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Rock and Roll

Indie games have never been so good - and that's good for everyone.

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.

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