WEBVTT - How Independent Game Developers  Work

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<v Speaker 1>Brought to you by the reinvented two thousand twelve camera.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech stuff from how stuff Works dot Com, brought to

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<v Speaker 1>you by Visas. Y'all have things we like to think about.

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<v Speaker 1>Online fraud shouldn't be one of them, because with every purchase,

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<v Speaker 1>PISA prevents, detects, and resolves online fraud safe secure pieces. Hi,

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<v Speaker 1>welcome to the podcast. My name is Chris Poulette. I'm

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<v Speaker 1>an editor here at How Stuff Works, and today with

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<v Speaker 1>me I have Jonathan Strickland, one of our writers. Howdy,

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<v Speaker 1>it's a it's a good day to play a game. Yeah,

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<v Speaker 1>it's kind of kind of cloudy outside. We were dealing

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<v Speaker 1>with the remnants of a hurricane in Georgia, so uh,

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<v Speaker 1>it's a good time to just relax on the couch

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<v Speaker 1>and PLoP a game in the old Xbox three sixty

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<v Speaker 1>and just take it for a world. You are gigantic

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<v Speaker 1>editorial gaming room with every system that you could possibly imagine,

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<v Speaker 1>in gigantic screens to play them on. Right, the chairs

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<v Speaker 1>suspended from the ceiling and nice little harnesses. It's awesome. Yeah,

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<v Speaker 1>exists only in our imaginations, right, We don't have one

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<v Speaker 1>of those. But we were talking about game developers and

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<v Speaker 1>how cool it is that that some of the smaller

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<v Speaker 1>developers are starting to get a foothold in the market again, right,

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<v Speaker 1>and the and the console market specifically, because they've always

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<v Speaker 1>kind of been around in the PC market, and and

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<v Speaker 1>the Internet is really opened up the opportunities for people

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<v Speaker 1>who are developing games for computers, whether it's web based

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<v Speaker 1>or whether it's something you know, you download from a site.

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<v Speaker 1>But video game consoles for a long time really didn't

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<v Speaker 1>have that many independent developers producing games for them. And uh,

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<v Speaker 1>there's a few reasons for that. Well. The first, let's

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<v Speaker 1>let's kind of look at the recent past and how

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<v Speaker 1>video games were developed. You have these enormous video game

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<v Speaker 1>software corporations UM, and many of them have entire departments

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<v Speaker 1>dedicated to produce just a single game, and some of

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<v Speaker 1>the games cost millions and millions of dollars to produce. UM. Like, uh,

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<v Speaker 1>there were reports that Grand Theft Auto for cost like

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<v Speaker 1>a hundred million dollars to produce, which is you know,

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<v Speaker 1>you're talking about a Hollywood movie at that point. That's

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<v Speaker 1>kind of a huge that's a huge number. I mean,

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<v Speaker 1>there's no kind of do it. Um. And these games

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<v Speaker 1>are so complex and so resource heavy that they require

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<v Speaker 1>large groups of people working together to produce them. You can't,

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<v Speaker 1>you know, you can't have just one or two people

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<v Speaker 1>working to create a game of that size. And uh

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<v Speaker 1>case in point, I mean take two Interactive, the company

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<v Speaker 1>that that produces Grand Theft Auto. At the point of

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<v Speaker 1>this podcast, as we talk now, um, at time of press, um,

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<v Speaker 1>they are in discussions with Electronic Arts to uh to

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<v Speaker 1>work out some kind of combination. Uh. You know, obviously

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<v Speaker 1>they're going to if they decide to murder Jora agree

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<v Speaker 1>to be bought out. However they structure it. They're doing

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<v Speaker 1>so because of the costs about of the resources that

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<v Speaker 1>e A would be able to give them to produce

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<v Speaker 1>additional games in the future. Right, yeah, And now this

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<v Speaker 1>isn't the way things always were back in the day,

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<v Speaker 1>a day that Chris and I can actually remember. Um,

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<v Speaker 1>video games were simple enough where it was entirely possible

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<v Speaker 1>for a person or a small group of people to

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<v Speaker 1>produce a game from start to finish and put it

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<v Speaker 1>on on the market and uh and make money and um,

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<v Speaker 1>like in the good old days. Oh well, we're not

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<v Speaker 1>even you know a lot of the people. I've read

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<v Speaker 1>several interviews in gaming magazines that said that a lot

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<v Speaker 1>of these guys who are producing these high tech, super

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<v Speaker 1>amazing immersive gaming uh interactions, they all started programming on

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<v Speaker 1>their VIC twenties and Commodore sixty four's with the code

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<v Speaker 1>that they used to put in the back of some

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<v Speaker 1>of the magazines and the computing magazines. And you know,

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<v Speaker 1>it used to be where you would find, you know,

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<v Speaker 1>the local kid in your school and he had written

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<v Speaker 1>this game, you know, after school, and they would distribute

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<v Speaker 1>it at on floppy disks with a bag with a

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<v Speaker 1>little instruction yeah for I don't know what five bucks

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<v Speaker 1>or something like that. And even big quote unquote big

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<v Speaker 1>developers would would do the same kinds of things. You

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<v Speaker 1>could write off and and have him mail you the

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<v Speaker 1>game actually floppy disk. A guy I know did exactly that,

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<v Speaker 1>Richard Garriottum was he was he any good at it? He? Yeah,

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<v Speaker 1>he was? He handsome. Uh, he met some success. Richard Garriott,

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<v Speaker 1>or Richard Lord British Garriott as he's often called. Um. Uh,

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<v Speaker 1>produced the Ultimate Gaming Series and then went on to

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<v Speaker 1>do many other things. Um, he's trying to go off

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<v Speaker 1>into space right now, as I understand, but the Ultimate

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<v Speaker 1>series really was incredibly popular, and that was one of

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<v Speaker 1>those series. I was born out of a single person

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<v Speaker 1>working on a game, just something that he thought was interesting.

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<v Speaker 1>He was inspired by the Dungeons and Dragons paper and

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<v Speaker 1>pencil game and worked out of his his parents garage

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<v Speaker 1>and with his brother and formed Origin Game Systems and

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<v Speaker 1>the rest is history. So but that was back when

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<v Speaker 1>it was possible for a person or a couple of

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<v Speaker 1>people to create a game. And then what happened was

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<v Speaker 1>with the with the console system in particular at twenty sure,

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<v Speaker 1>the market became flooded with lots and lots of terrible games,

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<v Speaker 1>and I mean horrible, almost unplayable games. I've got many

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<v Speaker 1>of them in my basement and I have played several

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<v Speaker 1>of them. I can admit right now, I am one

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<v Speaker 1>of the people who did own the a ET game,

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<v Speaker 1>widely considered to be the worst videos game of all time.

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<v Speaker 1>I can tell you that it's pretty bad. But you

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<v Speaker 1>know what, I had a Raiders of the Lost Art

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<v Speaker 1>game that I think might might tie for as horrible

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<v Speaker 1>as the a a D game was. Where we're off Steven

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<v Speaker 1>Spielberg's Twitter listening right, Sorry, Mr Spielberg. Um, but at

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<v Speaker 1>any rate, all these games flooded the market and it

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<v Speaker 1>it caused the market to crash. People got got fed up.

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<v Speaker 1>There's no way to tell if you're going to buy

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<v Speaker 1>something that was of any quality or not. And people

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<v Speaker 1>kind of moved to the computer systems and they got

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<v Speaker 1>away from the console systems. That wasn't really until Nintendo

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<v Speaker 1>came on the scene that the console system kind of

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<v Speaker 1>had a renaissance, if you will. And part of the

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<v Speaker 1>reason was that Nintendo was almost draconian in what could

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<v Speaker 1>come onto its system. They had very specific guidelines and

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<v Speaker 1>uh and quality control, so you didn't have the glut

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<v Speaker 1>of really horrible games on the Nintendo system like you

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<v Speaker 1>did with the Atari system. I'm not saying that every

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<v Speaker 1>Nintendo game was great, but there was. There was a

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<v Speaker 1>much better ratio of good games to crappy games on

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<v Speaker 1>the Nintendo system. And uh, it's it's actually continuing on

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<v Speaker 1>like that today. If you look at games for the WEE,

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<v Speaker 1>you'll see the official Nintendo seal on the outside of

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<v Speaker 1>the box that tells you that it is in fact

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<v Speaker 1>licensed by Nintendo. Right now, now, this is bringing us

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<v Speaker 1>up to current day. Now, current day, you know, we

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<v Speaker 1>get past the point where you have all these huge

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<v Speaker 1>video game systems that are spending millions of dollars and

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<v Speaker 1>and really um uh kind of kind of monopolizing the

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<v Speaker 1>market in a way away from the third party developers

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<v Speaker 1>or the the independent developers rather um well, now we've

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<v Speaker 1>got a couple of game companies or game system companies,

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<v Speaker 1>Nintendo and Xbox, that are allowing people to create their

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<v Speaker 1>own games uh and even sell them across the their

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<v Speaker 1>their internet based um services. So when Nintendo it's called

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<v Speaker 1>we Wear and with Xbox it's the x and A

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<v Speaker 1>Creators Club. Um. But it's these are the these these

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<v Speaker 1>allow people to create their own games, whether it's you know,

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<v Speaker 1>one person or a small group or whatever, and uploaded

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<v Speaker 1>it gets pure reviewed. They can be um uh set

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<v Speaker 1>out on the marketplace and people can actually buy these games.

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<v Speaker 1>You can make money doing it, and it takes a

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<v Speaker 1>lot of the expenses out of producing a game, out

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<v Speaker 1>of the equation. You don't have to worry about distribution

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<v Speaker 1>anymore because it's all over the internet, so you don't

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<v Speaker 1>have to produce the hard copy and the box and

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<v Speaker 1>the documentation. All of that can be done electronically, you

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<v Speaker 1>just have to convince them to h to carry the

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<v Speaker 1>title in their store. Right. Yeah, that's um, that's still

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<v Speaker 1>still a big step. It's a bigger step with Nintendo

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<v Speaker 1>than it is with Microsoft Endo, right exactly. It's that

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<v Speaker 1>same thing we were talking about what the consoles early on. Yeah, yeah,

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<v Speaker 1>they have, um, they have a developer Developers Kit that

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<v Speaker 1>you can purchase for two thousand dollars and once you

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<v Speaker 1>that immediately kind of will will cause certain people to say,

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<v Speaker 1>you know what, I'm just not even gonna bother and

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<v Speaker 1>that that cuts out a lot of the crappy games

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<v Speaker 1>right there, the people who are just curious because no

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<v Speaker 1>one's gonna drop two grand just to find out if

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<v Speaker 1>they can do it, right, Yeah, yeah I wouldn't. I

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<v Speaker 1>wouldn't be able to. Yeah, I'm done too. But that

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<v Speaker 1>you also have to become a licensed developer with Nintendo

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<v Speaker 1>in order to offer your games on their system. Otherwise

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<v Speaker 1>you know, they won't carry it. So there is some

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<v Speaker 1>quality control there. And now there's once your license, you

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<v Speaker 1>could create whatever games you like and uh, they'll carry

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<v Speaker 1>it based on the the E S R B rating

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<v Speaker 1>so which is of course the rating system that tells

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<v Speaker 1>you whether or not you know what age level the

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<v Speaker 1>game is appropriate for. So, um, they're not as draconian

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<v Speaker 1>as they used to be, but it's still a pretty

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<v Speaker 1>tight grip. Xbox is a little more loose. They you

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<v Speaker 1>have to have a premium account with the X and

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<v Speaker 1>a Creators Club, which costs about a hundred dollars a year,

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<v Speaker 1>so it's a subscription ba thing um, and then you

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<v Speaker 1>get you get access to their Developers Kit. Everything is

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<v Speaker 1>programmed in visual c sharp and um, you use that

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<v Speaker 1>to create the games. You upload them, and the community

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<v Speaker 1>kind of peer reviews it and if it passes Muster,

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<v Speaker 1>it can hit Xbox Live marketplace and people start downloading it.

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<v Speaker 1>Well that's that's pretty amazing. Um. You know, I was

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<v Speaker 1>reading actually the other day, and we're not just talking

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<v Speaker 1>about completely about consoles. There are other uh consoles that

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<v Speaker 1>you may not think of his consoles that would be

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<v Speaker 1>affected by this. I was reading a report in Macworld. Uh.

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<v Speaker 1>You know, people are if you go to the app

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<v Speaker 1>Store on your iPhone or iPod Touch or in iTunes,

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<v Speaker 1>you can you can poke around in there even if

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<v Speaker 1>you don't have one of these devices. Um, they're independent

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<v Speaker 1>developers developing games for the iPhone and the iPod Touch,

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<v Speaker 1>and uh, there was an article and on August in

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<v Speaker 1>mac World called a tail of two Tetrises, and an

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<v Speaker 1>independent developer named Noah Witherspoon developed a game called Triss

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<v Speaker 1>and it's basically it's very similar to let's just say,

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<v Speaker 1>it's really really similar to Tetris, to the point where

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<v Speaker 1>the Tetris company actually has threatened him with legal action

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<v Speaker 1>and he has removed the game from the the iTunes store.

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<v Speaker 1>But um, you know, even on on a on that level,

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<v Speaker 1>you know, we're not just talking about you know, the

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<v Speaker 1>PlayStations and the xboxes of the world. I mean, there

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<v Speaker 1>are people who develop games for these other systems. And

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<v Speaker 1>if you wonder why people might actually want to do

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<v Speaker 1>this may not necessarily be to get an extra you know,

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<v Speaker 1>twenty bucks for fifteen people to download it. The more

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<v Speaker 1>people do this, the better they get at it. So

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<v Speaker 1>some of these independent developers of today are going to

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<v Speaker 1>be the people like Take two or You or the

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<v Speaker 1>Square next of tomorrow. They could be the next big

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<v Speaker 1>video game manufacturer. And some of them actually come from

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<v Speaker 1>that background already, but they got out of it for

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<v Speaker 1>one reason or another. And and now they're making the

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<v Speaker 1>games they always wanted to make, because that's the other

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<v Speaker 1>side of the coin of the big manufacturers versus the

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<v Speaker 1>independent guys. UM. A lot of the big video game companies,

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<v Speaker 1>they're going to concentrate on games that have a proven

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<v Speaker 1>track record, so like first person shooters and and real

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<v Speaker 1>time strategy and resource management games, things that that people

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<v Speaker 1>know there's a market for. Whereas your independent gamers there

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<v Speaker 1>are developers, they're they're more likely to um experiment and

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<v Speaker 1>really try some really bizarre new things that that no

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<v Speaker 1>sane video game company would pour money into, and it

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<v Speaker 1>may turn out to be the next big hit. Sure

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<v Speaker 1>you never know. I mean, Jonathan Blow with Braid is

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<v Speaker 1>a good example. That's that's that's the current golden child

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<v Speaker 1>of the uh independent developer community. UM. And it's even

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<v Speaker 1>you could even argue that it's not that innovative of

0:12:51.000 --> 0:12:53.760
<v Speaker 1>a lot of people have compared it as a sort

0:12:53.800 --> 0:12:58.000
<v Speaker 1>of a mixture of Mario and Prince of Persia because

0:12:58.040 --> 0:13:00.800
<v Speaker 1>you have a time time man meant thing where you

0:13:00.840 --> 0:13:04.120
<v Speaker 1>can you can rewind time and uh. But even so,

0:13:04.200 --> 0:13:07.000
<v Speaker 1>it's it's something that probably no major video game company

0:13:07.000 --> 0:13:10.840
<v Speaker 1>would have poured resources into and now it's on Xbox

0:13:10.920 --> 0:13:14.120
<v Speaker 1>Live and you can download it for like fifteen bucks. Yeah,

0:13:14.160 --> 0:13:17.360
<v Speaker 1>that's gonna be a big opportunity for for some people

0:13:17.400 --> 0:13:21.679
<v Speaker 1>to get their feet in the door, especially considering UM.

0:13:21.720 --> 0:13:26.120
<v Speaker 1>I read an article um in Ours Technica was basically

0:13:26.120 --> 0:13:30.040
<v Speaker 1>covering a report and screen Digest talking about how games

0:13:30.040 --> 0:13:34.720
<v Speaker 1>are more expensive to make for this current generation of

0:13:34.720 --> 0:13:38.200
<v Speaker 1>consoles than it was for the previous generation. So we

0:13:38.320 --> 0:13:42.040
<v Speaker 1>may be seeing the end of the middle class developer,

0:13:42.080 --> 0:13:44.000
<v Speaker 1>if you will, You may see the just the big

0:13:44.080 --> 0:13:46.400
<v Speaker 1>names who can afford to do it in the little

0:13:46.400 --> 0:13:48.480
<v Speaker 1>guys who are willing to take a chance and want

0:13:48.480 --> 0:13:51.320
<v Speaker 1>to do something to get their their foot in the door. Uh,

0:13:51.360 --> 0:13:53.120
<v Speaker 1>you know, to get them get their name out there

0:13:53.679 --> 0:13:56.920
<v Speaker 1>until they get picked up and become a bigger right. Well,

0:13:56.960 --> 0:13:58.920
<v Speaker 1>the cool thing is, I think no matter which way

0:13:58.960 --> 0:14:01.040
<v Speaker 1>you slice it, it's a really good time to be

0:14:01.080 --> 0:14:05.400
<v Speaker 1>a gamer. We all have things to think about, like say,

0:14:05.520 --> 0:14:07.480
<v Speaker 1>what's the best site to buy a new leather jacket,

0:14:07.960 --> 0:14:11.040
<v Speaker 1>whether to buy the three or six metapixel cameras, But

0:14:11.120 --> 0:14:14.120
<v Speaker 1>thankfully we don't need to think about online fraud because

0:14:14.160 --> 0:14:16.719
<v Speaker 1>for every purchase you make, Visa keeps an eye out

0:14:16.760 --> 0:14:20.360
<v Speaker 1>for fraud with real time fraud monitoring and by making

0:14:20.360 --> 0:14:23.800
<v Speaker 1>sure you're not liable for any unauthorized purchases. How's that

0:14:23.880 --> 0:14:29.680
<v Speaker 1>for peace of mind, safe, secure visa. So for my

0:14:29.720 --> 0:14:32.600
<v Speaker 1>fellow gamers out there, game on, I mean it's it's

0:14:32.600 --> 0:14:35.400
<v Speaker 1>pretty exciting and uh, if you guys want to learn

0:14:35.440 --> 0:14:37.600
<v Speaker 1>more about these kind of topics, you can read our

0:14:37.720 --> 0:14:41.120
<v Speaker 1>articles on how the Xbox three sixty works, or how

0:14:41.160 --> 0:14:44.440
<v Speaker 1>the PlayStation three works or how Thentendo we works. All

0:14:44.480 --> 0:14:48.080
<v Speaker 1>of them can be found at how stuff works dot com.

0:14:48.280 --> 0:14:50.360
<v Speaker 1>Let us know what you think, send an email to

0:14:50.480 --> 0:14:56.760
<v Speaker 1>podcast at how stuff works dot com. Brought to you

0:14:56.800 --> 0:15:00.200
<v Speaker 1>by the reinvented two thousand twelve camera. It's ready, are

0:15:00.240 --> 0:15:00.360
<v Speaker 1>you