Posted on 25th Oct 2012 at 07:52 by David Hing with 13 comments
A pile of games that you haven’t got around to playing yet is a surprisingly common feature for anyone that considers gaming to be a hobby. It’s not a problem I ever expected to have, but I have noticed a startling number of unfamiliar names creeping into my Steam library, hopefully as a result of various summer sales and Humble Indie Bundles as opposed to the dreaded combination of one click payments and more beer than is strictly speaking healthy.
Posted on 13th May 2009 at 11:17 by Introversion Software with 4 comments
“If something you do costs you money it’s a hobby, if something you do makes you money it’s a business.” These were very comforting words to me during the early years of Introversion. Back then we were a small operation – three people, no office, I was working only part-time, and I spent a lot of my time worried and embarrassed that we weren’t a “proper business”.
We had been lucky with our first game release, Uplink, and had made (almost) enough cash to drive us forward and make our second game Darwinia. Darwinia then won a number of awards at the IGF in 2006, and we rapidly followed up with DEFCON which has been our strongest seller to date. Looking back, I guess there was a certain sense of invincibility within the firm, coupled with a sense of arrogance that somehow we just “knew better” about what to do and how to do it.
It was May 2007 and I had grown tired of living and working in the same space – working from home sounds like a good idea, but I found I could never switch off and it was slowly driving me crazy. We rented a town house in Bermondsey and for the first time ever Introversion had an office. This certainly felt like a major step forward, but it didn’t really change the way we worked or behaved. We were working on Multiwinia at the time and the game design was really coming together well, the X360 port of Darwinia was in full swing and we had made the decision that Multiwinia would be Introversion’s fourth major game launch.
Posted on 7th Apr 2009 at 13:41 by Introversion Software with 0 comments
Despite a much-welcomed revival of indie gaming talent recently, and the increasing prominence of events like the IGF awards at GDC, the games industry has not always been a friendly place for independents. Introversion was founded in 2001, a particularly difficult time, when publishing giants and their game franchises battled it out for limited retail space and front-page magazine adverts. This was just before the age of digital distribution really got underway, and the top 10 charts were constant reworkings of IP dug up from yesteryear. As a result people are often surprised to learn that Introversion will be celebrating its 8th birthday this year.
Despite these unfavourable climates and some admittedly rocky times, Introversion has steadily grown and evolved, and we’re often asked at trade events to shed a little light on how we did it. We’re asked to advice on subjects as diverse as which publishers to work with, how to finding a good lawyer and how to plan game launches. From a personal point of view I used to get pretty worried when advice was sought about our marketing strategy – it rather implied that we had things sussed; that marketing for us was an exact science, with a goal, strategy and a measurable outcome. In reality, it felt that more often than not, we owed our successes to haphazard experimentation, chance encounters and one-off pot luck, than any formal marketing strategies, or colour-coded launch plans.