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Article about "indie" gaming

kablooey

Member
Found here, on Pitchforkmedia.com of all places.

Get That Out of Your Mouth #13
Video Games Go Punk as Fuck
by Chris Dahlen
If I'd known the 2005 Game Developers' Conference and the Independent Games Festival would be so exciting, I would have ditched my pregnant wife at home and trekked out to San Francisco for the wheeling, the dealing-- and the outrage. Based on the blogging and the news reports, the conference held last month was infiltrated by smart, creative people who are discouraged by their jobs: The talents who are most likely to make innovative, exciting games complain that no one would let them do it.

At the "rant" panel, gaming veteran Greg Costikyan challenged the standing-room-only crowd, "You can choose to starve for your art, to beg, borrow, or steal the money you need to create a game that will set the world on fire. You can choose to riot in the streets of Redwood City, to put down your tools and demand an honest wage for an honest eight-hour day. You can choose to find an alternative distribution channel, a different business model, a path out of the trap the game industry has set itself. You can choose to remember why you love games, and to ensure that a generation from now, there are still games worthy of love. And you can start today."

Video games have removed the "toy" stigma to become a major entertainment industry. Analysts predict that gaming will be bigger than music by 2008, and game sales are beating movie box-office revenues. But cash makes people cautious: The industry is swamped with sequels, first-person shooters, and Grand Theft Auto rip-offs, and the biggest speech of the whole conference seems to have been the preview of XBox 360, which will make games bigger, more powerful-- and way more expensive to develop. The major publishers are boring and cautious, and they're raising the barriers to entry so high that it takes millions of dollars, Hollywood talent, and a Danny Elfman theme song to get a game into stores.

Naturally, some people are looking for an alternative. Indie games already circulate on the Internet, from MUD's, to free Flash games, to a wide swath of PC games; you can find '80s arcade or adventure throwbacks, high-concept physics experiments, and pornographic Flash games where you try to get a cartoon to take its clothes off. Blogs, industry support groups like the International Game Developers Association, and events like the annual Indie Game Jam, have laid some groundwork, and the Game Developer's Conference even tailored a contest for indies: the Independent Game Festival, which judged 78 entries. Most of those were PC games, but the festival also gave three awards to its first console game, Alien Hominid, which is a case study in how to take every risk and use up all of your savings to make a game.

Alien Hominid started as a Flash game developed by Dan Paladin and Tom Fulp, who hosted it at Newgrounds.com, the popular Flash animation community that Fulp founded. It applied bright, cartoony violence to classic 2-D scroller gameplay, and it was a hit on Newgrounds when producer John Baez, who was working with Paladin, suggested that they take a chance and make a console version for the PlayStation 2.

"There were 84,123,783,287 barriers to conquer during the process," says Paladin. To build a PlayStation game you have to convince Sony to sell you a development kit, and you need a license from Sony before you can release it. The Alien Hominid team built the whole game-- in 18 months of round-the-clock work-- before they pitched it, to get the best shot of winning Sony's approval. They got the nod, and since then they've also ported it to the Nintendo GameCube.

"We weren't a sequel or a licensed character, which was pretty rare in 2004," says Fulp, and the team was also concerned that their 2-D action wouldn't thrill Sony. "They prefer games that push the technology and make the system look good, so we didn't exactly fit that model. Although I personally think the visuals rock."

Alien Hominid has scored press from gaming and other magazines, all the way up to Playboy, but it's still squeezed out of the limited shelf and cabinet space at retailers like Wal-Mart or GameStop. Says Fulp, "What we need is more boutique gaming stores for rare titles. You see stores that focus on indie music and movies, but games are always a mainstream market. You never see that hole in the wall video game store, unless it's imports." They've had the best luck promoting the game on Newgrounds, where almost ten million people have tried the simpler Flash version, and they've promoted it at comic conventions. They also make money on merchandising: they sell action figures of the game characters, a plan that's inspired by indie music. Says Baez, "Our whole merchandise angle is straight out of watching bands sell t-shirts at their shows."

Many developers-- including Greg Costikyan, in his 1999 essay, "Gaming Needs an Indy Label" Ðcompare their dilemmas to other media, and look for ideas from other independent movements. You almost wish the veterans of music could step in and give advice: why not lend out Steve Albini to the game industry? (Who wouldn't play a Rapeman console game?) If you carve out the basic problems of working independently-- getting funds, distribution, press, and fans-- each medium faces the same issues, with different parameters.

Take music. In the early '80s DIY heyday, anyone with a week's pay and marginal skill could start a band, and it was a small leap to tour and cut some 7"s. But more importantly, the music scene grew because of the fans-- a dedicated audience that followed artists, published zines, bought records by mail order, and scrambled some eggs for them when they crashed at their homes. And most of those fans only bought indie.

Sure, this level of grassroots support depends on attitudes that, at a certain point, become noxious. The "indie scenester" is a bad cliché; outside of the Saddle Creek message board it's hard to find people who are so pure-blooded indie that they won't buy major-label records, and won't even listen to a Kylie Minogue or a Britney Spears single. But some of the best records of the '80s would never have happened without the support of people who bought most of their records from ads in Maximum Rock and Roll.

And speaking of zines, gaming needs a stronger and more creative press. The glossy magazines are trade rags and marketing tools, and even most of the websites are uncontroversial and hype-driven. A strong niche press would draw attention to these games, or at least cause friction. Can you imagine an indie gaming magazine that would give a scathing review to Halo 2 solely because it comes from Microsoft?

While the music scene has grassroots strength, games cost far more to make than records: the average entry to the Independent Game Festival (IGF) cost about $50,000, and Alien Hominid's budget hit $1.3 million. In that light, it makes sense to look at independent films. The Independent Games Festival resembles an early Sundance, and it follows the same premise: It's open to all comers, but it weeds out the vast majority that nobody would be interested in, so that your audience will stay for what's left. At film festivals, anyone can send in a tape, but only the winners get an audience; the same process landed a select set of finalists into the Festival.

Independent films also proved that people want entertainment, not huge budgets. No amount of special effects can make The Day After Tomorrow a better film than, say, Evil Dead II, and even as video game publishers veer up to eight-figure budgets, small game designers can beat them on gameplay. In the same way, games like the two big winners at the IGF, Gish, and Wik, trump some of the most-hyped games of the year not just on style and originality, but for basic entertainment value.

There's one more industry that game developers should study, and in some ways it's closer to home: comic books. Comics have always been a cheap but occasionally brilliant medium, and every once in a while the industry likes to shock us by producing a talent that genuinely makes comics "for adults"-- like R. Crumb, Art Spiegelman, or Chris Ware. A book like Moore and Gibbons' Watchmen holds up to critical analysis, and it sets the bar so high that it attracts an audience beyond the usual comic geeks. You could argue whether gaming has reached that level of artistic merit-- the existential themes and wartime symbolism of Planescape Torment would get my vote-- but if a game publisher could make an analogue to Clowes' Ghost World, it would diversify the audience beyond the proverbial 13-year olds.

All of this tests the industry: Would creative game designers accept fewer but more devoted fans? Do the customers want exciting ideas, or just better graphics and louder explosions? Does anyone care about broadening the audience-- or at least creating a separate channel a la the indie cinema chains, a "slightly smarter" alternative to the twitch-and-kill games that the kids play? Would gamers go indie on principle, or will it take a hit-- a Nirvana, or a sex, lies and videotape-- to draw a real crowd? And even if gamers put in the work to pursue the independents would they forget the whole thing if the major publishers could turn out more games like Grim Fandango, Sim City, or Half-Life 2?

This debate matters to gamers, but it should also matter to the older indies. In film and media, "indie" products have grown stale and turned into just another budget-priced format. The excitement in the gaming space can take us back to first principals, and if I had to single out the most crucial, it's that pop culture should be fun. With independent work, the makers and the consumers have a stake in what happens: The people who create the work care less about a paycheck, and total strangers unite behind their obsessions instead of taking cues from the covers of a dozen identical glossy magazines. Everyone puts in the work and gets the rewards, and the freedoms-- and that's what makes it entertaining. Our grandparents used to tell us-- when they caught us blowing a summer afternoon indoors, with the Atari-- that you have to make your own fun; and who knows, maybe they were right.


I thought it was pretty interesting anyway. As a long-time gamer, I'm thoroughly bored at the prospect of more powerful hardware, because all it means is only the biggest developers will be able to make anything decent. What about all the little gems that pop up every now and then, and spread just because of word of mouth? I think the gaming industry sorely needs its own "indie scene", if you will.

Thoughts?
 
INDIE IS FOR LOSERS MAN

EMOTION IS DEAD

YOU AREN'T MY DAD

MY GIRLFRIEND JUST BROKE UP WITH ME AND THIS IS ALL YOU HAVE TO SAY FOR IT?!

;_;
 
At the "rant" panel, gaming veteran Greg Costikyan challenged the standing-room-only crowd, "You can choose to starve for your art, to beg, borrow, or steal the money you need to create a game that will set the world on fire. You can choose to riot in the streets of Redwood City, to put down your tools and demand an honest wage for an honest eight-hour day. You can choose to find an alternative distribution channel, a different business model, a path out of the trap the game industry has set itself. You can choose to remember why you love games, and to ensure that a generation from now, there are still games worthy of love. And you can start today."


At which point all of the bigwigs offshore game production to Asian sweatshops. :lol

Honestly though, one would think that Sony, MS, and Nintendo would attempt to foster small startups as much as possible. That way they keep the playing field more level, and guard against industry stagnation.

In the broader sense of innovation, you never know when that next big hit is right around the corner. Frequently it doesn't come from what the firmly entrenched industry behemoths think the public wants. Rather it comes from that little "garage band" like Nirvana.
 
I thought it was pretty interesting anyway. As a long-time gamer, I'm thoroughly bored at the prospect of more powerful hardware, because all it means is only the biggest developers will be able to make anything decent. What about all the little gems that pop up every now and then, and spread just because of word of mouth? I think the gaming industry sorely needs its own "indie scene", if you will.

I don't disagree either. In fact, its because of this I tend to look at the little guy(the smaller developers) than the bigger publishers. One thing I've always hold to, is the fact the smaller developers are the ones really making the difference. Its why I love virtually unknowns like Surreal of Snowblind -- the efforts from those two developers have excited more than anything that came from a big publisher.
 
I thought it was pretty interesting anyway. As a long-time gamer, I'm thoroughly bored at the prospect of more powerful hardware, because all it means is only the biggest developers will be able to make anything decent. What about all the little gems that pop up every now and then, and spread just because of word of mouth? I think the gaming industry sorely needs its own "indie scene", if you will.

it's not the power of the hardware...but more the business model that's keeping indie devs away. i'm sure ANY developer out there would love to create a game that uses the power of next-gen consoles in creative ways.

You can't have an indie scene on consoles because the publishing model has all the keys. This is why you see it more often on PCs, the only platform that's indie-friendly (and more powerful than nay freakin' console I might add)
 
You know, while I consider myself a Nintendo fan, I always used to make fun of Yamauchi when he talked about consolidation. But, he was right.

I don't think that the "indie" thing will take off in console gaming, simply because the hardware makers hold all the cards. I do, however, believe that the systems that will benefit the most from entertaining/different-styled games will be the PSP/DS/GBNext. Honestly, if it will cost so much to develop for the next gen consoles, and pricing for said games is higher, then I really see most of the smaller devs supporting the handheld systems. Look at Planet Moon Studios. They're exclusively creating games for the PSP now. I can see other smaller companies/devs doing the same.

Maybe Nintendo is right to have the Revolution libraries closely resemble the Cube's. If they keep the cost down for the development kits, then maybe some of these smaller companies could be tempted by this. Who knows?
 
Nintendo has shrunken down to obscurity of an indie level, and I'm a fan. Does that make me an indie gamer?


Dude, I'm not serious. Keep that cursor away from that quote button.
 
Very interesting. Gaming obviously need an indie scene. A scene driven more by the creation will than the money. Like there's real music out there, like there's real movies out there --- i want real games.

Specs, more explosions, more effects, more badassness mostly lead me to more boredom.
 
I think the gaming industry sorely needs its own "indie scene", if you will.

There already IS an Indie gaming scene - at least on the PC/Mac. It's just sites like Gamespot and IGN almost completely ignore it.

Check out http://gametunnel.com and http://diygames.com. Both of those sites report exclusively on the Indie gaming scene.

It's a shame Gamespot/IGN only cover games with multi-million dollar budgets. It wouldn't hurt them to have at least a monthly column on the Indie scene. But I guess if it's not made by EA or doesn't have a huge license attached to it, then it's not worth playing...:rolleyes

Anyway, it's very unlikely there will be an Indie scene on consoles. Between all the license fees and distribution costs, there's no way a small guy can make a console game. Usually Sony and Nintendo won't even give you a dev kit unless you're affiliated with an official licensed publisher.

Microsoft came closest to opening the door for Indies. Xbox Live allows players to download and purchase smaller games. Many of those small games like Mutant Storm and Hamsterball are Indie games. Unfortunately, MS totally dropped the ball by requiring players to purchase a disc first, which contains all the demos. I'm not sure how many people will do this. It'd be ten times better if the demos were pre-installed or the disc was free. Oh well...

The Indie gaming scene is here, you just need to know where to look.
 
The Chosen One said:
I should add I'm also an Independent developer and I'm able to survive. I make games for both the PC and Mac. You can check it out here: http://outsidetheboxsoftware.com


dude, if you want to be taken seriously, dont describe a game of yours as 'unique' if:

"Help Pow Pow defeat enemies and collect coins across lush environments in this unique action puzzler."

there are many other words you could use to make it unique. just my 2c.

;)

on topic:
i work for a company who refuses to take risks, they are only interested in producing standard genre pap.
so i have turned to the 'underground' for my spare time projects.
i was speaking to Ernest Adams last week about established developer support for new concepts and talent (not publisher support... because it isnt there).

as was said above, popular sites like IGN and Gamespot et all, need to focus on the entire industry and try and get some support going for new ideas, awareness is the biggest hurdle for new games and concepts.
 
The industry is still pretty young comparatively, perhaps an indie scene could be carved when the time is right but I think we're still far from that point. Present gaming is really about the fads, the big budgets, the "badassness", the commercials, the "what are your friends playing?" People still like to be told what to buy.

Videogames of today = 5-10% ideas + 90-95% hype, commercials, brandname and popularity
 
Templar Wizard said:
dude, if you want to be taken seriously, dont describe a game of yours as 'unique' if:

"Help Pow Pow defeat enemies and collect coins across lush environments in this unique action puzzler."

there are many other words you could use to make it unique. just my 2c.

;)

Well for a puzzle game, it is unique. Most puzzle games just have you matching 3 abstract shapes/colors.

Beyond my games (which are admittedly rough in certain areas), there are other quality Indie games that deserve to get more attention by the mainstream gaming press. I'm not saying they deserve full page cover articles, but a monthly Indie column from Gamespot/IGN really isn't asking too much.

The biggest problem Indie games face is exposure. Heck, most of you didn't even know there already was an Indie scene! It'd be nice if Gamespot/IGN acknowledged their existence. Again, check out Gametunnel, you'll see some very solid Indie games there. It'll make you wonder why you never heard of them before.
 
I'm a pro games developer (for those games on IGN ;)) but I also work on independant projects, especially if they're interesting or experimental. I agree that most indie games are a bit 'meh' but there are some genuinely good products out there too.

there's a big market for indie games, but it tends not to be the usual 15-28 male audience. Also, you'll find a lot of parents and older people buying indie games because they're interested in puzzle games or non-violent games for their kids.

Games like Best Friends are really popular, for example, and sell thousands of copies.
bff_big_3.jpg
 
The Chosen One said:
I should add I'm also an Independent developer and I'm able to survive. I make games for both the PC and Mac. You can check it out here: http://outsidetheboxsoftware.com

NOTE: I'm assuming you're Chris Evans, or another programmer w/ Outside the Box. If not, you're free to ignore me.

I took a quick look-see over your site and perused your Game Tunnel interview. I like what you guys have going. If I wasn't on this horrible modem connection, I would have already downloaded your game demos and have a more educated basis for my query. I'll "fix" that in a couple of days, though. Meanwhile, I just want to ask you a couple of quetions.

Have you had a chance to play Super Monkey Ball? Imagine if, and I'm stretching a bit just to keep this simple, a publisher commissioned you to modify your platformer engine from Pow Pow into a Monkey Ball clone with results you were satisfied with. Would such a conversion be entirely out of the realm of possibility with your current resources? (This is why I need to play the Pow Pow demo - so I'd have a better understanding of the physics model used.)

In the Game Tunnel interview, there were comparisons made to other games that gave me the impression that you understand design philosophies. Like...how some platformer levels are designed with exploration in mind, and others with pure and simple "forward progression." There was also the choice to restrict the controls in Pow Pow to 2D movement, instead of diving into 3D movement "just cause it can be done." I admire this ability to see an upside to restricting the gameplay. I wish more aspiring designers would understand its importance in how it keeps the design focused and free of potential feature creep. So, if you don't mind, I'd like to bug you further about some of my ideas/philosophies. Before I scare you off, I'm not going to be all "Will you work on my game design?" I'm just trying to gather some good intel.
 
Attack You said:
Have you had a chance to play Super Monkey Ball? [...] Would such a conversion be entirely out of the realm of possibility with your current resources?
There are already one-man teams who have done Monkeyball clones on PC. Not as good as the real thing, but getting there, and well within the limits of independant development.
 
The problem is, if a indie developer makes a hugely successful game, then EA buys them out and makes them make soul-less sequels for all of eternity.
 
dock UK said:
There are already one-man teams who have done Monkeyball clones on PC. Not as good as the real thing, but getting there, and well within the limits of independant development.

This is good to know, but my question is specific to TCO's Pow Pow platformer engine. There's more to my question than I'm letting on. :)
 
Attack You said:
NOTE: I'm assuming you're Chris Evans, or another programmer w/ Outside the Box. If not, you're free to ignore me.

Yep, I'm Chris Evans. :)



Have you had a chance to play Super Monkey Ball? Imagine if, and I'm stretching a bit just to keep this simple, a publisher commissioned you to modify your platformer engine from Pow Pow into a Monkey Ball clone with results you were satisfied with. Would such a conversion be entirely out of the realm of possibility with your current resources? (This is why I need to play the Pow Pow demo - so I'd have a better understanding of the physics model used.)

It could be done, but I'm actually going to scrap the entire Pow Pow engine. It was my first large scale game using the shockwave 3d engine, so it was a big learning process. With the current Pow Pow engine, the performance was too inconsistent across various computer specs. It'd play great on some systems and on some others it would be very unstable. So I'd get comments that would vary wildly from "This game totally rocks!!!" to "This game totally sucks!". :)

Since then I've learned a lot of different and new methods for the Shockwave 3D engine to run smoother across different computer specs. I'll be applying these things to my new game. But like I said, for Pow Pow it would require a complete engine rewrite.

I wish more aspiring designers would understand its importance in how it keeps the design focused and free of potential feature creep. So, if you don't mind, I'd like to bug you further about some of my ideas/philosophies. Before I scare you off, I'm not going to be all "Will you work on my game design?" I'm just trying to gather some good intel.

Thanks for the compliments. :)

However, good game ideas and philosophies are great, but successfully bringing them to fruition is another challenge in itself. I'm still trying to improve on this myself.

Would I do a Super Monekyball game? Sure, for the right amount of money. :) Plus I like Sega games a lot. Unfortunately, I'm pretty tied up with my current project, so I wouldn't be able to start anything new until Q3/Q4.
 
You're going to scrap the Pow Pow engine? :( Then... The fate of our correspondence, the fight for a better future for all Humanity, rests upon the answer you provide to my next question! This is it, folks... Prepare yourself! Here it comes!

PM forthcoming.
 
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