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."
It doesn't matter if it's not as good, you did it yourself.
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
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.
Maybe computer games will actually show some game design again instead of being graphics/physics engine demos.
mmmm...forbidden donut
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
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.