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Why There Are No Hit Indie Games

Slate is running an article on why indie games are still such small potatoes in today's game industry. From the article: "In today's movie business, it's possible for an indie film like Napoleon Dynamite to become a sensation. Saw, which cost a mere $1.2 million, grossed 100 times that amount. That just doesn't happen in video games. The average PlayStation 2 game costs about $8 million. Studios often need large development teams--usually 40 or more people--to meet their tight deadlines. They spend money to license everything from comic book heroes to graphics engines. They record A-list actors. And if they burn their own CDs or do their own marketing, costs can really soar."

20 of 267 comments (clear)

  1. No indie hits...?! by JediLow · · Score: 4, Interesting
    What about games like Galactic Civilzations II? Sure, it isn't the highest grossing game ever, but its an indie game which outsold the publisher/developers goal within a week of being released, not to mention it made it to the top of Walmart's sales charts for games and to the charts of nearly every other retailer out there.

    Whats the definition of a 'hit' game anyways? Besides the Napoleon reference The article only talks about how much money is spent on games, not if they make money or anythin gelse, doesn't that get to the whole problem we're having now of games just looking good but (most) playing like crap?

    1. Re:No indie hits...?! by StarvingSE · · Score: 4, Insightful

      Also, with movie tie-ins, you have to pay for a license. I'm willing to bet that is out of a lot of open source project's budgets. Some game studios also have exclusive rights to certain movies or characters, which would also stop an open source project using the material faster than you can say "cease and desist."

      --
      I got nothin'
  2. No hit indie games? by DrMrLordX · · Score: 5, Funny

    I have no idea how large Popcap Games was back when they released it, but Bejeweled was a hit. In fact, a lot of their games have proven to be popular. Obviously they can't be thought of as an indie game studio now. And then there was that old puzzle game before it that was a huge smash hit created by that Pazhitnov guy in Russia . . . what was that again? I forget.

  3. 40 ppl by stew77 · · Score: 4, Funny

    Studios often need large development teams--usually 40 or more people--to meet their tight deadlines.

    And Napoleon Dynamite was shot by 3 guys?

    1. Re:40 ppl by colmore · · Score: 4, Insightful

      Here here. Independant cenema is as expensive as all but the most expensive big-budget games. The better question to ask is "why does independant gaming lack the financial backing and infrastructure of independant cinema, publishing, music, etc.?"

      --
      In Capitalist America, bank robs you!
    2. Re:40 ppl by fermion · · Score: 4, Insightful
      read a bit further into the summary, and you will see that the question of why indie games fail.
      They spend money to license everything from comic book heroes to graphics engines. They record A-list actor
      First, indie films are generally somewhat original and mundane ideas. They do not depend on popularity of concept to compensate for lame writing. This measn that indie films do not spend money on licensing. Niether do they generally spend the millions on licensing books and then millions more on rewrites of the script. Often even music is not used due to costs.

      Indie films also do not tend to have license technology. The creators use what can be had on the budget. This has become much more sophiticated, but still not what big studios have. As far as actors, many will cut thier pay to scale to work on a indie film. This has lead to some aggrivation when the film is really succesful, as the actors then kick themselves from not negotiating a part of the sales.

      In the end an indie film has few if any big name actors, few if any popular characters, shots that are out of focus, lame special effects, and, except in the case where a big studio picks up the picture, no promotion budget.

      An indie film is usually high concept, good script, and personal. Given that video games for the most part are about cool special effects, mass murder, and pushing technology, the two do not seem to be comparable.

      So, why are they not indie games. Becuase indie films are possible because films can be produced on a low budget and there are a network of indie film houses that will show them, even though they is little money made. Console vendors want to sell games, so why bother with a game that is not going to be blockbuster? Stores want to sell games so why stock games that may not sell. Moviegoers will tolerate out of focus shots, unknown actors, and less than ideal theatres just for the hope to see something slightly original. Will gamers make the same compromises?

      --
      "She's a scientist and a lesbian. She's not going to let it slide." Orphan Black
  4. Not many console games, but... by Ardeocalidus · · Score: 5, Interesting
    Sure there are, especially with the advent of internet publishing. Look at two of the hottest online FPS games, Day of Defeat and Counter-strike. Both were originally made by indie mod groups. However, both became so popular that they were bought up by a corporate entity. Look at Dystopia and Empires, two HL2 mods that are walking in the footsteps of DoD and CS. Though I must say that its much easier to make an independent game using a modification tools.

    We can't rate hit indie games by their fiscal gross alone. Some of the most popular games out there (Continuum, anyone?) are free.

  5. PC Games by colmore · · Score: 5, Interesting

    The natural market for indie games is the PC, the structure of console gaming assumes large publishers; back in the day console games were either first party titles or arcade ports. In the 80s and 90s the majority of PC games were "indie" studios like Maxis, Id, and Sierra: small-staff affiars that occasionally produced mega-hit games, but also subsited quit well on sleepers and more nich titles.

    This all changed after the indroduction of dedicated graphics processing and of online gaming, and the resulting arms race for whiz-bang excite-the-fanboys-with-screenshots features. The arcade culture moved online and onto PC gaming, and the idea of PC games being something that an adult might want to play on their office machine began to die. Megapublishers moved in, purchased the formerly independant studios, and homoginized the industry.

    And now you have an absurd situation where Nintendo is seen as being some sort of guiding visionary for thinking that video games could be intertainment for people who aren't hard-core gamers, when, in fact, before recently, PC gaming had been serving a diverse audience for over 20 years.

    Anyway, I'm of the opinion that video games have become much more narrow and catering to a specific audience, one that no longer includes me. I'm no luddite. I appreciate good graphics and advances in technology, however games that use all these new features in ways that actually interest me are few and far between, and I find myself looking toward abandonware for new (to me) games.

    I have a kind of generic critique of capitalism as a mode of cultural production that relates to this. It seems that commercial art is best when it is part of an immature market. The genre of the summer blockbuster saw a lot more creativity and inventiveness in the 70s and 80s, while the parameters were still being explored. Once Hollywood figured out the basic formulas of that game (e.g. "Die Hard" is a reproducable success, "E.T." is not, etc.) creativity dropped through the floor and you start seeing more and more sequels, licensed adaptations, and such. I'm not saying that profit is incompatible with art, just that it doesn't scale infinitely, when the producers get too greedy and refuse to accept the risk of not having a hit, the fun dies out.

    --
    In Capitalist America, bank robs you!
    1. Re:PC Games by colmore · · Score: 4, Insightful

      My initial reactions to business are usually the same as yours, but you have to remember, without these businesses, the videogames we're discussing don't exist. "Business" represents a lot of people doing a lot of different things. I'm an independant software developer, I work on a contract to contract basis. While I usually consider clients to be bosses of sorts, I'm self-employed. Am I "business?" Do I want your share and the other guys too? Well sure... I'd like to make more money, I'm not a rich man, and it would be nice to travel more and live better.

      The left is generally correct in the belief that allowing market forces to work unfettered creates excellent markets, but they will only be optimized along a limited number of parameters, and that business does need to be kept in check if values that don't easily translate into a bottom-line are to be preserved in our society. However, the recurring error of the left is to treat business as a criminal element merely for being business. Like it or not business is the cornerstone of our society. Nobody is employed without it. Food doesn't get grown without it, the internet doesn't exist without it (the internet mind you, the multi-trillion dollar communications infrastructure, not the web, a vague collection of data stored and transmitted on that network) etc. etc. etc. If you make yourself the enemy of business, you're making a pretty powerful enemy. The challenge for the left in the globalization era is to come up with creative approaches to dealing with modern problems that utilize the forces of capitalism without succumbing to their excesses. Seven-times watered down Marxism isn't really serving us very well, and the public rightly finds little resonance in a class debate cloaked in the language of the Industrial Revolution.

      --
      In Capitalist America, bank robs you!
  6. Self Fulfilling? by peterpi · · Score: 3, Interesting
    Most indie games are created at least partly as a job application excercise. There are two outcomes from this situation. Either the game is good, and the developer gets a job (and so leaves the indie scene), or it is not, and then we have one more example of a poor indie game.

    I'd speculate that the indie scene is far, far larger than it ever has been at any point up to now. In the 'good old days' a one-man bedroom project could rock the industry, but the industry was very very small at that time.

    Today's indie scene is probably far larger than the whole computer games scene of 20 years ago. (I have no figures to back that up, BTW)

  7. Tux Racer by Andrew+Tanenbaum · · Score: 4, Funny

    End of discussion.

    1. Re:Tux Racer by Eideewt · · Score: 3, Funny

      People love penguins?

  8. Lemme fix that for you . . . by Rachel+Lucid · · Score: 3, Informative

    No Hit Indie Games ON A CONSOLE.

    PC, anything and everything goes. Gaia, YoHoHo! Puzzle Pirates, anything PopCap seems to touch . . . Hell, anyone up for running through Exmortis or the Viridian Room, anyone?

  9. Re:Distribution by cubicledrone · · Score: 3, Insightful

    How am I supposed to find out which indie games are good?

    Well that would normally be a function of the gaming media...

    HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

    --
    Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
  10. It's all about the marketing by Dcnjoe60 · · Score: 4, Insightful

    Most of today's hits are just new faces on existing game engines. They are only hits because companies spend a lot of money on marketing to convince people that the new game is really something better.

    Sure, they may licence new comic book charecters. Or, for sports games, have the latest players names and stats. But, if the game play still is lousy, then ultimately the game is, too. Improving game play costs a lot of money. It's a lot cheaper to try and convince consumers that the product is better than to actually make it better.

    This is no different than movie producers. Indie producers simply do not have the resources to market the film or pay high salaries for name recognition. Very often, their product, as an art form, is significantly better than what comes out of Hollywood, but without the marketing machine, it can't reach the critical mass need for public awareness.

    Game producers are in the same boat. Just like indie film producers, all of the indie game producers resources go directly into improving the product and not the frills. So, indie game producers can and do produce games that are as good or better than what comes out of the commercial game houses, however, without the ability to market them, they can't reach critical mass, either.

  11. Re:Errr... by cliffski · · Score: 3, Informative

    Games are very cheap to make. What you mean is 3D games with the latest graphics tech. Thats a totally different situation. A good game is a good game, even if its *shock* a 2D one. If you accept from the start that you are going to make a 2D game, youll be suprised at how cheaply and quickly you can make something fun and popular. At least thats my experience from making these two:
    http://www.starshiptycoon.com/
    http://www.democracygame.com/

    --
    DRM-free indie games for the PC and Mac: Positech Games
  12. No, but.... by raehl · · Score: 4, Insightful

    It was probably shot in 3 to 5 weeks. Video games require you to carry those 40 people for months.

    The real problem is not the number of people, but that there's no good way to make a low-budget video game. You can make a good movie for very little money by not spending $100 million on special effects and marketing. Video games don't work like that. If you don't spend the money on having good graphics artists, your game looks like crap.

    You can sell a movie with a great story and no special effects. You can't sell a game with fantastic game play and crappy graphics and sound - those games were already sold 10-20 years ago.

  13. obsession with eye candy... by smash · · Score: 4, Insightful
    I think it's because most of the current generation of gamers/producers are obsessed with eye candy - there's little in the way of original or in-depth gameplay ideas anymore, just the newest shiny 3d engine and surround sound.

    Seriously, when was the latest "new idea" you saw with regards to gameplay?

    Tetris? Lemmings? Command and Conquer? Sim City? Wolfenstein 3d? Elite?

    Everything I can think of these days is a variation on the same general idea (other than flight/driving "sims" of course). The last truly interesting and original game concept was over 10 years ago...

    Given that, the only real way to distinguish yourself as far as marketing goes, when limited to a fixed number of game themes, is by graphical or audio superiority. This costs money.

    Sad really... if someone was to come up with an original (or even, not flogged to death in the past 5 years), entertaining gameplay idea, they'd do well...

    Me? I'm waiting for a decent new 2d platformer to come out :D

    smash

    --
    I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    1. Re:obsession with eye candy... by DeanCubed · · Score: 4, Interesting

      "Seriously, when was the latest "new idea" you saw with regards to gameplay?"

      Super Monkey Ball - inspired the much lauded Katamari Damacy in obvious ways.
      Pikmin
      Donkey Konga
      THE FREAKIN NINTENDO DS FOR CRYING OUT LOUD! Nintendogs, Brain Training, Pac Pix, Kirby DS, Yoshi Touch and Go... *sigh*
      The Sony EyeToy
      The Nintendo Wii
      Goldeneye 007
      Metroid Prime
      Eternal Darkness' sanity meter
      WWE Smackdown vs. Raw 2006's GM Mode - it's a freakin marketing video game!
      Are you even paying attention to anything out in the last 10 years? Looked at Nintendo lately? What do you think their point is? It's basically: "Something new has to be done soon or else no new gamers will ever be created, and the market will be even more stale from the latest cars'n'guns'n'thugz game."

      "Everything I can think of these days is a variation on the same general idea (other than flight/driving "sims" of course). The last truly interesting and original game concept was over 10 years ago..."

      It's true that in 1996, 10 years ago, original game concepts were very common, it's because Nintendo released the analog joystick on the N64 controller and Sony promptly stuck 2 onto the PlayStation. Noone had done something like Twisted Metal or 1080 Snowboarding or Tony Hawk's Pro Skater or Mario 64 before. The problem with this gen is that there's no massive gap like there was between 2D and 3D, so Sony and MS have invented the theory that HD picture is the next big step, and Nintendo is saying "wait, if it's HD that's the next big thing, what will that change in terms of gameplay? I think you guys are wrong on this... lets make a better controller so everyone can play, not just geeks and college guys"

      "Given that, the only real way to distinguish yourself as far as marketing goes, when limited to a fixed number of game themes, is by graphical or audio superiority. This costs money."

      Or, you know, create new forms of control like a touch screen or a camera or a microphone or a controller that detects its position in 3D space, or a bongo drum set, or fucking DDR!

      "Sad really... if someone was to come up with an original (or even, not flogged to death in the past 5 years), entertaining gameplay idea, they'd do well..."

      Yeah, well tell that to all the people who DIDN'T buy Alien Homonid or Katamary Damacy or Eternal Darkness or Pikmin or LEGO Star Wars or Goblin Commander...

      "Me? I'm waiting for a decent new 2d platformer to come out :D"

      Umm... there is one. It's called "New Super Mario Bros." and it kicks nine kinds of ass... not to mention Kirby on the DS, and well, maybe you just really need to buy a DS and quit analyzing an industry you haven't been a part of in 10 years...

      --
      Born to Play
  14. Indies who get megahits stop being indies by podperson · · Score: 3, Insightful

    What this article basically forgets is that the established studios are, in a sense, indie developers.

    Consider that id, Eidos, Blizzard, Bioware, etc. are, essentially successful indie developers. In some cases -- e.g. 989/Verant -- a big company gets involved to bring what essentially started as an indie game (EverQuest) successfully to market.

    I note that Snood is available for Gameboy DS -- that's an indie game.

    The big game companies are analogous to movie studios. They try to pick winners at various stages of development (with similar degrees of success). A no-name independent developer might become interesting to a studio when they have a compelling alpha, while a big-game developer might essentially get backing for any hare-brained idea.

    An innovative smash hit game essentially becomes a game genre. E.g. Wolfenstein 3D / DOOM created the 3d first person shooter genre. Having decided you're making a game in this genre, given there's pretty much no "script" (even a comparatively plot-heavy FPS such as Half Life has a laughable plot) so it all comes down to production values.

    Unless you're being truly original, you're only going to compete with the big guys on production values. Independent movies can compete on the basis of writing (which doesn't cost a lot of money), acting (which needn't cost a lot of money), subject matter (...). By and large, these aren't seriously useful options for indie game developers -- so unless they're very original they're limited to competing on production values, and they'll lose.

    OK, rambling. Will shut up now.