[casual_games] Manifesto Games to shut down. ;(
Aaron Murray
aaron at tandemgames.com
Wed Jun 24 11:23:10 EDT 2009
Wow - sorry to hear about that Oscar. I wish you the best in your
next endeavor. I know how we entrepreneurs can take business closures like
this as personal failures, so take a break, keep your head up for lasting 4
years, and hit the next one hard.
-Aaron
On Wed, Jun 24, 2009 at 8:25 AM, oscar is oscar <oscar.oscar.oscar at gmail.com
> wrote:
> Sad day for people trying to create a viable independent channel for games.
>
>
>
> http://www.manifestogames.com/node/5151
>
> So as of today, I'm shutting down Manifesto Games.
>
> We started in September 05 because we thought that a combination of trends
> made it feasible to create a market for independently developed games
> outside conventional retail. The spread of broadband makes digital
> distribution even of quite large games feasible; growing disenchantment on
> the part of developers with the conditions of the mainstream industry mean
> many are looking for *any* possible alternative path to market; and the
> casual game market had already shown that substantial businesses could be
> built around selling games online -- games with characteristics quite
> different from those offered by the traditional industry.
>
> Clearly, we haven't succeeded in realizing that vision. There are a host of
> possible reasons why; perhaps we launched with an excess of naïve optimism,
> through of course a surfeit of optimism is an entrepreneurial necessity. We
> did not achieve the critical mass of support by independent developers that
> we had initially envisioned (some of whom, bizarrely, viewed us as a
> competitor), though we appreciate the strong and enduring support we
> received from some. We always knew that the essential problem we were trying
> to solve was a marketing one, but we never figured out how to crack the
> marketing nut, at least with the minimal financial resources we had
> available. We failed to raise substantial venture money, despite engaging
> with many VCs over time. And of course, the recession doesn't help.
>
> In the years since we started the company, there have been hopeful change
> in the independent games market; Steam has become a profitable and viable
> channel for some developers, XBLA and WiiWare for others, and the iPhone for
> still others. In addition, the casual game market has started to experiment
> with a small handful of titles that break the inordinately restrictive genre
> mold of that form. Attention paid to independent games by the games media
> has grown (though why is it that the Independent Film Channel covers the
> AIAS awards, and not the IGF awards?)
>
> These are all positive signs, but they are dangerous ones, too; Apple,
> Microsoft, and Nintendo have complete, monopolistic control over
> distribution through their proprietary channels, and while they may, today,
> generously grant a high revenue share to developers who sell through them,
> developers are in the final analysis utterly at their mercy. There's no
> question in my mind that ultimately the channel owners will someday use
> their total control to demand an increasingly onerous share of revenues -- a
> pattern we've already seen in the casual game market, and through channels
> like IPlay/Oberon. The same is true, perhaps to a somewhat lesser degree, of
> Steam.
>
> In short, if a viable business ecosystem for independent games is to be
> established, it needs to be established on the basis of open systems and
> open markets, not proprietary channels. And that, I think, is inevitable;
> the whole history of the Internet shows that open systems and open channels
> rule.
>
> Perhaps we didn't figure out the right way to crack this nut; and perhaps
> we were simply too early. "Being too early" is, in fact, much of the story
> of my career; I designed the single most successful online game for its time
> -- in 1989; and founded one of the first North American mobile game
> companies -- in 2000. In both cases, four years later would have made a
> world of difference.
>
> I suspect (and hope) that this will be true of independent games as well --
> that within four years, it will be a large, fast-growing, and highly
> successful segment of the game industry. In other words, Manifesto may be
> dead, but in many ways this is an excellent time to be an independent game
> developer, and the potential we saw when we founded the company remains.
>
> I am grateful to all of the many people who helped us over the tumultuous
> years of our existence, but in particular to the people who worked directly
> with me -- Bill Folsom, Nathan Solomon, Eleanor Lang, and Johnny Wilson,
> each of whom contributed literally thousands of hours, almost all of then
> unpaid, to the venture. And also to Eric Goldberg and Kathy Schoback, both
> of whom were generous in sharing contacts and advice; and to our lawyer, Don
> Karl at Perkins Coie, who took us on knowing we were an unfunded and highly
> chancy venture and stood by us stalwartly.
>
> To those who cheered for us and shared our vision of a thriving game market
> that rewards creative vision instead of licensed drivel and repetitive
> 'franchise' remakes, a place for exploratory design to uncover the true
> capabilities of the *ars ludorum*, a commercial channel where imaginative
> game creators can make a reasonable living on a far smaller scale than the
> conventional market, a future for more than the handful of genres the major
> publishers deem worth funding -- don't give up the faith. It will happen.
> One company's loss won't change that. The creative heritage of games will
> endure.
>
> *N.B.:* Play This Thing! <http://playthisthing.com/> will continue; and at
> least for now, the Manifesto site will remain up. Payment functionality has
> been turned off, however, and all demo download and buy now links lead to
> the developers or other places the games on the site can be found.
>
>
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>
--
Aaron Murray
Technical Director, Founder
Tandem Games
www.TandemGames.com
www.DomainOfHeroes.com
"Fun for All. All for Fun."
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