In roughly two days, independent game studio Addo Games will close out a funding drive for their iPad game in development, "Robots Love Ice Cream" -- a game paid for largely by fan donations through Kickstarter.
Currently, the project is underfunded by about $8,000, but after being featured on sites like Destructoid.com, Wired.com, and others, it seems like it might have an influx of last-minute donations to take its developers over the finish line.
"CivWorld," a social game based on the storied "Civilization" franchise, is not exactly tearing up the charts. According to AppData, two weeks after its launch, "CivWorld" has a little under 300,000 active users -- not a small number of people, but it's just not in the same ballpark as Zynga's titles. Why is that?
This past week an article in Ars Technica caught my eye that detailed the monetization realities behind Xbox Live's Indie Games. The outlook was rather grim. Most titles are struggling to break even, and even "successful" publishers consider the response lackluster. One publisher in particular cited a move to the PC as a hopeful pot of gold at the end of the rainbow. The talk of the indie side of core gaming got me thinking. To be honest, other than the few critically and socially acclaimed titles here and there (I'm looking at you, "Minecraft"), I'd almost forgotten they were ...
Monday was a historic day for video games. The United States Supreme Court ruled in favor of the games industry, shooting down a California law restricting sale of violent games to children. Game developers have celebrated the ruling as a victory for free speech and a coming-of-age for video games as a medium, putting it officially in league with film, music, theater and literature.
It warmed my heart to hear the good news that day, tha