Defining an Indie Game Developer
NinjaBee Games writes "A continual debate rages about the nature of making independent games. 'What is Indie game development?' This argument endures throughout the year, but it's almost never heard louder than right after the announcement of finalists or winners of an Indie game development contest. The debate currently is in full swing after Microsoft's recent announcement that they will be changing the name of the Xbox Live Community Games section to Xbox Live Indie Games. In light of this important debate, Brent Fox of Indie developer NinjaBee has written a blog post in which he claims he has finally found the 'clear and undeniable' definition of Indie."
Indie music is music published independently. Indie games are games published independently. If an indie game is taken up by a big publisher, its no longer indie.
Indie music is music published independently.
Independently of what?
If an indie game is taken up by a big publisher, its no longer indie.
For one thing, define "publisher". If Valve accepts a given developer's game for Steam, does that make Valve the "publisher"? If Microsoft accepts a given developer's game for Xbox Live Commu^W Indie Games, does that make Microsoft the "publisher"? Now define "big".
OK Microsoft engineers put a LOT of very good effort into the XNA game development platform. And its a total failure. Let me explain why:
To buy a game from a indie developer is more difficult to find and choose then any xbox live arcade games, the xbox is not a simple devie designed for casual gaming, its a gaming machine. NOTHING drives them to look at the xbox XNA developers.
So theres no advertisements for you, no "hey here is the best", nada. If marketing was on the level of engineering then the XNA development would be helping the 360 sell like gangbusters.
Support. as I was working on XNA my console red lighted. the turnaround to replace the console was fast....but to get it to recognize my purchases? LITERALLY over 3 months, and over 12 hours on the phone. and god knows how many emails. By the time it got straightened out you know what they gave me? a month of free xbox gold. What the heck? If I had known what was going to happen I would have simply bought a new Xbox360.
So discouraged, and REALLY pissed...I canceled my XNA development kit.
So far the iPhone seems a lot better-the only complaint there is LOTS of competition. Which I am OK with.
In this case.. it is nothing more than Microsoft MBAs trying to jump on the trendiness of a new word.
MBA #1: "Oooo, all the kids are into this indie stuff with music and things."
MBA #2: "how can we capitalize on this? how can we sound hip and with it?"
MBA #3: "I think we need to fit this word into our product somewhere!"
MBA #1: "The kids like xbox, let's use it there!"
MBA #2: "I have no idea what indie is, but sounds great!"
MBA #3: "Yeah, this will be EPIC!... right?"
Seems to me that to really be "fair" based on the rough criteria outlined in the article, you'd almost need a kind of weight system like in boxing.
And now, you're upset because a big corp came in and sat on your made-up word. Ha-ha! What, they changed its meaning? It didn't have any meaning in the first place, other than to make words next to it look better to easily-impressed insular twits. That's what the brouhaha is all about here - not that MS is going to have a new game channel, but "they stole my cool saying! All the other hipsters at Starbucks won't think I'm cool any more!"
Shutting down free speech with violence isn't fighting fascism. It IS fascism!
Really?
I must have somehow been paying my rent all these years with pixie dust then. Me and the other indie devs who do game development full time all manage to pay our rents and our food bills.
Explain to me how we are not economically viable, but companies like EA who often make a net loss somehow are?
BTW, most fulltime indies do it because they have seen how badly most 'proper' companies are run. By your definition I do not have a job, nor will I ever have one again, having seen how much more efficient it is to work for yourself.
DRM-free indie games for the PC and Mac: Positech Games
An indie developer is the guy that says "Hey, I can code. I like video games. I should make my own video game! I have no visual or musical artistic sense, but that's just filler toward the end of the project!"
500 hours of coding later, the indie developer comes to realize that their game will fail miserably due to the fact that they underestimated how hard it would be to come across free graphic, music, and sound effect assets that reflect what the game is supposed to be.
That same indie developer then spends another handful of hours learning Blender to realize that the best they can come up with artistically is a sphere that's had its centre punched in that they euphemistically call a "bean bag chair" and try to completely retool their gameplay around that. Grand Theft Auto 5 becomes Beanbag Jumping World.
1,000 hours, many Blender exports, recording sessions in the bathroom bashing a plank of wood with a hammer to re-create the sound of wood cracking without buying some $100+ sound library and a crappy public domain tune later, they release their game on their webpage and over the next five years, approximately 3 people not related to the author check it out.
Anyone can write an application, and put the compiled binary up on their website, and "self-publish".
Not without a jailbreak, if your game's genre is one best displayed on the living room TV. As of 2009, video gaming on home theater PCs is still commercially insignificant, in part because most of indie game developers' potential customers aren't aware that PCs can be connected to TVs.
What's curious is that in the indie music world, "indie" just tends to mean independent of the "major" record labels (There are four, right? I'm not a big music person).
Even the smaller record labels tend to be distributed by the big labels in North America.
The problem is that there is no direct analogy to the "Big Four" in gaming.
There's a Big Three of Nintendo, Sony, and Microsoft. Without their digital signature, your game is confined to the desk.
while iPhone has the largest market at the moment it's also the hardest to break into, what with the needing of a Mac, and an iPhone (that's £500 just to start coding if you're not already a Mac owner).
Not everyone owns a recent Mac. But not everyone owns a recent PC running Windows either; it may be older hardware that still works, or it may have come with something other than Windows. Let's do the math: in addition to the signing certificate (99 USD per year on both platforms), iPhone development needs a Mac mini (600 USD) and an iPod Touch (220 USD), while XNA needs a recent PC running Windows (I'll say 400 USD) and an Xbox 360 (300 USD). It's almost a wash.
honestly if your business model is so tight you can't afford a mac, you probably aren't that serious about developing on the iphone as a platform.
If one's business model is so tight, such as being on summer break from school, what should one do to raise $1,000 to buy a Mac + iPod Touch + certificate or a Vista-capable PC[1] + Xbox 360 + certificate?
[1] XNA Game Studio runs on Windows XP. But don't try running it on a five-year-old hand-me-down PC; as I read the requirements, acceptable performance requires a machine otherwise capable of running the Aero interface in Windows Vista.
I'm surprised that no one has mentioned Team Shanghai Alice yet in comments.
A one man development studio? Can't get much more independent than that.
Nor is it even comp.sci. The definition is really simple:
If your paying job is NOT game development, then you ARE an indie if you do game development on the side.
If your day job IS developing games, then you're NOT an indie (you are a professional!)
Who publishers your game doesn't change your status of how you got the game made.
Come not near to me, for I be indier than thou...
Why is that important? For the air of being not one of the "big studio" products, so it's morally (more) wrong not to pay for my game? To be excused for creating mediocre games because, well, I'm just indie, I can't produce tripel-A games (which is a lie, btw, a lot of 'indie' titles offer way more enjoyment than any big studio touted triple-A titles)?
Seriously, what's the big fuss?
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
I'm not saying that the iPhone doesn't have the user-base. I'm saying that it's the hardest mobile platform to start developing for.
Are you including the DS without jailbreak and the PSP without jailbreak? Nintendo states on its developer application page that it won't even sell you a DS devkit unless you have a leased office and a track record on some other platform.
Pah! Everybody knows that Indy was the dog's name!
Bow-ties are cool.
"A continual debate rages about the nature of color blue. 'What is blue?'
Thanks to RGB and CMYK and other color models and scales we know what exactly means Cyan or 0.0.255 or 0000FF, but the common "blue" remains elusive."
Mit der Dummheit kämpfen Götter selbst vergebens
No offense troll, but although I'm not a fan of cliffskis games, calling them civilisation clones is just laughable.
Democracy is absolutely nothing like civ. Take your trolling elsewhere.
A modern TV is just a big monitor.
For one thing, non-modern TVs still outnumber modern TVs, and most of indie game developers' potential customers aren't aware that adapters to let a PC display on a non-modern TV exist. For another, a lot of people don't have a spare PC to put next to the TV.
An indie game developer can be defined in a sense as "broke". It is very hard to make money with indie games but is it also very rewarding to be able to make games as you would like to be able to play them, no content is overlooked or disregarded due to deadlines. So often, games developed independently will show a great deal more depth and cerebral captivation than those developed in a big team corporate environment. However of course there are many exceptions on both sides. I still love to play Capitalism 2. They seemed to really do well with that one.
Explain to me how we are not economically viable, but companies like EA who often make a net loss somehow are?
We know that you are not financially viable as an indie developer because someone put your games online for download. Due to your incessant whining about this kind of thing, we know that this is theft. Therefore, due to the constant loss of your inventory that this theft would cause, your business would not be viable.
I didn't download it, BTW. I don't care about your games.
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My point in writing this blog post is to actually not to define what indie is but rather point out that there are a lot of different opinions and criteria that people use. I donâ(TM)t necessarily agree with all of the items on the list and most people donâ(TM)t. They can even have some decent arguments for some of these items that sound crazy to you or me. The interesting part is that I think they create this definition based on what they are or what they hope to be soon. They then want to exclude any comparisons that they think might be unfair.