaign I studied these games, and came away with one common denominator. I focus the talk on the last characteristic, Highly Anticipated Before Launch, because I think it's often thought of as external to making the game, and is not well understood. I list some examples, like Braid, Castle Crashers, World of Goo, Limbo, and Flower, among others. I talk about some observations I have about what I call AAA Indie Games, which I define as indie games that have three important characteristics: This is my 2011 Independent Games Summit Rapid Fire Indies lecture from this afternoon, titled 5 Minutes Worth of Observations about AAA Indie Games. One great thing about doing a 4 minute and 44 second talk is that it takes very little time to sync to audio and upload!
