Indie Gaming Gets 2004 Mid-Term Grades
Thanks to Game Tunnel for its 2004 mid-term report card on the independent PC gaming scene, rating what "is turning out to be one of the most impressive years yet in the Indie world." Among the approved-of titles include action games such as Hamsterball ("a wonderful surprise that plays a lot like Marble Madness would play [if updated]"), platform adventures such as Gish ("[starring] a ball of tar [whose] goal is to find his girlfriend who was taken down... the sewer"), before looking forward to interesting hopefuls that include Oasis ("takes all the strategy of a game like Civilization and then turns it into a 3 minute experience.")
Well, it seems that the indie development scene can produce games that rival budget titles from the big boys, and that's a step in the right direction, but I just can't say that I'm all to impressed.
I was hoping to see more out of the independents. They have that unique position of being able to really do something that nobody has ever done before and they haven't stepped up yet. All of the games in the article were explainable with a statement like "Well, it plays like Popular Game A, with a little bit of Popular Game B and C in it." That's not what I wanted to see. Where's the games that can pretty much be defined on their own? Where's the games that take the independent developer into the big leagues?
The independents look like they can do what others do pretty well now; the fact that they've come that far is encouraging. But still, I have no compelling reason to buy their titles over a cheap title from a tried and true developer or publisher. Wait, shouldn't I support them because they're indie? Nah, I'll support the companies that make something that interests me regardless of size. If an independent can give me something that hasn't been done before and is fun at the same time, they'll be sure to see my dollars.
Until Slashdot fixes the funny modifier, use insightful or interesting. The poster knows your intentions.
Don't forget that all the open source game developers are Indy. Go check out the games in progress at sourceforge, I was really surprised. Freeciv is an excellent and free game, and there are loads of others in work.
The only thing working against the indy game developers is publicity, because of course the big companies control the big media distribution and so on... Indy gaming needs the same kind of pro-selling word of mouth that Linux has been getting from day one.
I am government man, come from the government. The government has sent me. -- G.I.R.
Wow, the gameplay trailer for Gish really blew me away; I've never seen things like that going on in a game. Normally I hate platformers because I seem to suck at jumping puzzles, but I've definitely got to give that one a try.
;-)
And I'm hoping Hamsterball doesn't get crazy hard too quickly, my son (he's 3) might enjoy it. He plays racing games on my PC (and likes to watch me play Neverwinter Nights and Thief), and Rogue Squadron II/Zelda/Super Monkey Ball/Super Smash Bros. Melee on our GameCube.
- chrish
Independent studios want to create wonderful, experimental titles, but are, in part, held back by business requirements. As businesses, our first priority is to become profitable, and the least-risky way to do this is to create more traditional offerings. (The same is true for large development houses.) Fortunately for us, better middleware tools and increased publicity can free us of this constraint. The former will allow us to experiment and develop easier; the latter will allow us to reach an audience now reserved for the large publishers. As these conditions improve, you'll see independents take more risks.
Middleware comprises the audio libraries, AI plugins, and 3D engines such as Torque, Conitec A6, and FMOD. These tidbits are the lifeblood of independents. Without them, we'd have to code everything from scratch, and you'd see even more Tetris clones than you do now -- little innovation. With them, we're freed from the low-level stuff. We can create games that look and sound good enough to attract consumers. As middleware improves, it'll become even easier to experiment and innovate.
Publicity is trickier -- while events such as the Independent Games Festival allow us to bend the ears of larger publications, it's still the big studios that are going to command the previews and exclusives. Having approached a number of print publications, I've found that it can be difficult to secure a sizable preview for our game, even though I think folks might like to hear about where we're innovating. But even this is improving; sites like The Adrenaline Vault are particularly indie-friendly, often posting press releases from smaller development studios.
I think, then, that it's only a matter of time before the smaller studios attempt experimental titles in substantial numbers. Many will be terrible; some will be great fun. But as it becomes easier to experiment, you bet we'll be doing more of it, simply because we can.
We're indie. We're working on our 14th game.