Typepad's being sluggish today. See how much I can get down before Sofi (quietly sitting on my lap right now, but it seems like she's about to get bored and freak out) puts a stop to it.
Commented on a couple other blogs, thought I'd share with everyone.
Ron Gilbert (http://www.grumpygamer.com) points out that it's not distribution, it's marketing, that makes it tough for indys to break in. Couldn't agree more. At which point it's simply about money - how do you compete with a $20M marketing budget? (If an indy had that kind of money, they could probably convince retailers to carry their games, even.)
Over on http://www.terranova.com, Cory Ondrejka, in an aside, said that if your placeholder-art (or "blue squares", as he called it) demo isn't fun, your game won't be fun. That actually isn't true. Halo, Devil May Cry, Grand Theft Auto, and World of Warcraft would not be fun if all the characters were blue squares. (Or even cubes.) The real power of a Blue Squares demo is this: if your Blue Squares demo actually IS fun, then God Damn, once you get graphics in there it's going to be AWESOME.
Sofi starting to freak, now.