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	<title>Comments for Thoughts by Sarge</title>
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	<link>http://indiegamesguild.com/sgtflame</link>
	<description>Ramblings about software and game development</description>
	<lastBuildDate>Sat, 18 Sep 2010 19:48:27 +0000</lastBuildDate>
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		<title>Comment on Floating Point Errors by Halfgrin</title>
		<link>http://indiegamesguild.com/sgtflame/2010/09/18/floating-point-errors/comment-page-1/#comment-30</link>
		<dc:creator>Halfgrin</dc:creator>
		<pubDate>Sat, 18 Sep 2010 19:48:27 +0000</pubDate>
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		<description>Nice post Tony! keep it up :)</description>
		<content:encoded><![CDATA[<p>Nice post Tony! keep it up <img src='http://indiegamesguild.com/sgtflame/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Real Applications on the Web by hallsofvallhalla</title>
		<link>http://indiegamesguild.com/sgtflame/2010/04/30/real-applications-on-the-web/comment-page-1/#comment-15</link>
		<dc:creator>hallsofvallhalla</dc:creator>
		<pubDate>Wed, 12 May 2010 14:08:27 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/sgtflame/?p=54#comment-15</guid>
		<description>Soon everyone will follow my diabolical plan of making all games web browser compatible!!! muhahahahah

  People say windows 7 was their idea...well it might have been but playing games through your browser was mine!!! Eat it Al Gore.</description>
		<content:encoded><![CDATA[<p>Soon everyone will follow my diabolical plan of making all games web browser compatible!!! muhahahahah</p>
<p>  People say windows 7 was their idea&#8230;well it might have been but playing games through your browser was mine!!! Eat it Al Gore.</p>
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		<title>Comment on Real Applications on the Web by Indie Games Guild &#187; Feb &#8211; April recap</title>
		<link>http://indiegamesguild.com/sgtflame/2010/04/30/real-applications-on-the-web/comment-page-1/#comment-13</link>
		<dc:creator>Indie Games Guild &#187; Feb &#8211; April recap</dc:creator>
		<pubDate>Tue, 04 May 2010 21:15:26 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/sgtflame/?p=54#comment-13</guid>
		<description>[...] C. B. “Dr Aether” Ash made a great post about upcoming web technologies, and Tony &#8220;Sgt Flame&#8221; Richards added to it with his post about Real Applications on the Web. [...]</description>
		<content:encoded><![CDATA[<p>[...] C. B. “Dr Aether” Ash made a great post about upcoming web technologies, and Tony &#8220;Sgt Flame&#8221; Richards added to it with his post about Real Applications on the Web. [...]</p>
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		<title>Comment on Frameworks vs Engines by Dr. Curiosity</title>
		<link>http://indiegamesguild.com/sgtflame/2010/02/23/frameworks-vs-engines/comment-page-1/#comment-8</link>
		<dc:creator>Dr. Curiosity</dc:creator>
		<pubDate>Fri, 26 Feb 2010 06:41:00 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/sgtflame/?p=45#comment-8</guid>
		<description>A very good distinction to make, and to understand.

I&#039;ve run into similar trouble in the past with web development, when a project started off being about building a rapid development framework and somewhere along the line it was turned into being a client-facing product. As you can imagine, that kind of scope creep didn&#039;t end well.</description>
		<content:encoded><![CDATA[<p>A very good distinction to make, and to understand.</p>
<p>I&#8217;ve run into similar trouble in the past with web development, when a project started off being about building a rapid development framework and somewhere along the line it was turned into being a client-facing product. As you can imagine, that kind of scope creep didn&#8217;t end well.</p>
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		<title>Comment on Frameworks vs Engines by hallsofvallhalla</title>
		<link>http://indiegamesguild.com/sgtflame/2010/02/23/frameworks-vs-engines/comment-page-1/#comment-7</link>
		<dc:creator>hallsofvallhalla</dc:creator>
		<pubDate>Tue, 23 Feb 2010 18:14:34 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/sgtflame/?p=45#comment-7</guid>
		<description>nice read Tony</description>
		<content:encoded><![CDATA[<p>nice read Tony</p>
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		<title>Comment on What is an Indie? by Tony Richards</title>
		<link>http://indiegamesguild.com/sgtflame/2010/02/07/what-is-an-indie/comment-page-1/#comment-4</link>
		<dc:creator>Tony Richards</dc:creator>
		<pubDate>Sat, 13 Feb 2010 14:54:26 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/sgtflame/?p=3#comment-4</guid>
		<description>I don&#039;t think being &quot;Indie&quot; has anything to do with the amount of money you have available to spend on a game middleware.

Case in point is Hi-Rez Studios, an Indie game studio that developed Global Agenda.

They used Unreal game engine by Epic Games.  The game engine wasn&#039;t millions of dollars, but it was over $100k, and I&#039;m sure they spent millions of dollars on Global Agenda.

I think it&#039;s a great game, but not because of the amount of money they spent on it.  It&#039;s innovative.... not in a revolutionary way, but at least they didn&#039;t go with the typical cliche MMO.

There are several open source / inexpensive game engines coming out... Panda3d, Lightfeather, and a few game engines made with the &lt;a href=&quot;http://www.indiezen.org&quot; rel=&quot;nofollow&quot;&gt;Zen Engine frameworks&lt;/a&gt; including my own &lt;a href=&quot;http://www.indiegameengine.com&quot; rel=&quot;nofollow&quot;&gt;Indie Game Engine.&lt;/a&gt;

Game developers do not need to spend millions, or even thousands of dollars for great game development middleware or engine technology.

Throwing a bunch of money at a game doesn&#039;t make it great.

Most Indies already know this, and if the bigger companies don&#039;t figure it out soon then I suspect they&#039;ll go the way of the dinosaur.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think being &#8220;Indie&#8221; has anything to do with the amount of money you have available to spend on a game middleware.</p>
<p>Case in point is Hi-Rez Studios, an Indie game studio that developed Global Agenda.</p>
<p>They used Unreal game engine by Epic Games.  The game engine wasn&#8217;t millions of dollars, but it was over $100k, and I&#8217;m sure they spent millions of dollars on Global Agenda.</p>
<p>I think it&#8217;s a great game, but not because of the amount of money they spent on it.  It&#8217;s innovative&#8230;. not in a revolutionary way, but at least they didn&#8217;t go with the typical cliche MMO.</p>
<p>There are several open source / inexpensive game engines coming out&#8230; Panda3d, Lightfeather, and a few game engines made with the <a href="http://www.indiezen.org" rel="nofollow">Zen Engine frameworks</a> including my own <a href="http://www.indiegameengine.com" rel="nofollow">Indie Game Engine.</a></p>
<p>Game developers do not need to spend millions, or even thousands of dollars for great game development middleware or engine technology.</p>
<p>Throwing a bunch of money at a game doesn&#8217;t make it great.</p>
<p>Most Indies already know this, and if the bigger companies don&#8217;t figure it out soon then I suspect they&#8217;ll go the way of the dinosaur.</p>
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		<title>Comment on What is an Indie? by Silent Lamb</title>
		<link>http://indiegamesguild.com/sgtflame/2010/02/07/what-is-an-indie/comment-page-1/#comment-3</link>
		<dc:creator>Silent Lamb</dc:creator>
		<pubDate>Thu, 11 Feb 2010 18:48:40 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/sgtflame/?p=3#comment-3</guid>
		<description>I think it means that you&#039;re not part of Bioware, EA, or any of the other hugely bankrolled game combines.  Given that some engine licenses can run well into the millions just to cover development, I think &quot;indie&quot; means you can&#039;t afford 10 million to license an engine.  

What the engine makers don&#039;t see is that they&#039;d make more if they&#039;d ease up on the licensing.  Frankly, I&#039;m glad to see Delta3D doing some really interesting work.  For those of you that don&#039;t know, it&#039;s a very interesting opensource project that&#039;s funded by the government.  

Ok, short history of the game industry.  Once upon a time anyone who could type could make a game.  This really low bar of entry led to all sorts of interesting games, a few of which still survive.  I&#039;m sure that every gamer worth their controller pad has played nethack at least once.  

Games got more sophisticated and it required more skill to create which raised the bar of entry.  This shrank the pool of games because it shrank the pool of people who could make them.  It&#039;s to the point now that game companies have to invest millions into a game just to start development.  They can&#039;t afford to have a failure so they don&#039;t take risks and games have become pretty stagnant.  Why?  Because if they have so much of their operating capital invested in the game that they can and do go out of business from a single failure.</description>
		<content:encoded><![CDATA[<p>I think it means that you&#8217;re not part of Bioware, EA, or any of the other hugely bankrolled game combines.  Given that some engine licenses can run well into the millions just to cover development, I think &#8220;indie&#8221; means you can&#8217;t afford 10 million to license an engine.  </p>
<p>What the engine makers don&#8217;t see is that they&#8217;d make more if they&#8217;d ease up on the licensing.  Frankly, I&#8217;m glad to see Delta3D doing some really interesting work.  For those of you that don&#8217;t know, it&#8217;s a very interesting opensource project that&#8217;s funded by the government.  </p>
<p>Ok, short history of the game industry.  Once upon a time anyone who could type could make a game.  This really low bar of entry led to all sorts of interesting games, a few of which still survive.  I&#8217;m sure that every gamer worth their controller pad has played nethack at least once.  </p>
<p>Games got more sophisticated and it required more skill to create which raised the bar of entry.  This shrank the pool of games because it shrank the pool of people who could make them.  It&#8217;s to the point now that game companies have to invest millions into a game just to start development.  They can&#8217;t afford to have a failure so they don&#8217;t take risks and games have become pretty stagnant.  Why?  Because if they have so much of their operating capital invested in the game that they can and do go out of business from a single failure.</p>
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