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The Future of Independent Game Development

The Guardian's Games Blog has an article discussing where indie game development will go in the next few years after its recent resurgence. The story follows the success of one small game studio, and suggests that the games industry will move to further embrace low-cost development. Quoting: "The likes of XBLA, ... PSN and WiiWare represent a reasonable revenue stream for publishers and developers, especially with a recession looming. However, in-house staff may not have the skills required to punch out cool, hugely intuitive budget games, with little or no management. If you look at something like Geometry Wars from Bizarre Creations, the project was started in the free time of experienced coder Stephen Cakebread, and may never have happened had he been shunted on to different, larger projects. Instead, big industry players are reaching out to the indie scene to source talent."

13 of 35 comments (clear)

  1. Reach out to the indie scene by Anonymous Coward · · Score: 5, Insightful

    It doesn't matter if it's not as good, you did it yourself.

  2. Whats with the console obsession? by cliffski · · Score: 5, Insightful

    Firstly, bedroom coding was NEVER dead. Fuck it, I should know, I was doing bedroom coding games back when I used to read articles in Develop magazine about teams under 100 couldn't make games, and I kept doing it when Peter Molyneux was warning everyone it was suicide to start a small dev company, and I'm still doing it now. The fact that mainstream media such as the guardian doesn't read our press releases doesn't mean we don't exist.
    Suddenly, because there are some indie games on console games, people think "indie gaming is back!".

    Bullshit.

    True INDEPENDENT gaming will always be at home only on the PC and the Mac, and maybe the iphone, because these are the platforms with no barrier to entry. If your game is for XBLA or PS3 or Wii, then your game idea and code has to be approved by a committee of suits at one of those companies. That's about as un-independent as it gets.
    True indie gaming is where someone owns the whole company, has invested their own money to fund, sell and promote the game, and earns all the revenue. The minute you have a 'distribution and publishing partner', things begin to compromise.

    That's not to say that you don't get some awesome games from 'indies' on consoles, but to herald it as the home of indie gaming is just wrong.

    --
    DRM-free indie games for the PC and Mac: Positech Games
    1. Re:Whats with the console obsession? by Anonymous Coward · · Score: 5, Informative

      You can publish to XBOX without getting microsofts approval.

      http://creators.xna.com/en-US/

      The XNA Creators Club allows you to develop games for PC and XBOX 360.

      You can then publish the games to the 360 and charge points for them.
      (they get reviewed by the community to ensure that they do not contain bad things).

      XNA is a managed wrapper around direct X that provides a nice layer of abstraction.

      (Also I would like to quickly say that the Farseer physics engine is very nice).

      Joopsy.

    2. Re:Whats with the console obsession? by Xest · · Score: 4, Informative

      "If your game is for XBLA or PS3 or Wii, then your game idea and code has to be approved by a committee of suits at one of those companies. That's about as un-independent as it gets."

      Not sure what the setup for the PS3 and Wii is but the XBox's community games are peer reviewed by other developers and not by Microsoft officials. XNA is also extremely easy to use and has some fantastic samples available.

      I'd argue XBox community games is probably one of the easiest ways for indies to get into game development and have their games published to a wide audience. Even if you develop yourself and advertise yourself games you've made for the PC people still have to find your game in the depths of the web, whilst with XBox community games your game is listed right there on the consolate equivalent of a desktop for the user to find. It takes away the pains of marketing and distribution and even the low level parts of PC game development (you don't need to cater for different LOD for different spec hardware for example), it allows indies to concentrate entirely on the important part- game development itself.

    3. Re:Whats with the console obsession? by samkass · · Score: 2, Interesting

      I'm not sure why you say "and maybe the iPhone". Anecdotal evidence suggests that the iPhone is the premiere platform for independent game developers right now. At least one small Mac game developer said that their first iPhone release generated more money in the first 3 months than all the Mac games they'd ever produced in the history of the company. And it's easy to develop for and deploy for, and the limited size and scope of the games make the smaller and more focused games sellable. The Apple Store makes a lower price viable.

      Yes, Apple gets to approve or disapprove your game. To my knowledge, Apple has never rejected a game, although I could foresee a "Postal" kind of thing having some trouble down the road. In any case, Apple is doing a lot more good than evil when it comes to the small game developer.

      --
      E pluribus unum
    4. Re:Whats with the console obsession? by KDR_11k · · Score: 2, Interesting

      Yeah but you're comparing it with MAC GAMING.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  3. mods by Anonymous Coward · · Score: 2, Funny

    when i think indie game dev i think mods. not like helpful mods that add stuff to a game, or add a neat feature or two, but mods that really change the way a game is played. because most indie game dev's won't write their own engine, and a lot won't even be able to license one, and frankly a lot of them that do license one probably shouldn't.

    i played this one indie game once, possibly because of mention in a slashdot article. a multiplayer FPS where you could add/subtract terrain from the game world. anyways, one time i was in a server by myself and i dug the entire planet down to the core where it won't let you dig anymore, then i made collumns going up as high as you could go, and then i connected them making interconnecting highways like a spider web. it was all very intricate and beautiful. i spent a good hour doing this.

    then the server reset the level because the time limit for that round had been reached. i havn't played the game since.

    1. Re:mods by Xest · · Score: 4, Insightful

      Why can't indies license engines and why should those that do probably not?

      There's lots of good AAA quality engines out there with cheap/indie licenses:

      www.terathon.com
      www.powerrender.com
      www.garagegames.com

      There's also lots of games that have been built on them by indies and been quite successful.

    2. Re:mods by sammyF70 · · Score: 4, Insightful

      because most indie game dev's won't write their own engine, and a lot won't even be able to license one, and frankly a lot of them that do license one probably shouldn't.

      There are plenty of free or lowcost engines out there.
      Torque (mentioned in TFA) is low cost and relatively easy to get into (mostly script based if I remember correctly).
      Ogre3D is free, crossplattform, and in combination with openAL and a good (and free) physics library you can hae a kickass game engine in (relatively) no time.
      And that's if you want to write some 3D game. If you want to stick to 2D, your options are even vaster.

      I think the problem is that many people who think "I want to write games myself" should have watched THAT beforehand.

      --
      "DRM is like the Ford Pinto: it's a smooth ride, right up the point at which it explodes and ruins your day."-C.Doctorow
    3. Re:mods by joelmax · · Score: 2, Informative

      Another system (unfortunately windows only) is the Conitec A7 Engine. It comes with its own scripting language, support for other languages (C++, C#, C, etc...), its own level editor (Basic, but supports importing from other formats), its own model editor (Really really basic, but supports importing from other modelling apps like 3DS Max, Maya, Lightwave, blender, etc..), and a whole host of other features. Personally I used the engine in its older revisions (A5 Standard Edition and A6 Commercial Edition) and I know a lot about the engine has changed; and so has the community, so I am not 100% sure what the community is like now, however it did have a rock solid community when I had the time to dabble in game dev. This engine isn't necessarily as flexible as Torque, but I would put (Older versions compared) Torque and the A# about on par, Torques community and structure would have the edge though with their support for publishing, etc...

  4. Fewer big titles can only be a good thing. by castironpigeon · · Score: 5, Insightful

    Maybe computer games will actually show some game design again instead of being graphics/physics engine demos.

    --
    mmmm...forbidden donut
  5. Re:Indie gaming is alive and strong by Dadamh · · Score: 3, Informative

    Braid is fun times. There are plenty of others. Spelunky and Dwarf Fortress come immediately to mind. The guy that writes Dwarf Fortress supports himself on donations, which is pretty cool.

  6. Independent development is a good way to go by Mad+Merlin · · Score: 2, Interesting

    I put Game! together in my free time, and initially it had exactly zero art. A couple artists came upon it and liked it enough to start contributing art, and thus it actually has quite a lot of art now.

    Web based games allow for very rapid evolution, and also means you can start putting it in front of users way earlier than usual. It doesn't take a lot of code to make something useful either, I'm still the only coder on Game! and that's just in my spare time. In comparison to game studios with several hundred people all working on a game compared to a few people working part time, it's amazing what you can still get done.