Train2Game students have already published some of their own games online, but to have real success, they’ll have to publish them via XBLA, PSN or Steam.
That’s according to Hello Games, who published Joe Danger on the PlayStation Network last year. (You can read more about it here on the Train2Game blog)
“I think without the support of at least one of those outlets, the chances of success are reduced from tiny to almost non-existent,” Hello Games CEO Sean Murry said at Develop when asked about XBLA, Steam and PSN.
“I think that if you talked to other indie developers, they might say, ‘we’ve been turned down by Steam, or XBLA or PSN’. It’s a really common thing to hear, but it’s also often a real finishing blow for any studio.
“Often people are 100 per cent relying on it. Not just their approval process, but with someone like Apple you are 100 per cent reliant on them promoting your game. Without that, the service is nothing. It’s the same for Steam, it’s the same for XBLA, PSN – being on their services is only worth the amount of promotion that you’re going to be blessed with.”
Murray’s comments echo those of Frozen Synapse developer Mode 7 Games, who as reported by the Train2Game blog earlier this month, claimed Steam is ‘essential’ for indie developers.
Of course, as the Train2Game blog saw at Develop last week, it’s possible for indie developers to have success without the backing of a major distribution service, with Minecraft perhaps being the best example of this.
So Train2Game, where do you stand on the issue? Is XBLA, PSN or Steam needed for an indie game to be successful? Are you aiming to publish on one of those platforms in future?
As usual, leave your comments here on the Train2Game blog, or on the Train2Game forum.