The Indie Paradox: Paying Rent Without Depending On Corporations

If you're not indie...Piracy happens for two reasons: people don’t have a lot of money, and 90% of everything is crap (or DRM’d, but that makes it crap). Therefore, by getting everything free, you won’t lose any of your hard-earned cash on that 90%. Unfortunately, because no money is going to the creators of the other 10%, they won’t continue making things for everyone to download free.

Large corporations have come up with a solution: go into the manufacturing business. They are now Digital Rights Manufacturing companies, creating new rights for themselves using a revolutionary new process known as “fellating lawmakers”. Their revenue stream comes from licensing these digital rights at high prices, and suing people who don’t pay. But it’s too expensive for indie artists and creators, and it doesn’t win you any friends.

Because of this situation, indie game developers are doing horrible things like experimenting with in-game advertising. I’m not saying this as a knee-jerk reaction to the horrors of annoying ads bombarding us. I’m saying this as a knee-jerk reaction to the horrors of depending on the advertising industry for revenue.

Think about it: TV series with devoted fanbases are cancelled because they don’t make enough ad revenue. Millions of websites depending on Google AdSense would go broke if their accounts were inexplicably terminated (I’ve read about this happening before but can’t find a link detailing it. Maybe I’m typing the wrong words into Goo…gle…wait a minute). And remember when GameSpot fired Jeff Gertsmann when their advertisers didn’t like his reviews? For people who call themselves indie, it’s not very indie-pendent.

The best way to be indie in any medium, be it game development, filmmaking, music, writing…hell, even running a business in general, the only party you should be depending on is individual people. Some may know them as “customers”, or “users” who “generate content” on your “social media application”, but let’s avoid such corporate-speak, as it makes baby Jesus cry and is killing America. But there’s still the problem of how exactly to make money on individual people anymore. In a world where art is hard work and people don’t seem to want to pay for it, one man will stand up to explain his opinion. That man is me. Reread the previous two sentences in a movie trailer guy voice, then click the jump-cut-continue-reading thingy:

The first step to solving a problem is admitting you have one. Part of the admission process is defining what exactly the problem is, so let’s do that now:

  • Indie creators need money
  • People seem to prefer downloading stuff for free
  • If your money comes from ads, you are a slave to the advertisers

Video games are seemingly the easiest medium to solve this for, but the proposed solutions only work for specific cases. I thought about the approach brought up by Dimerocker (as of writing, their site consists entirely of an unmutable coming-soon video with bad techno music, so don’t click) near the end of the Kotaku piece. Asia has dealt with this problem, and the most popular games there are free-to-play with premium components which you can get for micropayments. Piracy is impossible because the games have to be played on the web. This is great for MMO, arcade, and proceduralist games. Unfortunately, this doesn’t work very well for games disinterested in replay value. Some narrative or art games are meant to be played once, and would not benefit from premium items or costumes or levels. For the same reason, this is no way to make a profit from movies.

But a video game business model which could potentially work for other mediums is a revival of the traditional arcade. Imagine a game in which you could play the first level, and every level after that cost 25 cents. It would be browser-based, or otherwise require an Internet connection, and every level you purchase is accessible to you forever. You can save your game, stop playing, pick it up later as normal, and only pay more when you progress to a new “chapter.” This could be applied to movies and books as well, allowing you to pay by the chapter (in the novel or DVD sense) after getting an initial, free teaser.

Anyone reading this is free to try that out, and I hope it works for you, but I still see problems. Presumably a large service would offer this, so what if such a service were to go offline, temporarily or permanently? Not only would that anger customers, whose purchased movies, books, and games are now inaccessible, but creators, who were dependant on the service for their money. Also, the service would be free to pull any “objectionable content,” which would happen willy-nilly if the history of YouTube and Apple are considered. It’s a combination of DRM server scares and not actually being indie which still doesn’t sit well with me.

Perhaps it would work if everyone assembled such a service themselves. Host files on Amazon S3, take PayPal (or some other, more micropayment-focused service), and you’re done. You’re depending on corporations for the infrastructure, but they’re basically dumb pipes. They won’t shut you down if you’re controversial, and if they go bankrupt, switch to someone else.

Alternatively, for the convenience of people without credit cards or living in countries with taxes or tariffs that cause problems, make payment optional. Very few forms of media can be experienced on the Internet without downloading anything, and technologies allowing you to record music or movies from your screen and speakers prove that people want options. Right now, game developers have a free ride; while it’s possible to hear the same song or see the same movie on your iPod as opposed to your computer, Grand Theft Auto IV probably wouldn’t work all that well (it doesn’t work all that well on PCs in the first place, but I digress). This will change. But because of this desire for options, things need to be downloadable in an open format recognized by whatever Personal Media Device or Mobile Entertainment Console or MPπ player happens to exist. Therefore, piracy will occur, so you need to not depend on people paying for easily redistributable stuff. Make them pay for your continued ability to do work. I don’t have an easy, surefire answer about how to do this, other than that you should make donations easy, flexible, and conspicuous. Allow people to pay whatever they want, and some might pay $5000. If not, at least the 100,000 people who downloaded it from Pirate Bay will pay a dollar. With enough experimentation and loud screaming about this business model, the general public will get used to it, and it will be completely normal.

Either way, all that’s left is getting the word out. But with the ubiquity of Facebook, Twitter, IMing, and the age-old practice of human beings ejaculating the word-language from their face-mouths, anything with a compelling, free teaser and a low-to-no price of entry to its awesomeness will sell itself. Such a system will work very well for the 10% of people who make stuff that isn’t crap.

The other 90% may be out of luck. I’ve been thinking for about a half hour how to follow up that statement, originally believing that’s not a good thing. After all, lots of great ideas fail miserably the first time they’re attempted. But then I realized that that 99% of crap is mediocre, derivative, and boring, failing to add anything new to the world. A decreased chance for mediocrity to achieve anything for a creator is actually a pretty awesome thing. People who genuinely have passion for what they do will improve themselves and come back strong, while idiots jumping on the bandwagon will move on to find something they’re actually good at. To some degree, the world works that way already.

So the best thing for an indie artist, musician, filmmaker, game developer, or writer to do in this day and age is twofold: Don’t suck at what you do, and make it easy for people to realize that.

  • Zacq,

    Firstly, I am not a PR man.
    Secondly, I am flattered that you perceived it as corporate marketing material. I was worried it read like idealistic bullshit.
    To give some you perspective: I am a founder of a small start-up that is currently building tools to enable independent Unity developers to earn a living from their games.
    I apologize if my effort to clearly articulate what dimeRocker is all about ended up sounding robotic to your ears. That was not my intent.
    That being said, rather than apologize for being rude, or make excuses for why you are unable to respond, engage me in discussion rather than waste your post on apologies.
    As a true independent, I would respect you more if you stood firm on calling me on my bullshit rather than waffle with "no offense intended"
    I want you to kick the shit out of dimeRocker.
    I want you to tell me how we can better serve independent developers.
    I want you to stand by your criticism and elevate your blog from being yet another trivial mouthpiece to an important voice for independent game developers.

    We recently launched a non-profit online community for Unity developers www.unityusersgroup.com as well as other supportive initiatives to help independents developers - check www.overinteractive.com.

    You have my email. Hit me.

    No apologies,
    J.Joly

    [Edited by The Purple Vulpine Overlords at 3:47:30 PM EST -- Reason: Thou shalt not use the letter "k" in the spelling of "Zacqary"]
  • Just to clarify, I meant I didn't mean to offend you, personally, and was just giving you communication advice. I see you've taken it, so I'll be sure to take a further look at what you're doing and brutally chastise it via email. =P

    But not the people behind it, just the ideas. I like people. They're all human and stuff.
  • Apologies about earlier place holder. Our new landing page while we are in stealth mode is a little bit more useful in terms of info, site look & feel, ideology etc. (teaser w/electro track is still on autoplay - but is mutable)
    We are 100% indy and see Unity as a revolutionary tool for independent gaming.
    By leveraging the growing availability of high-speed broadband, increased Wi-Fi coverage, advances in mobile software/hardware technology, we predict Unity will revolutionize independent game development in much the same way the arrival of affordable hand-held camera technology and faster film speeds allowed independent filmmakers to take on Hollywood in the 1960’s.
    We see in-game advertising as one way independent developers can choose to acheive sustainability.
    But like any monetization tool, indy developers need to examine and implement it carefully within the context of their content so not to interfere with game play or user experience.
    dimeRocker's mandate is to create a social gaming hive of perfect disintermediation, where users and developers can communicate directly to improve, and grow content organically.
    To acheive this we are currently in stealth mode building an ever-growing set of proprietary API that operates on two levels: 1) Provide a stable platform to allow Unity Developers to deploy and monetize their games in different ways across the net, and; 2) Allow Users to customize their experience and increase their stake within the independent games.
    Happy to discuss further. Hit me at j.joly@overinteractive.com
    Cheers,
    J.Joly
  • I understand that you're probably involved with your company's public relations and left your comment on behalf of them, but it reads like marketing material beyond the first two sentences. I'd very much like to engage in a discussion with you, but the corporate-speak leaves me uncomfortable. To be honest, I thought your comment could be considered spam at first glance.

    Not trying to be rude, but I think your message got lost in the, frankly, robotic way you said it; that's why I'm not sure how to respond to what you actually were trying to tell me. Again, I know you're working PR, but it would be more effective if you sounded like a human. Just a tip, no offense intended.
blog comments powered by Disqus