Why Do Developers Give Away Their Games For Free?

Something for nothing.

It's often said that gaming is an expensive hobby. Major new releases retail for as much as £50, and with dozens of supposedly 'must-play' titles launching every year, the pennies can be quick to add up.

But brewing away beneath the surface of the industry - beneath the main bulk of the indie scene, even - is a world where money appears meaningless. It's a world in which developers pour their talents and their time into the creation of fantastic computer games, for which they ask nothing in return.

It's true that many of these free games are throwaway Flash efforts. But there are some gems: free releases that offer hours of play time, intricate stories, and fascinating game mechanics. Many developers working within this scene could easily justify demanding a few pounds in return for a copy of their latest masterpiece - so what compels them to say 'put your wallet away'?

For Christine Love, the debutant developer behind Digital: A Love Story, charging for her work never even entered her mind.

1

Christine Love expected dozens, not thousands, of players to enjoy her debut release Digital.

"It's not because of any lofty intentions," she admits. "I just never even considered the possibility that more than a dozen or so people would actually be interested in it. That was what my readership consisted of at the time, so the idea of trying to make money out of Digital never would have even occurred."

Before making Digital, a science-fiction adventure game about teenage romance at the dawn of the internet, Love was an aspiring novelist. Becoming a game developer happened almost by accident: she wanted to experiment with what interactivity would bring to her words. To her astonishment, whispers of Digital's character-driven storytelling and nostalgic atmosphere quickly spread around the social mediaverse, and her game became an indie hit.

Love isn't the only one to have found surprise success with a free game. Derek Yu was already an established game developer when he released Spelunky, having previously worked on indie float 'em-up Aquaria, but it was his devilishly difficult procedurally generated platformer that propelled his name into the consciousness of many gamers.

"I needed a break after Alec Holowka and I released Aquaria, so I popped open Game Maker and started making little prototypes," he says. Yu was familiar with platformers, and wanted to try combining the genre with a simple roguelike, creating a game where death is final, and no two levels are the same. That game became Spelunky - a title that, several years later, is now heading for commercial release via XBLA.

2

Spelunky attracted the attention of Jonathan Blow, who put developer Derek Yu in contact with Microsoft to discuss an XBLA remake.

But it was the free version, first released on PC in 2008, that first saw people raving about its quality, and even suggesting they would have paid good money for such a thing. "I was certainly having a good time working on and playing Spelunky, but it didn't occur to me that it was something people would pay for," Yu recalls. "For me, it was a side project."

Spelunky tasks you with mining for gold and evading all manner of hideous traps and baddies in a huge network of caves. Each level is generated by the game on the fly, meaning you'll never traverse the same environment twice. This unpredictability means that beating the game isn't a case of learning the levels; it means learning the vast array of complex and unexpected rules. Surprises lurk in every new playthrough. Some side project.

But even after Spelunky began to receive attention in the gaming press, Yu never considered it a game he wanted to charge for - partly because of its simple, pixellated presentation, but partly because he didn't want to limit his audience. "I was just happy people thought it was cool and were spreading it around," he says.

It was only when Braid developer Jonathan Blow put Yu in contact with Microsoft that the idea of a remastered commercial version of Spelunky formed. "It's definitely not something that happens every day," says Yu of his change of mind. "I thought it was worth a shot." Spelunky HD, as it is dubbed, features revised graphics and audio, as well as a variety of added extras that weren't available in the already exhaustive original.

3

Nitronic Rush is a huge, polished and professional-quality game - yet it was created as part of a student project.

Now with multiple commercial titles to his name, Yu could easily decide not to release anything more for free. And yet, it seems, he's still on the lookout for opportunities to do so.

"It's very nice to make a living off your games, but first and foremost you just want to create things that bring you and other people pleasure," he says. "I'm lucky. I had the chance to sell my own game, and it made me enough so I could release another game for free. Now, that game's given me a chance to do it all over again."

Christine Love, too, is eager to release more free games - although she's recently crossed the border into commercial game development as well. "There's always room for games that are too crazy or weird to try selling," she explains, "and obviously, free has a way better reach. I think being able to balance that is the real key. It's always good to be able to pay my rent, and if I can do that by making games instead of a crappy jay job, it means I'll have more time to spend making weird small things for free, too."

Some developers, of course, aren't yet industry professionals. But there are certainly those who aspire to be, and who are taking the steps to reach that goal. The DigiPen Institute of Technology is a Washington-based higher education establishment with a focus on game development, and it encourages its students to release their playable coursework into the wild.

4

Some free games eclipse certain commercial releases in quality and scope.

In these cases, developers don't have the choice of charging for their games: DigiPen holds the rights to everything created as part of one of its courses, so individual developers can't commercially benefit. But students always have the option of continuing work on their projects after graduation, and they can do what they like with a redrafted version.

One of the more impressive works to come out of DigiPen recently is Nitronic Rush, a high-octane, gravity-flipping racing game with all the presentational values of a major multi-format release. "We wanted to make something really epic," says executive producer and programmer Kyle Holdwick, "so we decided to start early." In the end, it took 11 students 17 months to complete the project.

With great coverage in the press, as well as a couple of honourable mentions at this year's IGF awards, the Nitronic Rush team members are poised to take their first steps into the games industry proper. While Team Nitronic existed in its entirety for the purpose of this project alone, and some of its members are still working on other student projects, several team members already plan to work together on a commercial game. The future certainly looks bright for this band of students.

And yet, the potential for career success seems to play second fiddle once again to their love of videogames. The team plans to continue updating Nitronic Rush for free, and its members seem convinced that the continuing availability of free releases is crucial for gaming.

"Nothing makes us happier than to see our players enjoying the game," enthuses audio director Jordan Hemenway. "We've been so happy to receive all of the kind emails and tweets since the game's launch."

5

Developers seem to agree that a love of the medium, over and above everything else, drives people to make free games.

"I think that, in many cases, developers have a drive to create things out of pure passion," adds Holdwick. "They just simply enjoy working on games, and don't feel they need to sell them to be happy." There's something to be said about developers giving their games away as a gift to the industry and all the joy it brings, he says. The more people who can experience that joy, the better.

"Even if you don't charge anything for a game, you get so much in return," says Derek Yu. "People play it and give you feedback about it. And if you made something interesting, you might even inspire other developers."

There are many reasons people might give away their games for free - exposure, experience, the avoidance of industry pressure - but the central theme seems to be an undying love of gaming, and the overwhelming desire to bring happiness into people's lives. It might sound like a ham-fisted parable, but it rings true.

"I don't think I could really begin to explain it, but I'm glad the drive exists," says Christine Love. "I don't think I would ever have gotten into videogames at all if everything worthwhile had a price barrier to it." While Love admits she's no longer struggling to get by, she says she still empathises with those for whom buying a new game is a frustratingly rare treat - and it's those people she wants to reach.

"Buying games can be a luxury when you're more concerned about trying to scrape by enough for the month's groceries," she says. "It would suck a whole lot if the best of the medium was only available to the well-off, or people technically adept enough to pirate. Videogames absolutely should be accessible - and making them free is a part of that."

Comments (44) Latest comment 4 months ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • DreadedWalrus #1 4 months ago

    To anyone who hasn't played it, definitely give Digital a go. It was one of the nicest surprises of 2010 for me: http://scoutshonour.com/digital/

    Spelunky and Aquaria, the other two games I've played, are really, really good games and worth a play as well, but neither left a mark like Digital.
  • Inmediasress #2 4 months ago

    There is no such thing as free(anything).
  • Farzlepot #3 4 months ago

    Nice article. Fair play to these guys. May they never become corporate sell-outs and/or CoD developers!
  • neo7685 #4 4 months ago

    @Inmediasress Except stuff like these games, apparently. What on earth were you thinking when you posted that?

    Back to rational thought, Nitronic Rush is a great little game with some really fun mechanics. Make sure you play the harder difficulty courses though, the easy ones really don't do it justice.
  • Shikasama #5 4 months ago

    And here is the thing, if every major publisher on the planet dissapeared tomorrow, games would still get made.

    They might not have the most realistic graphics or as many detahmatch lobbies, but games that were good and fun would still be produced.

    People tend to forget that.
  • billy-beauts #6 4 months ago

    @Shikasama If that's your excuse for pirating games. Slap yo self!
  • kangarootoo #7 4 months ago

    A whole article about awesome free games, and not one mention of the super awesome Stealth Bastard. Shame on you.

    http://www.stealthbastard.com/
  • LewisDenby #8 4 months ago

    @kangarootoo Stealth Bastard is absolutely brilliant, and I'd recommend everyone plays it pronto. Wanted to focus on just a handful of devs, though.
  • kangarootoo #9 4 months ago

    @LewisDenby

    Oh I know, space is limited and so forth, I was just being cheeky :)
  • onebitbeyond #10 4 months ago

    @kangarootoo I always loved you, Kangarootoo!
  • arcam #11 4 months ago

    Some people find it strange or unbelievable, and refuse to believe that people have any motivation other than money, but there's lots of people who do stuff for free. Most of the software on my PC is free, and is often better than paid alternatives.
  • siegarettes #12 4 months ago

    @DreadedWalrus I remember Digital being the defining game for me that year, right above Beautiful Escape Dungeoneer, Space Funeral, and Dead Rising 2.

    Best of all it put Ms. Love on my radar and alerted me to her following games that were also well made.

    Nothing gave me a response like Digital, however.
  • FatalHybrid #13 4 months ago

    Often times a free game is merely a developer or team of developers way of trying to springboard into something bigger. In art you create a portfolio, in regular jobs you create a resume.. In game design it probably is easier to craft a game and just hand it out its bound to make its way to those in charge of firing and hiring at major studios eventually.
  • Farzlepot #14 4 months ago

    @arcam

    I don't see why people find it strange. When somebody finds something I've said funny, I don't immediately think of ways of monetising it, I just enjoy the sense of fulfilment. When I help somebody find their way, I don't immediately develop a Satnav app that uses my voice, I just bask in the feeling of helping a fellow human being. When I help a drunkard into a taxi, I just hope that somebody does the same for me one day.

    Human spirit is alive and well in everything we do. It's just obfuscated by EA and Activision.
  • Architect_z #15 4 months ago

    Who wants to help me make a game? Its gonna be called "Cakes...nom nom nom"
  • FireMonkey #16 4 months ago

    @Inmediasress - "There is no such thing as free(anything)."

    I negged your comment for free. No need to pay me. 8)
    Edited by FireMonkey at 02/02/12 @ 16:55
  • FireMonkey #17 4 months ago

    @Architect_z - "Who wants to help me make a game? Its gonna be called "Cakes...nom nom nom""

    That's a lie isn't it? ;)
    Edited by FireMonkey at 02/02/12 @ 16:57
  • jessewiatrak #18 4 months ago

    Honestly, they either do it for one of two reasons:
    1) They want to release it as a free game for a limited time in order to generate popularity, and when it is popular enough, the developers will put up a price for it,
    2) They know how fellow gamers feel. This is probably rare, but sometimes they do it because they want other gamers to be happy and not have to pay, but not usually
  • MdaG #19 4 months ago

    @Inmediasress Water and Oxygen springs to mind.
  • kangarootoo #20 4 months ago

    @MdaG

    Just because you don't pay at source, doesn't mean you don't pay ;)
  • goldbug #21 4 months ago

    @MdaG Tell that to Thames Water! And, uhm, Vilos Cohaagen.
  • Architect_z #22 4 months ago

    @FireMonkey

    No its genuine. I've got a whole storyline and everything!
    There some epic plot twists, you'll laugh, you'll cry, it'll change your life!
  • secombe #23 4 months ago

    Interesting, I'm a 'hobbyist' travel/sport photographer, after a very successful year of selling photos I decided I never, ever wanted to sell a photo again, whilst financially it exceeded all my expectations, it completely killed my passion for it.

    I now give all my photos away for free and the feeling I get from that is fantastic, so I completely understand the developers in this article. But mentioning that I don;t charge to another photographer seems to go down about as well as telling them that I've just set their car on fire.

    I wonder why, it's a perfectly acceptable/legitimate practice in some 'art' forms, yet massive frowned up in others.
  • FreakyZoid #24 4 months ago

    He's sort of right, they aren't free. By playing them you're giving them attention and hopefully reputation, which are both very highly valued non-monetary currencies (pretty much all marketing is based around trying to acquire more of these).

    "Nothing makes us happier than to see our players enjoying the game," enthuses audio director Jordan Hemenway
    See, they are thriving on the attention.

    Recommend you read a copy of Free by Chris Anderson if you want to understand the economy of free in more depth.
  • justanotherdave_ #25 4 months ago

    I'm currently making a browser based Flash game (2D platformer type affair, think braid) for my final yr2 project on a degree course. Its not going to be all that long, but I fully intend to update it with more content over the summer. And all for free :) If your doing something to add to a portfolio of work or just want people to play it and give you feedback, asking them to pay is going to vasty reduce your audience and exposure. So I can fully understand why these developers offer up there work for free. Now! Off to play them and get some inspiration!
  • Dogme #26 4 months ago

    @Shikasama Agreed with all that. I well remember the C64 and Spectrum days where it really was one guy in a bedroom making top games without the involvement of major companies. There is no reason why the game industry couldn't go back to that. I'm almost hoping it does :)
  • thatdudeinthecotton #27 4 months ago

    @billy-beauts How did you even come to that conclusion? If every major publisher disapeared then what would there be left to pirate? A bunch of indie games which are almost always free anyway?
    Seriously Cop on already.
  • Bilstar #28 4 months ago

    Cool article. Was expecting a dreary explanation of "so they can hook customers and charge them money later".
    It's an important subject too. Games are expensive and there should be play options for people who can't afford squat.
    Also! As (I believe) the newest, most exiting and rapidly developing medium (yes, I mean gaming), I'm glad that people can create home-grown, raw and personal games for everyone to experience.
    Give it to the masses, power to the people, etc...

    But do try not to pirate everything, that would kill loads of good stuff.
  • natureboy #29 4 months ago

    Funny because in the 90's games where more expensive. A triple A SNES cart was was in the region of £60 and above (which is like £90 in today's money)and know we blame developers for giving away games for free..lol seriously guys
  • bionic_v2 #30 4 months ago

    It's often said that gaming is an expensive hobby. Major new releases retail for as much as £50, and with dozens of supposedly 'must-play' titles launching every year, the pennies can be quick to add up.

    That's why I buy 1 maybe 2 *new* games per year. The rest have to be second-hand. At the moment I have no idea what if any I will buy in 2012
    Edited by bionic_v2 at 02/02/12 @ 21:54
  • smelly #31 4 months ago

    >It's often said that gaming is an expensive hobby. Major new releases retail for as much as £50


    So - buy games which last slightly longer than 4 hours...
  • JamieR #32 4 months ago

  • baywoof #33 4 months ago

    Digital is one of my favorite games, and a sequel called Analogue was released a few days ago: http://ahatestory.com. I've only played the demo so far, but it looks really interesting and I'll definitely buy the full game when I get some free time.
  • eviroboy #34 4 months ago

    Not to mention the millions of promo copies given away. No wonder the industry is going down the shitter. Seems these days any tosser with a web presence can get on a PR list. Ridiculous.
  • Ryze #35 4 months ago

    I guess I'll grab GameMaker and have a play...

    @FluffyTucker (never thought I'd do that)

    I guess Gaming's doing a HipHop, and turning to shit in the mainstream.

    Wii & Kinect's short term 'pop' strategies and shovelware;

    LA Noire, TDU2, APB's ridiculousness...

    It's Puff Daddy deciding to 'rap' in 1997. Seriously.

    Hope it gets back on track, as I've a tonne of games here, but I'm slowly losing the passion.
    Edited by Ryze at 03/02/12 @ 00:05
  • TheEnforcer000 #36 4 months ago

    Just commenting on the headline... one word... Attention
  • jogyourmind #37 4 months ago

    Eurogamer you failed so much with that bloody Alien ad...
  • SG #38 4 months ago

    This is probably relevant: OnEscapee. Comparable to Another World but far better (IMO), and a far richer world.

    Brilliant game, and free - just Google it.
  • marblepuke #39 4 months ago

    @secombe Is there a place where one can see your photos?
  • secombe #40 4 months ago

  • Stroller4 #41 4 months ago

    @secombe Really liked "Larry and Silent Bob" (along with others). I just flicked through and saw a couple from around Vegas - did you make it to the Neon Museum? Unfortunately my timing was off and it was closed the days I was in town. I was Gutted.
  • marblepuke #42 4 months ago

    @secombe Wow! I just looked at your flickr profile. You've really been to places and seen some cool stuff. You have a great eye for catching awesome moments. And just to add, it's not my first time seeing shots taken with a system camera.

    Added your profile to my favorites... So many pages to really sit down with and look through :)
  • obscured021 #43 4 months ago

    @kangarootoo just started playing Stealth Bastard because of your post, great game thanks!
  • RobTheBuilder #44 4 months ago

    Nitronic Rush feels like someone made a game out of Trackmania's physics... that can only be a good thing.