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