Rock and Roll
Indie games have never been so good - and that's good for everyone.
Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
A couple of years ago, it all seemed over for small teams. As generation after relentless generation of hardware marched forward, game budgets climbed exponentially - and with them, the size of team required to build a modern videogame. Industry insiders speculated openly on whether independent developers would be able to survive in a market that demanded such large scale enterprise. The concept of trying to get an unusual or innovative idea through a system where GBP 10 million was rapidly starting to look like the entry point was utterly daunting.
Yet today, the independent game development scene is thriving, as stories from the GamesIndustry.biz Scotland Week has shown. If anything, it's more successful - commercially, creatively, artistically - than it's ever been. From tiny teams working within larger publishers and developers on nimble, rapidly prototyped and launched projects, through to independent developers crafting games in their bedrooms, small teams are quite definitely back in business.
The reason for this resurgence, of course, is the emergence of new distribution methods. Xbox Live Arcade has been accused of being stuffed with too many retro re-releases, but wins a lot of brownie points for games like the utterly fantastic Braid - which joins a line-up of original content that gets more impressive from month to month. Sony's PlayStation Network and Nintendo's WiiWare have done an excellent job of bringing some variety to the table, each offering slightly different business models, interfaces and, of course, hardware capabilities.
Traditionally, however, independent games have been most at home on the PC - and that's still the case to a very large degree. The PC remains the platform of choice for developers starting out on new projects, largely because of the lack of any licensing or publishing restrictions.
If you own a PC, you can develop games for it; if you develop a game, you can distribute it online without having to woo a publisher or platform holder. Extremely cheap web-hosting, accessible payment systems like PayPal and Google Checkout and the growing power of online word of mouth have even conspired to create an environment where teams with good games can set up their own distribution systems with relative ease.
Then there's Steam - Valve's digital distribution platform, which is so dedicated to the indie games scene that it's actually got "Indie" as one of its primary store categories. With the system becoming increasingly popular among game publishers and PC gamers alike (at this stage, it's an active source of frustration when a new game isn't on Steam - and for me, at least, it significantly reduces the chances that I'll buy the game if it isn't there), the presence of indie games provides a prominent store front for the whole sector.
Finally, and most recently, there's the mobile sector. Independent teams once saw mobile gaming as being their best option to break into the market - but the problems of platform fragmentation (which essentially means that you have to develop many different versions of each game) and the horrible process of actually convincing an operator to put your game onto their "platform" have made this market into a less appealing one than even traditional, boxed console games. However, the iPhone provides a ray of hope for indies in this market, thanks to the Steam-style App Store, which gives developers direct access to a fixed, powerful hardware platform.
So the future is bright for independent development - in fact, even the present is bright. The arrival of distribution platforms like Steam, XBLA, PSN, WiiWare, the App Store - and even BitTorrent, Google Checkout, and other such services - are analogous to the appearance of the home video market for movies. Games are still hard to make, just like movies were (it wasn't until the later appearance of cheap, powerful camcorders that the creative process was opened up to the masses - gaming is still waiting for its analogue to this development), but no longer do you have to sell a concept to a publisher, license it to a platform holder and spend millions on its development in order to get it in front of the public.
Anyone who knows a little about film history, or the history of any other major medium, knows why this is important. As gamers have frequently complained, it's tough for innovation to come from big companies - large budgets encourage risk-averse behaviour, and when you're putting 100 people to work for two years on a GBP 10-20 million project, the chances that you're willing to stomach any creative risks are low.
Yet without those creative risks, the industry cannot grow and develop to its full potential. No amount of expenditure on market research, product development or their ilk will create the sparks of genius that drive a creative medium forward - for that, you need the lateral-thinking creative genius that will, inevitably, be rejected outright by corporations until it carves out its own success. No focus groups would have told you that the world was ready for rock 'n' roll - it was something that had to happen, build its own path, and then be picked up commercially and turned into the huge genre it is today.
What a healthy, thriving independent games sector does for videogames is to create the potential for that kind of spark to surface. It creates the market conditions in which new voices can be heard, new talents can experiment and build, and fresh, risky ideas can be rewarded. 99 times out of 100, new ideas aren't actually good ideas - but every now and then, someone hits the drums in the right order, has a flash of genius on the guitar, and creates rock 'n' roll out of the ether. As independent games move to the forefront of our creativity, I wait with bated breath to see what this generation's rock and roll will be.
For more views on the industry and to keep up to date with news relevant to the games business, read GamesIndustry.biz. You can sign up to the newsletter and receive the GamesIndustry.biz Editorial directly each Thursday afternoon.
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Comments (17) Latest comment 4 years ago
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So damn true, that´s why I think it´s a good thing if it´s not just some random self-indulgent crap.
Anyway, I feel less and less underground/indy/rock´n´rol.
You say I’m not underground
I’m rich, I’m famous, I vanish, I’m glits
I am the story, I am the star
You know like to be deeper
Sex, Drugs & Rock n’ Roll It’s Over It’s OVER
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[link url=http://www.redlynxtrial s.com/
]http://www.redlynxtrial s.com/
[/link]
http://ww w.eurogamer.net/article.php?art...
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Although with Paradox publishing it in Sptember, it won't be quite so inide anymore.
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Echoes - top notch twin-stick shooter (and it's free): http://ww w.binaryzoo.com/games/echoes/in...
Death Worm - you play a giant worm of death (like in Tremors), fantastic (free): [link url=h ttp://gmc.yoyogames.com/index.php?showtopic=279075
]http://gm c.yoyogames.com/index.php?showt...[/link]
Mount & Blade - kinda like a Medieval Elite with great mounted combat: <a href="http://www.taleworlds.com/ ">http://www.taleworlds.com/
</a>
(Edit - ah i see UncleLou beat me to this one.)
Blocksum - cracking puzzle game (free!): http://in fotech.rim.zenno.info/products/...
Breakquest - awesome Arkanoid alike: <a href="http://www.nurium.com/&quo t;>http://www.nurium.com/
</a>
Cave Story - platformer - ace and charming as hell (free): http:/www.miraig amer.net/cavestory/
Knytt Stories -another platformer, also really charming: http://ni fflas.ni2.se/index.php?main=02K...
Dwarf Fortress - Sim Dwarf, stupidly deep and utterly fantastic, but very nearly impenetrable. My current obsession! (free): <a href="http://www.bay12ga mes.com/dwarves/">http://www.bay12ga mes.com/dwarves/
</a>
Dyson - abstract RPG (free): <a href="http://www.dyson-game.com/ ">http://www.dyson-game.com/
</a>
Nelly Cootalot - point and click adventure with nice gentle humour (free): http://th emonkeyhut.tripod.com/NellyDown...
I can recommend more if you want 'em, or are after specific genres...
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[link url=http://www.tigsource.com/ a>
]http://www.tigsource.com/ a>
[/link]
[link url=http://www.indiegames .com/blog/
]http://www.indiegames .com/blog/
[/link]
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Also ones to keep your eyes out for the near future are World of Goo, Multiwinia (another intoversion one) and Crayon physics delux (if it ever gets finished, or worked on
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Thanks for the links
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Noitu Love 2 - <a href="http://konjak.org/
">http://konjak.org/
</a>
Trailer could be found here...
http://www .youtube.com/watch?v=ysO4YfKM1E0
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]http://po sitech.co.uk/democracy2/index.h...[/link]
All the introversion games are fantastic as have been mentioned - [link url=http://www.introversio n.co.uk
]http://www.introversio n.co.uk
[/link]