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".
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.
Seriously, what's the big fuss?
It has to do with the console makers' qualifications for developers. Nintendo, for one, states on its web page that it requires developers to have a leased office and previous published titles on some other platform. This means a smaller studio might not be able to port even a finished PC game to a Sony or Nintendo console or a Sony or Nintendo handheld. So I'd almost venture to define "indie" as "not qualifying for a PS2, Wii, PSP, or DS SDK".
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
I disagree. "Day job" vs "on the side" is professional vs amateur, not whether you're indie.
Indie just means you're independent; take that as you will, but to me it means that you answer to yourself. Both amateur and professional developers can be independent, depending on how much control they have over their own project(s).
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with your definition most professional game developers are NOT indie either!
Well, I think that's kinda true... as someone above said, if you're paid for your work before you have a finished product, then whoever paid for the product likely has a decent amount of control over it.
I agree it's not a perfect definition, as I'm sure there will be a counterexample somewhere. Think of Valve though; despite their success and relatively large size (for a "small" game company), they are a fully independent game company. Gabe Newell and Mike Harrington founded the company with their own money, and they're still privately owned. They essentially self-publish their games through Steam, so even though EA handles their retail publication and distribution, EA doesn't really have any veto power for their content like they might for other developers.
Under many other metrics, Valve may not be an "indie" company, but in terms of control over what content goes into their games, I don't think they can be beat.
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