John Romero says indies are the future of game development: 'These people are the ones that make triple-A studios go

In terms of risk/reward he's technically correct. It doesn't really matter 90% of indies are trash either, there are many good ones too. They don't cost 79 bucks. And they usually don't take 6 years to complete. Usually.
 
Nowadays, everybody wanna talk like they got somethin' to say
But nothin' comes out when they move their lips
Just a bunch of gibberish
And motherfuckers act like they forgot about Ravenwood Fair
 
So now Baldur Gate 3 by Larian and Helldivers 2 funded and IP owned by SIE, are indies?

I can't take this guy seriously after that.

There are great indie games, but let's be frank there are a hundred released each day and 99% of them are crapola shovelware with pixel aft and procedural scenarios and rogue lite mechanics.
 
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Are we living in a the twliglight zone? Ok, lets slow down.... dont let your hate for western devs cloud your judgement. Not once have I played an Indie game and said "wow, I hope to see AAA devs copy this"...Its always been more like "oh, neat. Not bad for an Indie game". We're just now getting away from an era where you couldnt find an Indie horror game that didnt copy the Silent Hills PT demo.
You do realize that the modern crafting mechanic in the TLOU series, and modern Tomb raider, got implemented partially due to Minecraft's popularity.

In terms of risk/reward he's technically correct. It doesn't really matter 90% of indies are trash either, there are many good ones too. They don't cost 79 bucks. And they usually don't take 6 years to complete. Usually.
This. Of course there are some indie games there aren't worth your time, but there's still plenty that are. I'd even argue the good ones outnumber the amount of good AAA games.

A bit off-note, but I honestly think its a good thing Kepler is choosing to not disclose their figures to firms like Circana. Its going to make the big devs squirm a bit, keep them up at night, and perhaps keep them guessing on how well they're performing with games like Expedition 33.

The big leagues better start waking up and take those smaller devs seriously now. Unless, they want to get washed over by the rising tidal wave of indies/AA that's forming on the horizon.
 
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I agree here but nowadays the definition of indie is more fluid than liberal cucks self described sexuality :P


What i mean is, thats an actual indie, from polish dev, 95%+ work was done by one single guy(some art is done by his gf, he got some free and cheap assets too where he could, but according to his words full budget not counting countless hours of his time he sacrificed over 2 years was 150k pln so around 50k usd:

Now this is considered "indie" too:
Beside it being amazing and having real shot at goty 2025, even game devs admitted core team was 30 ppl, but thats just core team, if u include ppl responsible for soundtrack, translators, marketing/pr and w/e else that studio would be considered solid top league AAA team size-wise even back in late 90s and early 2000s :)

Im ok with calling it AA but absolutely cant agree with that particular game being called "indie" :)
 
What you meant to say is "I don't like any of those genres".
No, I meant I don't like most indie games. I'm not saying all indie games, but there's typically around 20-30 indie games a week that release. A lot of them are just flat out awful asset flips and almost unfinished garbage games. Yet for some reason, gamers love pretending indie is the way to great gaming and AAA is awful because they're low effort and unfinished. Maybe, just maybe, don't worry if it's AAA or indie and just play crap you like?
 
There is another reason to prefer indie games.
Some genres only exist in the indie space. For ex. adventures games (and when I mean adventure games I mean adventures games with puzzles and not those "narrative" games with practically no gameplay :messenger_winking:)

AND STOP CALLING Clair Obscur: Expedition 33 an indie game! It's not an indie game! It's AA to AAA game that actually used the right amount of devs instead of those bloated teams that most AAA use.
 
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He's not wrong. And with that and on a related note, every now and then a game (demo) comes along and boggles my mind in terms of detail and presentation. Wasn't sure where to post this.. but the folks at TinyBuild surely picked up a gem with this one. Precision of controls (keyboard and mouse) and gameplay so detailed and you'll question reality itself. It's an "Unboxing" 2.0, of sorts. Playtest is Live

 
There is another reason to prefer indie games.
Some genres only exist in the indie space. For ex. adventures games (and when I mean adventure games I mean adventures games with puzzles and not those "narrative" games with practically no gameplay :messenger_winking:)

AND STOP CALLING Clair Obscur: Expedition 33 an indie game! It's not an indie game! It's AA to AAA game that actually used the right amount of devs instead of those bloated teams that most AAA use.
It's an indie game.

The barometer isn't some arbitrary threshold of production values.

If Naughty Dog made a pixel art game that wouldn't be considered indie; that's simply absurd.

The criteria which Romero is also using is simply:

"Is the studio a bitch-slave of a parent publisher or not?"
 
AAA western studios (specially in the US) created a bloated inefficient bubble that seems unsustainable just like the current Hollywood studios structure.... years of bad hiring practices and fucked up priorities took them here....

We have many examples of current successful games in the AA or even A budget spectrum to justify AAA gaming bloatness and predicament as something "inevitable".
 
Indies are typical accelerator - 99 dies for 1 to survive
And big AAA companies uses indies same way corp uses accelerators - they adopt ideas from survivors into their mainline AAA products

We have many examples of current successful games in the AA or even A budget spectrum to justify AAA gaming bloatness and predicament as something "inevitable".
For every success there are innumerous number of failures, it's just much less transparent than in AAA space. Nobody really care about hundreds and thousands indies/A or even AA games left to rot in oblivion.
Steam has 100,000 games and nobody knows about 99,000 of them
 
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So many games are released, and many of them are incredibly good. I bet I could stick with the indie releases from this year alone and stay happy for the next ten years.

But, finding the gems is INCREDIBLY hard.
 
Indies are typical accelerator - 99 dies for 1 to survive
And big AAA companies uses indies same way corp uses accelerators - they adopt ideas from survivors into their mainline AAA products


For every success there are innumerous number of failures, it's just much less transparent than in AAA space. Nobody really care about hundreds and thousands indies/A or even AA games left to rot in oblivion.
Steam has 100,000 games and nobody knows about 99,000 of them
I agree... and this dosent change the fact that it can be done and many of the most beloved games this gen are AA efforts... something very different from previous gens when AAA dominated the "talk" and rightfully so.

Pretty soon GOY will come out and will be the same bloated uninspired sequel as all others this gen from Sony, not even the high production values can be shown anymore since this games all look like ps4+ games..... and E33 will not even blink in its way to goty.

Last year was Astrobot...its from Sony but its not an AAA budgeted game.

My point is simple.. good games, excellent games can be made with less people and budget and time .. so instead of trying to sell the same very bloated and expensive game to more people and in the process blowing your hardware business to hell like Sony is doing.. maybe just maybe is time to make things different at your studios so you can can be more creative, less bloated, less expensive, more efficient, and less dependable of 20+ million sales to make a game financially viable.
 
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