JoshoB: Furthermore, I don't understand the need to go and "rescue" Indie developers. It seems to me that, from what I've read on their own blog about the situation, Arcen Games overestimated the sales of Tidalis (and continued revenue from AI War, no doubt) and expanded too quickly; they're a small studio now with six (!) people on staff. The highest expense for any business is not office space (which they also don't have, I think), but people. That's why downsizing is always such an effective solution to cutting costs. However, the blog posts suggest that downsizing is not an option; that's nice, but it's hardly realistic, and it feels cheap to appeal to your fans to swoop in and bail you out.
When business is going poorly for, say, a butcher's or a grocer's, they don't put placards outside that explain how they are doing badly and asking people to please come in and buy something so they can survive for another month. They either find a solution (e.g. downsize or ask for a loan from a bank), or they go out of business. Customers c.q. fans propping up a business is hardly a realistic, long-term solution.
Introversion was in a similarly tight spot not too long ago. They managed to squeeze some money out of Steam sales, if I recall correctly (Multiwinia wasn't doing too hot, kind of like Tidalis, and this despite its better exposure due to the XBox release), and they also downsized their operation. They are now able to stay afloat and work on Subversion. If Arcen Games is to survive in the long term, they are going to have to make some changes to how their business is run and make sure they don't make the same mistakes again (viz. expanding based on your sales in the past few months, without taking into account market saturation and the chance that your new game may perform poorly as far as sales are concerned).
Edit: typo.
I didn't just buy the game as an attempt to save their business (which is akin to the massive bailout that happened here in the States; money for nothing). I just bought it because, after having played the tutorial, it looked like an amazingly fun sci-fi epic space battle game with beautiful graphics. It was also the first I'd ever heard of their company. I don't think it was the plea for help that got them their new sales, I think it was the publicity and a larger audience hearing of their games for the first time.
I could be completely wrong though.
I completely agree about their bad business decisions though. I don't know how that company is set up, but if they literally are unable to fire anyone, then it's a case of too many chiefs and not enough Indians.
Coming in at excellent timing, James Portnow interviews Jeff Pobst about this very thing. It's worth a watch, if you're curious about behind the scenes stuff:
[url=]http://www.escapistmagazine.com/videos/view/extra-credits/1989-Pax-2010-Jeff-Pobst-Interview[/url]