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More Devs Going Indie, To Gamers' Benefit

Wired is running a feature about how a growing number of game developers are abandoning jobs at major publishers and studios and taking their experience to the indie scene instead. Quoting: "They’re veterans of the triple-A game biz with decades of experience behind them. They’ve worked for the biggest companies and had a hand in some of the industry’s biggest blockbusters. They could work on anything, but they’ve found creative fulfillment splitting off into a tiny crew and doing their own thing. They’re using everything they’ve learned working on big-budget epics and applying it to small, downloadable games. The good news for gamers is that, as the industry’s top talents depart the big studios and go into business for themselves, players are being treated to a new class of indie game. They’re smaller and carry cheaper price tags, but they’re produced by industry veterans instead of thrown together by B teams and interns. Most importantly, unlike big-budget games that need to appeal to the lowest common denominator to turn a profit, these indie gems reveal the undiluted creative vision of their makers."

137 comments

  1. Quite by DurendalMac · · Score: 3, Insightful

    Some indie games are the best I've ever played. The Penumbra series springs to mind. Bungie made their best stuff prior to being assimilated by Microsoft. However, indie doesn't always mean good. I remember hearing about "Darkness Within" and it was truly awful. Intriguing, rather Lovecraftian story, but godawful gameplay.

    1. Re:Quite by Anonymous Coward · · Score: 0

      I still am waiting for Myth IV :(

      One wonders if it would gain the same traction it did 10 years ago ... I can only hope that it will.

    2. Re:Quite by Anonymous Coward · · Score: 4, Insightful

      If you read the article, the indie game "shank" they're talking about is released by EA. I wonder if they know that indie means something else than slightly "different" games?

    3. Re:Quite by Anonymous Coward · · Score: 3, Insightful

      This is the problem when "indie" is treated as a genre instead of the method of financing the game it is.

    4. Re:Quite by sortius_nod · · Score: 2, Informative

      I wonder if you know the difference between publisher and developer?

      It's funny that this article comes shortly after the one about gaming budgets peaking. Maybe it's a sign of things to come.

    5. Re:Quite by ZeRu · · Score: 1

      Myth 1&2 were my favourite games of all time, but Myth 3 was not made by Bungie and was a disaster. Unfortunately I doubt that Myth 4 will ever be made, even the person who was behind first two games (Tuncer Deniz) isn't making games anymore. The best we can hope for is for someone else to release something similar but I haven't ever seen a game similar to Myth - the closest ones were old-school isometric RPGs.

      --
      If you post as an AC, don't expect me to spend a mod point on you.
    6. Re:Quite by DurendalMac · · Score: 1

      THISx10! Myth 1 and 2 were excellent games that have yet to be matched as a purely tactical RTS. Myth 3 was a sloppy mess made by a different studio.

    7. Re:Quite by stewbacca · · Score: 1

      When Bungie was Bungie, they weren't an "indie" game company. Their Myth series was mainstream (and excellent). They were a smaller company that let themselves be purchased by Microsoft.

      Being "indie" does free up some creative license, usually at the expense of profit. I prefer good over profitable, but most businesses don't.

    8. Re:Quite by DurendalMac · · Score: 1

      Um, Darkness Within had an utterly horrible interface. I'm sorry, I shouldn't have to highlight clues and spend more time trying to get the character to figure things out than actually figuring them out for myself. The clue system was a TERRIBLE, TERRIBLE way to do things. Then I hit a point that I couldn't get past no matter what I did or what online walkthroughs said to do. The static Riven-style gameplay went out of style years ago. It desperately needed a Penumbra-style engine. Getting around was a time-consuming pain in the ass. It was often a clickfest to see what you can do, what you can pick up, etc. The whole "drive here" bit was awkward. Inventory was clunky. Sorry, but the gameplay was a great example of what NOT to do in a game, indie or otherwise.

      I found it greatly disappointing because I was intrigued by the story and wanted to see more, but I just couldn't get around the damned gameplay.

    9. Re:Quite by DurendalMac · · Score: 1

      "Indie" means independent and not a massive powerhouse. Bungie was definitely indie. Myth was mainstream, sure, but was never a huge hit. They were their own company and made their own games. They even published Abuse for another company toward the end, but I'd think of them as indie prior to the buyout.

    10. Re:Quite by sixsixtysix · · Score: 1

      like episode i was an independent movie. imho, distribution should also have to factor in when going indie.

      --
      ...
    11. Re:Quite by DurendalMac · · Score: 1

      The clue system was a cumbersome, miserable excuse for a progression system. Like I said, I spent more time trying to get the character to figure things out than I did actually figuring them out for myself. I shouldn't have to go into the interface to mash the right combination of things together (assuming I have them all, which means another clickfest just to make sure you have all the clues) just to move ahead. It was just plain awful. The Myst games and even Lucasarts games handled clue collection and progression FAR better than Darkness Within. The logical way is to simply make sure the player can't progress without solving the puzzle, not solving the puzzle and then solving the puzzle of how to make the character solve the puzzle, which gets quite frustrating and just wastes time that could be spent enjoying the game.

      After playing the game, there is no possible way I will EVER see that system as anything more than a poor idea that was horribly implemented. The deductive systems should be in your OWN mind, not the character's mind. That just adds an extra and unnecessary layer of kludge.

  2. To make games I want to play by Zeussy · · Score: 3, Interesting

    Is the reason I am going indie, It is my ultimate dream to make a living from games I love making. I know a few indie devs here in Melbourne, for some it is their day job, for others they still need a stable part time job to support themselves, and for most its not the money (although) that is nice. It is about the quality of life. Typed on phone so apologies for bad grammar.

    1. Re:To make games I want to play by Jedi+Alec · · Score: 2, Informative

      Checked out your website, looks like a potentially fun game.

      If I'm allowed to make a recommendation though, pay a little more attention to the use of language, both in the game and on the website itself. Speaking for myself I find less than top-notch quality graphics / voice acting etc. perfectly acceptable in an indie game, but mangled english is an instant turnoff.

      --

      People replying to my sig annoy me. That's why I change it all the time.
    2. Re:To make games I want to play by sortius_nod · · Score: 1

      You guys should have submitted to freeplay (http://www.freeplay.net.au/) it was on at the state library in Melbourne a couple of weeks ago.

      Keep an eye out for it next year.

    3. Re:To make games I want to play by GameboyRMH · · Score: 1

      I remember earlier on when you made a post about your game on GRM forums. The graphics in your game look really good for an indie effort, almost up to par with the "top title" releases. The engine designer looks awesome too, I could see a lot of car geeks wasting a lot of time on that :)

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    4. Re:To make games I want to play by Zeussy · · Score: 1

      I was at freeplay, but the game is probably a year away from completion

    5. Re:To make games I want to play by Anonymous Coward · · Score: 0

      All your base are belong to us!

    6. Re:To make games I want to play by ibsteve2u · · Score: 1

      It is my ultimate dream to make a living from games...

      If you have the skills, the imagination, and the ability to keep your finger on the consumer's pulse, that shouldn't be a problem, especially as you'll be operating without the parasitical overhead of the MBAs...

      You know: The CEO, the CFO, and the rest of the "executive team"...and, of course, without the need to generate "shareholder value" even if that means selling vaporware.

      --
      Orwell: "In a Time of Universal Deceit, telling the Truth is a Revolutionary Act"
  3. I don't blame them. I ditched the industry too. by lanner · · Score: 5, Interesting

    Pay for the work wasn't worth it.

    Pay in the gaming industry sucks. I left and immediately made about 15% more, the job was more stable, and less stressful. Went on to make much more later.

    The second issue that really got to me was the stupid endless "crunch time". It was ALWAYS crunch time. Project management sucked so it was just some fat-ass bigwigs always just moving up the powerpoint milestones, while adding requirements at the same time. I got tired of the 50-to-60-hour work weeks.

    More pay for less work. Only idiot noobs straight out of high-school could think much good of that industry. "I wanna make video games for a living!" says the dork who played video games for the last 15-years of his life (at 20).

    Sometimes I think about the fun, and I might join some startup again some day, but I'd never work for any of the big guys again.

  4. Read in the EA startup voice. by Anonymous Coward · · Score: 2, Funny

    EA GAMES - We fuckup everything.

    As a gamer i welcome indy games. So long as they DON'T make the same mistakes the big game companys seem to make over and over.

    I don't care who gets my money. So long as i get something i enjoy that does NOT piss me off at some point. EA... i'm looking at you here.

    1. Re:Read in the EA startup voice. by mustPushCart · · Score: 3, Insightful

      Welcome them with your money and word of mouth advertising. They need it; and considering their budget is really small even a small sales volume will keep them in the green.

  5. indie games need to be good by smash · · Score: 3, Insightful

    ... because they don't have the budget to spend on superfluous crap that is unrelated to the gameplay.

    --
    I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    1. Re:indie games need to be good by MacGyver2210 · · Score: 5, Funny

      As an independent game developer, I must say I love my superfluous crap. If I couldn't throw in a couple unnecessary particle effects or shader effects, I don't know what I'd do.

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    2. Re:indie games need to be good by TheVelvetFlamebait · · Score: 3, Insightful

      What? Indie games need to be good, because otherwise they're mediocre, indistinguishable from the flood of other mediocre indie games. Mediocre indie games can't get attention like other mediocre games, since they don't have marketing as a back-door.

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
    3. Re:indie games need to be good by Anonymous Coward · · Score: 0

      I think there's an echo in here.

    4. Re:indie games need to be good by VGPowerlord · · Score: 1

      As an independent game developer, I must say I love my superfluous crap. If I couldn't throw in a couple unnecessary particle effects or shader effects, I don't know what I'd do.

      Really, MavGyver? I expected you to use whatever you had lying around.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    5. Re:indie games need to be good by BitZtream · · Score: 1

      Well, if you believed in making everything too dark as well, then I'd say iD has a opening for you.

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
  6. Bloated companies. by WarJolt · · Score: 1

    Large game companies have a lot of personnel. Big bloated game companies need to fail and indies will fill the void. Now if only we could somehow apply this to our financial sector.

    1. Re:Bloated companies. by tepples · · Score: 1

      Large game companies have a lot of personnel. Big bloated game companies need to fail and indies will fill the void. Now if only we could somehow apply this to our financial sector.

      If you're referring to "too big to fail" and TARP in the United States, there's a difference. Far fewer other sectors in the economy depend on the computer entertainment sector than on the financial sector.

    2. Re:Bloated companies. by delinear · · Score: 2, Insightful

      I think that was his point - that we'd see fewer, less serious screw ups in the financial sector if they didn't know that they have carte blanche to fail spectacularly and rely on public money bailing them out because we need them too much for them to go under.

  7. Id Software ... by Tamran · · Score: 3, Interesting

    ... at the beginning was like this. Very indie. This was when they made their best stuff IMHO.

    I hope to see a lot more good indie games. These $20million blowout games lately have been terrible (most anyway). Sometimes a simple game is more fun, such as:

    http://magic.pen.fizzlebot.com/

    1. Re:Id Software ... by diskofish · · Score: 1

      I loved the Commander Keen series by Id. I've played some indie platformers, but none really have the fun factor of some of the classic sidescrollers. I recently finished Shadow Complex and the game play was OK but the environment was really boring, repetitive and not at all immersive.

    2. Re:Id Software ... by kalirion · · Score: 1

      Have you tried the freeware Cave Story? It's a metroid-style game and one of the best indie titles I've played.

    3. Re:Id Software ... by ukyoCE · · Score: 1

      It's also available on WiiWare for $5 or $7 or somewhere around there. Great if you prefer a TV+controller and sending a few $$ to the makers of an excellent game.

  8. We all know... by dintech · · Score: 2, Insightful

    There will always be a market for quality.

  9. awesome indy project by nephridium · · Score: 4, Informative

    This one's pretty interesting: http://www.wolfire.com/overgrowth

    It's a "rabbit ninja fighting game" ;), free from DRM and they are even developing for Linux (just as they did the predecessor). They are also designing it very modder friendly by using open formats, allowing anyone to to add content and making the engine accessible by scripting (python). Even now during the alpha stages they are already offering support to the modding community.

    Check out the hilarious dev/tutorial videos on youtube: http://www.youtube.com/user/WolfireGames

    If you donate you get access to their weekly alphas too! Yes, every week not only a progress report, but an actual updated usable product alpha to play around and mod with.

    --


    And when you gaze long enough into the code, the code will also gaze into you.
    1. Re:awesome indy project by that+IT+girl · · Score: 1

      Hehe, rabbit fighting game. Anybody else remember Jazz Jackrabbit?
      I was relatively young, but I loved that one.

      --
      10 FILL MUG WITH COFFEE
      20 DRINK COFFEE
      30 GOTO 10
    2. Re:awesome indy project by ihatejobs · · Score: 1

      I remember playing that game for many an hour. Good times.

      --
      Can anyone tell me why 99% of /. users are total assclowns?
    3. Re:awesome indy project by delinear · · Score: 1

      Actually it made me think of this one. I loved this back on the C64. My favourite part were the disguised ninja - you could give money to peasants for karma and they'd reply "Thank you, it's a hard life being a peasant", occasionally you'd get a ninja in disguise who would attack you once your back was turned, but by giving him money you'd trick him into revealing himself, saying "Thank you, it's a hard life being a ninja" at which point the hack and slashery began!

    4. Re:awesome indy project by that+IT+girl · · Score: 1

      Haha, awesome! I never saw that one.

      --
      10 FILL MUG WITH COFFEE
      20 DRINK COFFEE
      30 GOTO 10
  10. Re:I don't blame them. I ditched the industry too. by munky99999 · · Score: 0

    Many Many industries run like this. Astronaut? Considering the demands and risks it's terrible pay. Airline pilot? You start @ $15,000/yr to average $30,000/yr. There was a plane crash where everyone had died. it happened somewhat recently of your typical airline and someone found out that the pilot and 1st officer were the poorest people on the plane. People on welfare made more then they had. I guess video game industry is the same; which isnt surprising at all. The industries take advantage of the 'cool factor'

  11. Time to burn some karma by RogueyWon · · Score: 5, Interesting

    Ok, time to make myself unpopular around here.

    Personally, I don't welcome this news. I've given the indie gaming scene quite a few tries over the last few years, and tend to come away underwhelmed. Ok, there are a few titles I've liked. I guess Portal had indie-gaming somewhere in its DNA (even if the manner of its release, bundled with the Orange Box, was anything but indie). Limbo has an interesting style, though it's also a bit of a one-trick pony that wears thin about half-way through its (fairly short) play-time.

    Ultimately, I like big-budget triple-A extravaganzas. I like high production values, cutting edge graphics and plenty of attention to detail. This isn't to say that every much-hyped big-budget game is good; in the year that saw the release of Final Fantasy XIII (and another bloody Kane & Lynch installment), this is blatantly not true. But if I look at the games I've actually pumped most time into and enjoyed the most over the last couple of years, I come up with titles like World of Warcraft (though I'm happily off that particular crack now), Forza Motorsport 3, Ratchet & Clank: Crack in Time, Uncharted 2, Crysis and God of War 3. Not exactly a list of indie titles. And despite me having given them a go, even the high-end indie titles like World of Goo and the Maw have failed to grab my interest for more than an hour or so.

    I'm also generally skeptical that allowing creative types to express their "undiluted creative vision" is always a good thing. It's a gross over-simplification to say that big-budget titles need to appeal to the lowest common denominator. Ratchet & Clank: Crack in Time contains puzzles that are frankly on a par with anything I've seen in an indie game recently (the irony being that R&C's puzzles are all built around the old "push button to open door" mechanic, just infused with some fairly mind-warping twists). God of War 3 wasn't far behind. But when you get the "undiluted creative vision", what you're often (not always, I admit, but often) getting is a load of self-indulgent tripe from the creator that a competent editorial board would have cut not because they felt they needed to dumb the product down, but because it's not actually any fun to play. This isn't limited to games; for every director's cut in the movie industry that actually improves the original, there are half a dozen or so that just add unnecessary rubbish, ruining the pace of the film. Look also at what happens to books from authors who have become celebrities, once editors lose the confidence to challenge them; you get the kind of ever-expanding padding-filled tomes that characterise the later works of... say... Tom Clancy, J. K. Rowling and Stephen King.

    I'm not denying that management and publishers don't occasionally demand dumbing down, but it's pretty clear that seeing the creative type as a poor, exploited victim trying to defend his flawless original concept from the nasty corporate villains is a misleading approach.

    1. Re:Time to burn some karma by Madrayken · · Score: 1

      'A' with a side-order of 'Men'.

    2. Re:Time to burn some karma by suctionman · · Score: 1

      An interesting point (especially the last line) - I agree that one extreme is certainly misleading. However, to the same point, an original concept may not necessarily require the moderation of an alternative entity to be delivered in its ideal form (as you mentioned is the case for a small minority of director's cut films). Considering the examples you give, I see two possibilities; either the numbers are in favour of most artists (ranging in skill) usually requiring additional moderation for a finely-honed final product, or most artists lack the skill to sufficiently hone their own product. Personally, I am of the opinion that Tom Clancy, JK Rowling and Stephen King aren't particularly seminal writers, and Michelangelos are as rare in the realms of digital art as they are in the realms of fine art. On a positive note - should he/she ever appear, I don't think the restraints of corporate ideology would be sufficient to hamper their final product.

    3. Re:Time to burn some karma by JohnnyBGod · · Score: 1

      Looks like you need to try Defense Grid and Braid. The former has a production value you don't see very often in either indie or tower defense games. I'm afraid the demo really undersells the game, though, since with that small amount of towers, there's virtually no strategy involved. The latter is filled with those mind-bending puzzles you seem to enjoy, so... check them out.

    4. Re:Time to burn some karma by that+IT+girl · · Score: 1

      I second that with Braid, it was incredibly unique and addicting. Even the story-line came with a "wait, whaaaat?" twist...

      --
      10 FILL MUG WITH COFFEE
      20 DRINK COFFEE
      30 GOTO 10
    5. Re:Time to burn some karma by Tei · · Score: 1

      You are a massmedia product consumer, you like these products. Hell.. the names you cite, YOU ARE A FUCKING CONSOLE PLAYER YOURSELF!!.

      --

      -Woof woof woof!

    6. Re:Time to burn some karma by RogueyWon · · Score: 1

      I've played both. Liked Defense Grid quite a lot - I did say there were exceptions to my genuine low opinion of indie games. That said, the main thing that sets Defense Grid apart from its competition (such as Savage Moon) is the stellar voice acting.

      Braid, on the other hand, bored me rigid. Reasonably pretty graphics (though nothing special), but the gameplay just felt intensely "meh".

    7. Re:Time to burn some karma by RogueyWon · · Score: 1

      I'm close to platform agnostic, these days. I've a slight bias against the Wii, because the graphics tend to suck and it makes me use an uncomfortable controller (though I did mostly enjoy Mario Galaxy 2, despite some specific irritations), but beyond that... if I like the look of a game, I'll play it on PC, console, whatever. There are some genre-related platform preferences; I tend to prefer first person shooters or RTSes on the PC, while I find third person shooters and platformers more comfortable on a console. Oh, and there are certain DRM schemes (singleplayer games requiring an always-on connection) that will drive me to a console version regardless of genre. But really... getting ideological over platform just feels like a waste of time.

      Besides, it's not as if indie gaming is limited to the PC. There's a substantial indie service available over Xbox Live these days, though as it's mostly full of garbage, I only really tend to look at those games which manage to break into the "proper" Live Arcade.

    8. Re:Time to burn some karma by HeckRuler · · Score: 1

      Alright buddy, so what was the last game you played on an Amiga?

    9. Re:Time to burn some karma by RogueyWon · · Score: 1

      Probably Bionic Commando. Or possibly F-29 Retaliator. I never owned an Amiga myself (went from a C64 to a PC and didn't own a non-handheld console until the PS2 era), but friends had them so I got a fair bit of time on them around 1990 or so. I was pretty much green with envy of Amiga-owning friends at the time, as the graphics and sound were way beyond what the C64 or our 286 could do. The PC had Wing Commander, of course, which was better still, but going off memory we didn't get a PC capable of running that until 1991.

    10. Re:Time to burn some karma by nomadic · · Score: 1

      I agree with every point you've made here. I don't have much time for gaming, so when I do play I want to be impressed, I want soaring visuals, great music, immersive environments, not another tower defense game cranked out by some hipster coder who thinks "indie" means making a game exactly like 1,000 other indie games.

    11. Re:Time to burn some karma by stewbacca · · Score: 1

      I liked your rant, however I'd argue that JK Rowling's writing became exponentially better with each book.

      With Stephen King, I think we all loved it when it was new to us...then we grew up and recognized the pulp fiction for what it was.

      I've read several Clancy books and they all read about the same (mediocre) to me. I really haven't seen much progress or decline.

    12. Re:Time to burn some karma by k8to · · Score: 1

      Braid had a pleasant look, but I found it a *terrible* game. I have no idea at all why people fawn over its so.

      --
      -josh
    13. Re:Time to burn some karma by KDR_11k · · Score: 1

      The indie "scene" is gigantic. What you see is the most marketable and standard/artsy material. If you have an Xbox 360 just take a look through the indie section and tell me that you've heard of most of those games. If you're buying games for your iPhone there's a very high chance they're indie games, the big publishers don't seem to do very well on the App Store.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:Time to burn some karma by KDR_11k · · Score: 1

      Eh, I didn't find either very remarkable. Plants vs Zombies is leagues beyond Defense Grid in terms of fun, Braid may have its twists but it's not phenomenal. I'm more a fan of games like AI War, unRevolutionary, Uplink, ... They aren't big on production values but they get the job done while being fun.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  12. Fluttermind saved my sanity by Madrayken · · Score: 4, Insightful

    I started out in the industry at 15, back in '85. At that point, everything was indie. There were no big studios, and the few existing companies funded very little.

    Moving on 20+ years (cough), I quit Microsoft Game Studios in 2009. At the point where I left, there were teams of 100+ people, no one individual had much impact on the game, communication issues both up and down and across the team due to size alone made everything exceedingly slow and frustrating.

    I left.

    I started a new company - Fluttermind Ltd. - which has been going a year and a half now. It's still fun, and the distance has given me an interesting perspective. This is what I see.

    The mainstream indistry is filled with passionate, talented people. The average Joe thinks these games are worth $50+. From my long-time nerd perspective, that's amazing. I dreamed of this day as a kid and it's finally here.

    Don't demonise 'big' game companies just because they're big. That's not punk-rock. That's not anti-establishment. That's knee-jerk foolishness. Big company games are often awesome. I can't wait for Team Ico's next release - 'big' company funded or no. I am utterly enjoying Battlefield Bad Company 2. Amazing multiplayer - some of the best experiences I've had as a gamer.

    'Big' games demand a lot of assets, each of which is crafted by a professional - no 'get your mate to paint a splash screen because he's got an A-level in art' crap here. Professionals and their assets are expensive, so publishers don't like taking risks very often. But it does happen. Fable and Shadow of the Colossus are both very weird, off-beat games funded by massive conglomerates and both great games. There are not that many others, but it's the same for Hollywood. For those of you saying 'Yeah, big budget movies suck, too' - I ask you to imagine an 'indie' version of 'The Matrix'. Or 'Lord of the Rings'. They'd really suck.

    Don't demonise marketing. I've never had a single marketing bod tell me what to put in a game. Ever. Full stop. Secondly, the one thing more likely to cause you a trip to the funny-farm after slogging your heart out for 2-4 years is for your marketing to suck, or - worse - to not be there at all. It will kill your game. It will kill your company. It will kill your job. The end. Saying 'good games will win through' is like saying 'positive thinking cures cancer': I'm sure there are anecdotal cases, but as people here are usually keen to point out, causation and correlation are quite different.

    As for the complaint 'games include superfluous crap'. If you think EA wants to have a team keep running at a burn rate of half a million a month for an extra 3 months so some guy can make a hundred extra guns nobody cares about, you've clearly never spent a minute in a steering meeting.

    While some indie games are wonderful (Dwarf Fortress and Wierd Worlds are amazing) a vast majority of them are worth 10 minutes and little more. Note I didn't say 'crap', I just said 'small'. Like a Daffy Duck cartoon. I wouldn't hold 'Duck Amuck' against 'Schindler's List' and compare the two. It is foolish.

    I admire anyone's initiative and ability to craft a game themselves, on a tiny budget (yup, I'm doing precisely that), but to pretend that indie means 'better games', or 'better people' is both incorrect and insulting.

    1. Re:Fluttermind saved my sanity by Jedi+Alec · · Score: 2, Funny

      For those of you saying 'Yeah, big budget movies suck, too' - I ask you to imagine an 'indie' version of 'The Matrix'.

      I don't have to imagine anything, I just have to think back to playing The path of Neo...but if I were to do that my gaming budget for the remainder of this year would have to be spent on counselling instead.

      --

      People replying to my sig annoy me. That's why I change it all the time.
    2. Re:Fluttermind saved my sanity by Anonymous Coward · · Score: 0

      Playing computer games doesn't add value to our lives, instead it's wasting our time and energy. Creating games, OTOH, is demanding, challenging, rewarding, and what not.

      Why should gamers pay for playing games in addition to sacrificing their time and energy? Following that, why should any company try to charge people for wasting their time playing their games?

      Let "big" games demand all the assets they want. All I see is the life I waste playing them, no matter how cool looking they are. At least free indie games don't try to take my money on top of it.

    3. Re:Fluttermind saved my sanity by Anonymous Coward · · Score: 0

      Not only do I disagree, I happen to value my anecdotal experience over yours. But thanks for the misguided attempt at sharing your "wisdom".

    4. Re:Fluttermind saved my sanity by 0111+1110 · · Score: 1

      Big budget games pretty much have to be made for the majority. A small niche isn't going to cut it. You can't afford even the slightest chance that the game won't sell millions of copies because if it doesn't the company may fold. So it really makes sense that they should be "dumbed down" for the masses. As budgets go up, accessibility must go up as well. Most people just don't enjoy thinking. It isn't considered fun. It's too much work. It just makes people's heads hurt. So the designers have to make sure that the game is easy enough to play, ideally easy enough to use monkeys for play testing. When the game designer pictures who he is making the game for he should be picturing a monkey. Remember that you can never lose money by underestimating the intelligence of the general public, but you can lose enough to go out of business if you overestimate it. Big budget games are great if you are that monkey, but what if you are not? The consolization of PC games is all about embrace and extend: simplifying the game play as much as you possibly can so that there will be no barrier to entry for anyone who doesn't have severe mental retardation. When people who have had their brain removed have no problem playing and enjoying your game then you know you have a winner on your hands.

      --
      Quite an experience to live in fear, isn't it? That's what it is to be a slave.
    5. Re:Fluttermind saved my sanity by Anonymous Coward · · Score: 0

      Check out "Born of Hope" . . . it's pretty good for an indie Lord of the rings film.

      http://www.bornofhope.com

    6. Re:Fluttermind saved my sanity by Anonymous Coward · · Score: 0

      Thank you for saying this. How very true. People like to say 'well a x number of years ago games were better'. No, no they were not. For every 'A' title there were 50 crap ones (just like today). I know I bought my share of them, and was not very happy about it.

      Take emulation for example. Some of these emulators support thousands of titles. Yet each of those machines maybe had 50-100 'good' games.

      Look no further than the borg of emulation MAME. It has in it about 8k in games it supports right now (about 4k unique non point revisions). Of that 4k *MANY* are garbage. There are also many that are also very good. Also many of the 80s titles were 2-5 people teams with maybe 1-2 programmers. They would name the game then spend 6-10 weeks making it, hardware, software, everything. They would then do something else that doesnt happen much anymore. They would demo the game around. That was to see if it was worth selling at all or cut your losses and move onto the next game. Usually these days by the time we get a demo the thing is nearly done and will ship no matter what.

      People want to go back to that. But it is not going to happen. Drawing lines and boxes on the screen is easy (which is what many older games were). Art however takes time as it is partially drivin by inspiration which can not be scheduled.

      Many also seem to be confusing cheap with good (people sometimes do this with FOSS, people also do the opposite with high end stereo equipment). Yes it is nice to pay a low price. However, that does not make it a good title. Are there good cheap titles out there? Sure. But for every good one there are bucketloads of junk, or something that needs another 6 months of dev/art worktime. When people say 'indie' they are usually saying 'I want cheap good games'.

      As for price (your 50 a title which is more like 60 now) think one dev played around with it. He literally gave the game away and said 'pay what you want'. He found even when he gave the thing away his actual audience was small. Then of that small audience only about 10% would actually pay for it. He made it easy to figure out what his 'sweet' spot of mr=mc for making games like that was. AAA companies want to keep raising the prices but not realizing that they may actually be costing themselves money. For example why didnt the PS3 eat everyones lunch (spec wise being the best box) this last console round? It cost 800 bucks at launch is why. People are cheap.

    7. Re:Fluttermind saved my sanity by GameboyRMH · · Score: 1

      Great, I picked that up from a bargain bin a while ago, still haven't played it. I played Enter the Matrix (also picked up from bargain bin) and I thought it was a decent game.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    8. Re:Fluttermind saved my sanity by Sprouticus · · Score: 2, Interesting

      Games today are like was music in the 90's, on the cusp of change.

      They are going to go to a more specialized model in the future. Sure there will still be big games (and big music groups), but when tools evolve to a point where decent (not great but decent) effects and gameplayare available to everyone, indie devs will cater to niche crowds. Games which offer specialized game mechanics and gameplay will allow you to reach a small audience cheaply and eventually when the tools improve even more you will be able to do as well with a small indie dev group as you might with a large big company sponsored team.

    9. Re:Fluttermind saved my sanity by Abcd1234 · · Score: 1

      Games today are like was music in the 90's, on the cusp of change.

      Weird you make that comparison, given that the music industry of the 90's was still dominated by big record labels, as it's always been. Sure, there was a renaissance in rock during that decade, but it had little to do with some sea-change in the way music was made, or some groundswell in indie rock. Hell, Nirvana never saw large-scale success until they signed on with a major record label. Rather, the change in the music reflected a change in the culture, as the definition of "mainstream" shifted away from the pop of the 80s to the rock of the 90s.

    10. Re:Fluttermind saved my sanity by delinear · · Score: 1

      Nobody said this was about free indie games, just indie games (properly meaning independent of the big names in the industry, but seemingly used in this context to just mean games which don't cater to the mainstream ideals).

    11. Re:Fluttermind saved my sanity by V!NCENT · · Score: 1

      You must not know the concept of recreation and relaxation that the human brain needs. People pay to stay at a hotel instead of their own house just so that they can check out the surroundings of that hotel. What value does that add to your life? Vacation is worthless!

      Yeah right...

      --
      Here be signatures
    12. Re:Fluttermind saved my sanity by V!NCENT · · Score: 1

      Errr... Ever heared about house music, or were you too busy listening to the 40 most sold songs of the week on the most popular radio station?

      P2P and MP3 killed the popstar; wat was once truely popular turned into the representation of the [insert something insulting here] segment.

      --
      Here be signatures
    13. Re:Fluttermind saved my sanity by Junior+J.+Junior+III · · Score: 2, Insightful

      I like Indy games because I perceive that they find it easier to take more risks with design and concept. Rather than release "Sports Again 2011" and "3D FPS WarSim: The Reiteration", they can release games that offer some novelty.

      Not all their ideas work, not all of their ideas are well executed. But there's a zillion of them, so there's bound to be a lot of bad releases.

      But also, guess what: there's a lot of bad releases among big studios, too:

      • Half-baked games released to target a price point and a deadline, rather than be good games
      • giant sprawling titles that I'll never have time for
      • boring rehashes of the same old thing
      • Incremental genre iteration with more polygons and sprites for more realistic models that don't directly correlate to more fun
      • sequels with bells and whistles tacked on to what was once fresh and exciting gameplay, and the bells and whistles don't enhance or add to the experience.

      Truly great games are rare from both major studios and indy developers.

      But the odds that an indy developer is going to release a small, fun game that offers something new and doesn't cost $50+ seems higher than the odds that a large studio would. I enjoy games from both sources. But I honestly get more excitement from seeing what indy developers come up with.

      --
      You see? You see? Your stupid minds! Stupid! Stupid!
    14. Re:Fluttermind saved my sanity by Abcd1234 · · Score: 1

      Ever heared about house music

      *Most* people haven't heard of house music (yes, believe it or not, your tastes don't reflect those of everyone else). Using that as an example sounds like a create way to curse indie gaming into perpetual obscurity.

    15. Re:Fluttermind saved my sanity by V!NCENT · · Score: 1

      Nobody heared about house music? Lol... Ever been to Europe?

      --
      Here be signatures
    16. Re:Fluttermind saved my sanity by Abcd1234 · · Score: 1

      Great! Consign Indie gaming to underground clubs in Europe. That'll lead to a vibrant, innovating gaming industry...

    17. Re:Fluttermind saved my sanity by IICV · · Score: 2, Insightful

      Fable and Shadow of the Colossus are both very weird, off-beat games funded by massive conglomerates and both great games.

      You're... you're comparing Fable to Shadow of the Colossus? And you call yourself an indie game dev?

      Seriously, what the fuck? Fable was an absolutely bog-standard RPG with real-time combat (if you could call it combat). There was nothing innovative in it - if you'd made the main character an elf it would have passed for an extra-bland off-label Legend of Zelda game. There was nothing weird, off-beat, innovative or otherwise interesting in the thing; the whole game was a very short exercise in playing it safe. Heck, when I'd finally found a good place to level up (after about 12 hours) I realized that I was 90% of the way through the game! That's not a full game, that's an extended demo.

      Shadow of the Colossus, on the other hand, had all of those attributes you ascribe to it - but describing it in the same breath as Fable? I have to question your judgment there.

    18. Re:Fluttermind saved my sanity by DavidShor · · Score: 1

      Yes. I lived in Paris for six months and Moscow for a year. Most people there have also not heard of House Music.

    19. Re:Fluttermind saved my sanity by V!NCENT · · Score: 1

      Wait... You have never, _NEVER_ heared this song?!

      In the beginning, there was Jack, and Jack had a groove.

      And from this groove came the groove of all grooves.

      And while one day viciously throwing down on his box, Jack boldy declared,

      "Let there be HOUSE!"

      and house music was born.

      "I am, you see,

      I am

      the creator, and this is my house!

      And, in my house there is ONLY house music.

      But, I am not so selfish because once you enter my house it then becomes OUR house and OUR house music!"

      And, you see, no one man owns house because house music is a universal language, spoken and understood by all.

      You see, house is a feeling that no one can understand really unless you're deep into the vibe of house.

      House is an uncontrollable desire to jack your body.

      And, as I told you before, this is our house and our house music.

      And in every house, you understand, there is a keeper.

      And, in this house, the keeper is Jack.

      Now some of you who might wonder,

      "Who is Jack, and what is it that Jack does?"

      Jack is the one who gives you the power to jack your body!

      Jack is the one who gives you the power to do the snake.

      Jack is the one who gives you the key to the wiggly worm.

      Jack is the one who learns you how to walk your body.

      Jack is the one that can bring nations and nations of all Jackers together under one house.

      You may be black, you may be white; you may be Jew or Gentile. It don't make a difference in OUR House.

      And this is fresh.

      http://www.youtube.com/watch?v=_FXSSaiT78Y&feature=related

      But it is not suprising that you haven't heared about house music in France, because the French government dictated that there should only be French spoken music on the radio. It is sad that you didn't go to Berlin instead. Paris isn't what it was. All creative artists have long gone Berlin is now the epic centre of art.

      Moscow isn't that exciting either.

      House soon became an umbrella term for all sorts of other music that evolved out of it. Around the beginning of the new milenium Hardhouse was mixed with Oldstyke and Acid in Amsterdam and became Hardstyle. Hardstyle in itself has evolved into an unrecognisable form and people from all around the world came to the Netherlands ("Holland") for the events. It has currently even spread to Australia and is widely popular. There have also been some German Harstyle songs that were hits on MTV, like for example: http://www.youtube.com/watch?v=lgws-9Xqul4

      Scooter, for example (part of your education, IMHO) was also influenced by it.

      You missed something! ;) http://www.youtube.com/watch?v=OiruWJub7-M&feature=related

      --
      Here be signatures
  13. Re:I don't blame them. I ditched the industry too. by Rogerborg · · Score: 3, Interesting

    Ditto to all of the above.

    The industry relies on grinding up graduates who don't know any better, paying them chicken feed until they've proved themselves by getting their name on a published title (or everyone above them has quit). You're always working to someone else's vision, to someone else's requirements, and to someone else's standards of quality - which may be higher or lower than your own.

    My epiphany came when driving home after "only" putting in 7 hours one Saturday, I felt like I'd had a day off, and I suddenly thought: "Wait... what if I didn't have to work at all at the weekend?"

    Don't get me wrong, it's a great first job, if only to teach you how not to develop software.

    --
    If you were blocking sigs, you wouldn't have to read this.
  14. Wii by Max+Romantschuk · · Score: 1

    So what great stuff have I missed on the Wii? Crowdsourcing FTW. KTHXBYE. :)

    (I've aquired the Bit Trip stuff, really like those. The Art or Balance was great too. What else? There's too much crap out there, so what other gems are there for us geeks?)

    --
    .: Max Romantschuk :: http://max.romantschuk.fi/
    1. Re:Wii by slyrat · · Score: 1

      So what great stuff have I missed on the Wii? Crowdsourcing FTW. KTHXBYE. :)

      (I've aquired the Bit Trip stuff, really like those. The Art or Balance was great too. What else? There's too much crap out there, so what other gems are there for us geeks?)

      Did you try out sin and punishment? There is the downloadable original and the sequel that is on disc. Both are fantastic shmups.

    2. Re:Wii by Max+Romantschuk · · Score: 1

      Did you try out sin and punishment? There is the downloadable original and the sequel that is on disc. Both are fantastic shmups.

      No, thanks for the tip. :)

      --
      .: Max Romantschuk :: http://max.romantschuk.fi/
  15. Re:I don't blame them. I ditched the industry too. by Xest · · Score: 4, Interesting

    This is what inevitably drove me away from entering the games industry and towards plain old business software development in the end, despite being a game developer having been my lifelong dream up until the point I entered work.

    There's just little point being in the games industry working those hours for that wage, on someone elses vision and project when I can work 8:30 - 4:30pm (or 4pm on Fridays) without having had to work a single minute of overtime and have every weekend free and 30 days leave on top of bank holidays, and when I can work at home when I need to and so on on business software which may not be games, but which I'm at least running the projects for and can hence choose the technology and direction and get paid more to boot. The best part? I still have time to both study and work on my own games in my spare time too.

    I'm hoping that this indie resurgence will breathe life back into the games industry, I hope it means every other title isn't an FPS World War II shooter or whatever and the ones in between aren't mediocre tat. I hope it means we can see a return of the innovative and most importantly, fun games we saw in the early to mid 90s such as the Syndicate series, Cannon fodder series, the original Command and Conquer and Red Alert, Day of the Tentacle, Little Big Adventure etc.

    Indies take risks, game studios repeat the same old "risk-free" games seemingly oblivious to the fact that by making the same game over and over, people become less and less interested in the same tired clones, such that they're effectively making "risk-free" genres risky by boring the shit out of people with them. This is why there's so many AAA flops, and why the studios turned round and think "But what did we do wrong? This is just like Call of Duty 78: Return to D-Day (for the 78th time)". They seem oblivious to the fact that it flopped precisely because it is just yet another clone, and often with the fun of the original not implemented.

  16. give me inspiration over slick production by wall0159 · · Score: 3, Insightful

    I think your sentiments are common, and also apply to other arts like music. Lots of people seem to like immaculate but (IMO) dull music. Personally, I'm happy with a few rough edges, if the ideas are good, because it reminds me that art is made by people. I'm sure this is influenced by the fact that I'm an indie musician myself! :-P

    1. Re:give me inspiration over slick production by Madrayken · · Score: 2, Insightful

      I knew someone would mention music as a possible model. It does seem attractive at first glance.

      However, while it is possible to create a piece of music using software worth $100 that is absolutely indistinguishable from something created using millions of dollars of studio time to 99% of people, the same is not true of game development. Indeed, a piece of music that sounds a 'bit rougher' or 'more live' may have an enhanced atmosphere, as it draws the audience closer to the shamanic act of performance. This isn't a factor when making games. Nobody wants it a 'bit buggy' or with 'slightly inconsistent textures'. And nobody wants to get closer to us. We smell due to not being allowed home for 3 weeks during crunch.

      A four man team (one artist/animator, two coders and a level designer) can not create something indistinguishable from a $50m budget game. They might be able to do some tricks and adjust the visuals to work within their limitations, but they simply won't compete with Battlefield Bad Company, for example.

      'Art' as a whole seems largely free of the budget/perceived quality link.
      If we were talking about the automotive industry, for example, we'd never suggest that budget cuts were going to result in better cars.

    2. Re:give me inspiration over slick production by u17 · · Score: 1

      I like the music in frogatto. It's a GPL-engine, proprietary-data old-school-style indie platformer. The music is just as you describe, with some rough edges but the style is very refreshing compared to what we have been made used to in games.

    3. Re:give me inspiration over slick production by dkf · · Score: 2, Interesting

      I think your sentiments are common, and also apply to other arts like music. Lots of people seem to like immaculate but (IMO) dull music. Personally, I'm happy with a few rough edges, if the ideas are good, because it reminds me that art is made by people. I'm sure this is influenced by the fact that I'm an indie musician myself! :-P

      Call me picky if you want, but I'd like to see stuff that is both inspired and slick. The best of the big-budget stuff is really excellent. The stuff that isn't good... well, it's just not good no matter how much was spent on it. Let's call crap out for being crap, and laud stuff that's good, and not get too hung up on whether being small or large is best (it seems to be an unrelated axis).

      --
      "Little does he know, but there is no 'I' in 'Idiot'!"
    4. Re:give me inspiration over slick production by Anonymous Coward · · Score: 0

      I agree wtih your inspiration/slickness sentiment but I don't see how you can follow that with climing to be an indie musician. Indie might not be up there in terms of shinyness but it hasn't been known for being inspired either. There's a reason the word landfill was prefixed onto the genre.

    5. Re:give me inspiration over slick production by stewbacca · · Score: 1

      My problem with "indie" anything is the false dichotomy that "indie" means it HAS to have a few "rough edges".

  17. Programmers by ledow · · Score: 5, Insightful

    Programmers are funny animals. Some of them work best in complete isolation. One person can pull off things that entire teams never dreamed of. A kid in their back bedroom, and a rainy summer, can generate a game quicker by any design-by-committee. Programmers don't naturally work in teams, they have to be taught - every serious CS course has a team-building component to it.

    Lots of big names started off as tiny indies... Codemasters is the most famous example, most probably, and Valve has bought up indie teams before now. It's not surprising at all, the only surprise is that indie went "out of fashion" with some people for a decade or so.

    The skill of programming a game is not about knowing Knuth off by heart, or finding mathematical shortcuts using integer arithmetic, it's about actually having a little vision and wanting to see it move around and make funny sounds. Once you know what you want to do, the rest is just slog-work to get it to work how you imagined. Large teams do sometimes miss the fact that, underneath everything else, there should be a game. Most of the "classic" games of the early 80's were written by teenagers in back bedrooms. Magazine cover tapes were full of indie material. Even large collect-a-weekly-parts programming magazines were written by what we would legally class as children (I know, I've spoken to someone on here that wrote a huge game for INPUT by Marshall Cavendish when they were a kid).

    Indie development was around at the start of the Internet - almost the whole shareware scene was indie. It kinda lost sight of itself when huge powerful consoles became mainstream, moving into the "homebrew" and various other sidelines which, because of their dubious legal status, were never as popular in mass-media. Now indie has found its roots again. A teenager can knock up a game in a week and be selling it by the thousands from Steam, or direct from their own website. They don't have to worry about system architectures or OS or having enough processor power. They can be pretty sure that it can be ported to myriad systems and not have to worry about development kits for consoles.

    I also think that indie and retro are often closely linked, because of this connection with old-time indie development. Retro remakes are popular, retro gaming magazines are everywhere - I was in London Stansted last week and there were FIVE different retro gaming magazines on the shelf - I couldn't believe it! People are happy to just play silly games that are no more complex than some Spectrum games of old - Facebook jollies, or five-minute play-throughs or even Flash/Java demos on the author's website (Altitude is very cool!). People are carrying devices that can run small games with ease and even buy them immediately and securely from their phones.

    In fact, I've started programming on a game that I've been wanting to do for years because of all the indie development I see. I see how simple or retro games are coming back into fashion and it makes me want to code. Chances are that my code will never leave my PC but it's immense fun to be doing for myself - it's replaced quite a lot of other hobbies just lately - and very heart-warming to see my little sprites bop around the screen. Even my girlfriend likes the fact that there is a little game that she can modify and influence and has often said she wants to sit there and make dozens of sprites for it. She often asks what I've got "your little people" to do today. The beauty is that if other people think the finished article is good enough then setting up a store, Paypal link or even Steam distribution takes no time at all. And because I programmed it for the fun of it, it's ALL profit - I would have programmed if a time-traveller told me that I'd never, ever sell a single copy.

    If you're working in the industry, and the scare-stories are anywhere near true, I'm not surprised that people are leaving their megalithic corporations that are trying to source funding for $60m games and instead want to see if they ca

    1. Re:Programmers by Abcd1234 · · Score: 1

      Programmers are funny animals. Some of them work best in complete isolation. One person can pull off things that entire teams never dreamed of. A kid in their back bedroom, and a rainy summer, can generate a game quicker by any design-by-committee. Programmers don't naturally work in teams, they have to be taught - every serious CS course has a team-building component to it.

      Wow, I couldn't disagree more with this. Yes, "some of them work best in complete isolation", but I completely disagree with this idea that "Programmers don't naturally work in teams". There are *plenty* of programmers out there who are extroverted, socially adept, and utterly brilliant, who enjoy the collaboration of the team environment, and appreciate multiple viewpoints on a problem.

      Frankly, you seem to be working under the presumption that the flat-food programmer actually exists, or is the norm... I can only assume you're not, yourself, a programmer, or if you are, your experiences are decidedly limited.

      The skill of programming a game is not about knowing Knuth off by heart, or finding mathematical shortcuts using integer arithmetic, it's about actually having a little vision and wanting to see it move around and make funny sounds.

      Yup, absolutely! And any great programmer knows that a great team leads to great inspiration. Collaboration is the seed and the soil for creativity.

      That said, large groups in a corporate environment do not lead to creativity. Anyone in the industry will tell you that the perfect programming team is a tightly knit group of 4-6 people, tops. Anything more and you threaten to stifle creativity with process and procedure, simply so you can manage the complexity of the group.

    2. Re:Programmers by ledow · · Score: 3, Interesting

      Of course I'm exaggerating the team situation to an extreme, but it has a truth to it. Programming is an inherently single-person process - team programming methodologies basically boil down to "you do this bit, I'll do that bit, we'll meet in the middle to these specs". It's usually design-by-committee, implement-by-parts, with individual inspirations made public. Yes, there's feedback and direction and lots of other interactions but in-between, the programmers are basically walking to their own personal computer, thinking to themselves, working on their own in their own heads and then sharing with others later.

      And CS students, even the social ones, have to be taught how to work effectively as a team because, like mathematics, it's such a single-person process that collaboration is all about getting everyone on the same page by their own methods. Programming in teams does not scale linearly (far from it), does not scale at all in some cases, and isn't portable between humans. Even setting a code-style can be an administrative nightmare - many programmers have breakaway systems where they do the actual grunt work in their own way and then have some sort of conversion back and forth to the team methodology (whether that be source-control methods, coding style, etc.). Sometimes getting programmers to agree on a common development environment can be tricky, even (but fortunately that usually HELPS the code quality rather than hinder it).

      If you leave 100 people in a room and tell them that they have to move a 50-ton rock to the other side, they will work naturally together as a team (on average, at least - one will sulk and do nothing because they weren't listened to, another will take exception with the unelected "leader", another will be actively working against the majority with their "more efficient" method, one will be complaining because they're doing all the grunt-work while the others are discussing the problem etc.). Leave 100 programming students in a room and tell them to achieve a similarly difficult intellectual objective using their coding skills and you will have absolute chaos on your hands. And, more than likely, one guy out of the 100 will figure out a super-efficient method at the start, work on their own and then just apply their code to get the job done before anyone can even think about analysing the problem team-wide.

      It's a generalisation, but I've seen no end of CS students who would actually do a million times better job if you removed the team around them and asked them to do it themselves on their own. And even if you cherry-pick the most active, most integral and most amenable members and group them together on their own, they aren't any better than the best individual. The *quantity* of work achieved increases, of course, but the quality and the rate of achievement doesn't.

    3. Re:Programmers by stewbacca · · Score: 1

      it's about actually having a little vision and wanting to see it move around and make funny sounds. Once you know what you want to do, the rest is just slog-work to get it to work how you imagined.

      True, but in most cases, this requires two different people. It is extremely rare to find a developer who also a good designer (and vice versa).

    4. Re:Programmers by Abcd1234 · · Score: 1

      Of course I'm exaggerating the team situation to an extreme, but it has a truth to it.

      TBH, no, I really don't think it does. Some programmers are loners. Some aren't. Your statement is equivalent to me saying "All humans are taller than 6 feet", and then when challenged, saying "Okay, I'm exaggerating, but there's some truth there!".

      Programming is an inherently single-person process - team programming methodologies basically boil down to "you do this bit, I'll do that bit, we'll meet in the middle to these specs"

      Clearly you've never pair-programmed or spent an afternoon debugging a problem with another developer.

      Programming is "single-person" in the same way that construction is "single-person". Sure, we're each hammering our own nails, but it's fundamentally a team activity.

      Leave 100 programming students in a room and tell them to achieve a similarly difficult intellectual objective using their coding skills and you will have absolute chaos on your hands.

      No offense, but that's just a stupid metaphor. Leave 4 programming students in a room, and tell them to achieve a difficult intellectual objective, and if they're any good, they'll work together to solve the problem.

      It's a generalisation, but I've seen no end of CS students who would actually do a million times better job if you removed the team around them and asked them to do it themselves on their own.

      Yeah, I just can't buy that. During my degree, labs and projects were an inherently collaborative environment. We all assisted one another in solving the assignments at hand. In fact, I would wager that many of those student may never have graduated if they'd been forced to work in a solitary environment with no one else there to work with. Hell, half the fun of working in the labs late at night was the sense of collaboration and camaradarie that you felt with your fellow classmates.

      Were some of the students loans who sat in their dark basement working on assignments? Sure. But in my experience those people were a small fraction, at best.

      And now, after many years working in the industry, guess what? The exact same thing is true.

      The *quantity* of work achieved increases, of course, but the quality and the rate of achievement doesn't.

      Huh? If the quantity of work increases, the rate of achievement must necessarily increase as well (unless you don't consider getting shit done to be achieving anything...)

  18. My Devs Went Indie... by Anonymous Coward · · Score: 1, Funny

    And All I Got Was This T-Shirt

  19. Re:Mangled English by TaoPhoenix · · Score: 1

    Zero Wing II!

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
  20. Check out Minecraft by Anonymous Coward · · Score: 0

    Minecraft is a really good and addictive game. Go check it out at http://minecraft.net

    This game was made by one guy, and he has sold a bunch!

  21. Re:I don't blame them. I ditched the industry too. by Marcika · · Score: 2, Interesting

    Airline pilot? You start @ $15,000/yr to average $30,000/yr. There was a plane crash where everyone had died. it happened somewhat recently of your typical airline and someone found out that the pilot and 1st officer were the poorest people on the plane. People on welfare made more then they had.

    [citation needed]. Long-haul commercial pilot are some of the best-paid jobs around in the transportation sector (around 80k-120k pounds on average at Virgin and BA, that's $150k+), especially given the additional perks and the massive amount of days off. Even short haul pilots at cheapo airlines earn 50k pounds in the UK.

  22. Executive meddling by tepples · · Score: 1

    I wonder if you know the difference between publisher and developer?

    The amount of difference depends on to what extent the publisher's creative control interferes with the developer's vision.

  23. Experience requirement by tepples · · Score: 1

    paying them chicken feed until they've proved themselves by getting their name on a published title

    A lot of that is the fault of the console makers, who won't deal with an indie developer who starts his own studio until the developer has "relevant video game industry experience". Nintendo spells it out.

    1. Re:Experience requirement by VGPowerlord · · Score: 1

      paying them chicken feed until they've proved themselves by getting their name on a published title

      A lot of that is the fault of the console makers, who won't deal with an indie developer who starts his own studio until the developer has "relevant video game industry experience". Nintendo spells it out.

      Not surprisingly, the most indie-friendly console is Microsoft's Xbox 360.

      Why not surprisingly? Because of their roots in the PC world, where anyone can write anything and release it.

      Anyway, MS has (among other things) the XNA Creators Club. XNA itself requires a version of Visual Studio to use it, but it can be one of the free Express Editions.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:Experience requirement by hedwards · · Score: 1

      Well, to be fair to MS it's one of the things they've always done well is opening up the platform to developers. Sure they've never been perfect, but at pretty much any stage they've been better than most of the competition. It's one of the reasons why Macs aren't the dominant platform.

    3. Re:Experience requirement by tepples · · Score: 0, Troll

      So I want to make an XNA game in C++/CLI. How well does Visual C++ Express run in Wine or Darwine? I checked the Wine AppDB, and the result was "not so well". There appear to be other XNA gotchas as well.

    4. Re:Experience requirement by tepples · · Score: 1

      If you'll compare Microsoft to Apple, consider that the XNA Creators Club pricing structure ($99 per year plus 30% of all sales) is probably what inspired the iPhone developer program pricing structure ($99 per year plus 30% of all sales). But I agree with you and VGPowerlord that Microsoft offers the sweetest deal to indies among the console makers. I just have to find about $1,500 for a newer PC, Windows, a 360, some games to justify owning a 360, and two years of XNA Creators Club once I decide to turn my hobby into a business for the first time. And then I have to figure out how to make a template cluster-fornication so that the same game logic code will compile for both XNA, which uses verifiably type-safe C++/CLI (using handles), and other platforms, which use standard C++ (using pointers).

    5. Re:Experience requirement by byronblue · · Score: 2, Insightful

      why would you want to use Wine for make a game based on Microsoft tech and products? Why not just get a damn windows license then and dev on that. If you ever complete the game who plays it will likely be running windows anyway. Would you really want to release a game you haven't tested on the target platform? Just use SDL / OpenGL / C++ or something other than XNA if you're gung-ho on not using Windows.

    6. Re:Experience requirement by tepples · · Score: 1

      why would you want to use Wine for make a game based on Microsoft tech and products?

      Because there isn't a popular stationary game console using Apple tech and products or $LINUX_DISTRIBUTOR tech and products. Nor can I rely on Windows, Mac, or Linux users having access to a sufficiently large PC monitor for local multiplayer with USB gamepads, if other users' comments about the rarity of home theater PCs are to be believed.

  24. Delusions of outsourcing by GaryOlson · · Score: 1

    I first read the article title as
    More Devs Going India, To Gamers' Benefit
    and thought this was going to be another glowing article about the benefits of international outsourcing. The Editors need to think more before posting.

    --
    Every mans' island needs an ocean; choose your ocean carefully.
  25. Damn this outsourcing fad by Zoolander · · Score: 1

    ...wait, what's that wooshing sound above my head?

    --
    Meep.
  26. Re:I don't blame them. I ditched the industry too. by Anonymous Coward · · Score: 0

    [citation granted]

    Feel free to google the newspaper stories on the pilots.. A real "valley girl" in the right seat... And a moron in the left

  27. Re:I don't blame them. I ditched the industry too. by Tongsy · · Score: 1

    Astronaut isn't a fair comparison, I'm pretty sure that most of the people doing that aren't in it for the money, but that's just my two cents.

  28. shmups by slyrat · · Score: 1

    This is one category, of several really, where you don't really see big studios doing games lately. These odd categories where you never had a large enough appeal from a normal gamer are where the indie studios can produce some fantastic games.

  29. I'd like to make an introduction... by darien.train · · Score: 1

    Indie game development industry, meet the indie music industry. I think the two of you will get along nicely.

    --
    I don't know how many years on this Earth I got left. I'm going to get real weird with it. - Frank Reynolds
  30. unions are needed real bad in the industry as well by Joe+The+Dragon · · Score: 1

    unions are needed real bad in the industry as well

  31. Re:I don't blame them. I ditched the industry too. by Kitten+Killer · · Score: 3, Interesting

    (I'd rather reply to this than spend my mod points.)

    Yes, long-haul commercial pilots are well paid. The problem is getting one of those jobs. There's a huge over supply of pilots. I'm a pilot myself and I'm very glad I never tried to make a living out of it.

    Once you are in the company, your position is based not on skill or ability or how hard you work. It's based entirely on how senior you are. That in turn decides how much you get paid. Typically you start off in the right seat of turbo-prop commuters getting paid almost nothing. In fact, "self-sponsored" positions aren't unheard of. If you manage to stay with one company long enough that you're no longer part of the "last in, first out" cuts, then your job is safe but your salary still isn't that great. It's only when you start edging towards retirement that the pay starts to reflect the amount of training and seat-time you've put in while earning peanuts. If your company goes bankrupt or you switch companies, you may find yourself at the bottom again.

  32. Re:I don't blame them. I ditched the industry too. by IMightB · · Score: 1

    High end Anyjobs make a lot of money. You're forgetting the 99.99% of all the others that make crap. You're statement is a bit like saying McDonalds employee's make crap tons of money because their exec's are some of the highest payed in the restaurant field

  33. Re:I don't blame them. I ditched the industry too. by not-my-real-name · · Score: 1

    There's a difference between a long-haul airline pilot and the pilots in the short-haul commuter/feeder airlines.

    --
    un-ALTERED reproduction and dissimination of this IMPORTANT information is ENCOURAGED
  34. Re:unions are needed real bad in the industry as w by Anonymous Coward · · Score: 0

    No, they're not. Employment is "at will" so if your employer sucks, work elsewhere.

  35. You havent experienced indie gaming by Anonymous Coward · · Score: 0

    world of goo and portal are not indie games.

    No wonder you think you dont like indie games. Your definition of "indie games" seems to be "whatevers on sale on steam"

    1. Re:You havent experienced indie gaming by RogueyWon · · Score: 1

      No, I define World of Goo and Portal as "games with indie roots which are actually much, much better than the overwhelming majority of true indie games". Steam and Xbox Live Arcade do have their uses as filters to let you see the absolute best of the stuff that comes out of the indie and sort-of-indie scenes. And even there, they're not usually more than brief distractions.

  36. There was an "indie" version of the LoTR by Anonymous Coward · · Score: 0

    & it wasnt bad.

    The matrix is a terrible movie, regardless of budget... In fact if their budget had been a bit smaller, maybe they wouldve hired a no-name actor (potentially with some acting skills) instead of Reeves.

  37. Re:I don't blame them. I ditched the industry too. by Marcika · · Score: 1

    High end Anyjobs make a lot of money. You're forgetting the 99.99% of all the others that make crap. You're statement is a bit like saying McDonalds employee's make crap tons of money because their exec's are some of the highest payed in the restaurant field

    Huh? GP started talking about pilots, not me. Of course, the McJobs of the airline industry -- loaders, screeners etc -- don't make a lot of money either. But then, we weren't talking about McJobs, but dream jobs.

  38. Re:I don't blame them. I ditched the industry too. by Marcika · · Score: 1

    (I'd rather reply to this than spend my mod points.)

    Yes, long-haul commercial pilots are well paid. The problem is getting one of those jobs. There's a huge over supply of pilots. I'm a pilot myself and I'm very glad I never tried to make a living out of it.

    Once you are in the company, your position is based not on skill or ability or how hard you work. It's based entirely on how senior you are. That in turn decides how much you get paid. Typically you start off in the right seat of turbo-prop commuters getting paid almost nothing. In fact, "self-sponsored" positions aren't unheard of. If you manage to stay with one company long enough that you're no longer part of the "last in, first out" cuts, then your job is safe but your salary still isn't that great. It's only when you start edging towards retirement that the pay starts to reflect the amount of training and seat-time you've put in while earning peanuts. If your company goes bankrupt or you switch companies, you may find yourself at the bottom again.

    I still find GP's average pay figures of $30k unplausible... The $150k+ that I quoted is the average for BA pilots, short-haul/long-haul, junior and senior. Even a lot of cabin crew earn more than $30k.

  39. Re:I don't blame them. I ditched the industry too. by Kitten+Killer · · Score: 1

    As you say citation needed, but I'd be interested to know what the median salary is, not the average.

  40. Re:I don't blame them. I ditched the industry too. by GooberToo · · Score: 1

    Pilots are extremely poorly paid. That's why when they finally start making some serious money with seniority, they hate to give it up in contract negotiations or job loss. Rightfully so. After all, they absolutely earned it by giving up short term pay for long term pay and benefits. Some pilots can earn over $200k/yr. But they literally start on the bottom rung when starting at a new airline. Imagine changing jobs and suddenly your income is a tiny fraction of it was before doing exactly the work. That's the world of a pilot.

    The average pilot pay is something like 50k/yr, but that's only because of the extreme on the high end. A large number of pilots are pulling less than 30k/yr and many instructors are lucky if they make over $10-$12/hr.

    Airlines spend all their money on airplanes, fuel, and executives; who do almost nothing. Pilots are almost always the first or second to lose benefits and wages and for what they do, are paid horribly. There are extremely few airlines which are well run and are not plundered on a daily basis by their executives.

    When in the media you hear executives blame high pilot wages on the airline's inability to make a profit, that's really the executives complaining they can't sustain an ineptly run company while pulling in exorbitant and completely unjustified salaries, so they want someone else to blame - pilots. Airlines are notorious for being extremely top heavy.

  41. Indie gives you freedom by Anonymous Coward · · Score: 0

    Yep we have just published our first console game http://www.monsteca.com

    1. Re:Indie gives you freedom by Anonymous Coward · · Score: 0

      Sorry still trying to get the hang of Slashdot. Anyway to my point we are all ex big companies Sony, E.A. etc. and I don't think they would have given us license to make a game featuring giant inflatable maggots (Astro Maggots). Hands up to Nintendo for encouraging us at every step in terms of distributing the game on Wiiware.

  42. Re:I don't blame them. I ditched the industry too. by Spatial · · Score: 3, Informative

    I got tired of the 50-to-60-hour work weeks.

    The worst part is, it actually hurts productivity after a while. It only makes sense to do it for the very last couple of weeks of a project.

  43. Indie Console Games have to be Good by stompy-stomp · · Score: 1

    We are a small UK indie game developer. I always think of us as a bit of a Dads Army crew (reference to the Home Guard in WWII). We are either to old to see active service in a Major Game Dev i.e. over 35 or too young or inexperienced to have got in yet. We have just published Monsteca Corral : Monsters vs. Robots on Nintendo's Wiiware service. We realised quite quickly once we had sent out previews of the game that no one gives you any credit for being an Indie Developer, they like the idea of it but fundamentally your 100k game (for this was our budget, big for Indie but small for 3d Console) has to stand against every other title on the Wii specially the ones which cost $5 million or whatever a major game costs these days. You don't even really get much credit for being a download game, people just have expectations of the kind of experience they are going to have. We have kind of managed to get to this point helped mainly that our game is in the herding niche (Pikmin type games) and the fact we spent an extra 6 months working it up o this standard.

  44. Re:I don't blame them. I ditched the industry too. by Anonymous Coward · · Score: 0

    such as the Syndicate series, Cannon fodder series, the original Command and Conquer and Red Alert, Day of the Tentacle, Little Big Adventure etc

    I an addition to all the other well-put reasons noted above - check this game list - they were all PC games. I also blame the consolization of the gaming market for the debacles we've recently seen. Console games tend to be dumber by a large margin as their target audience always seems to be adrenaline fueled , testosterone crazy teenagers with the brain capacity of a squirrel. They also tend to be more expensive as the SDK for consoles and the certification by the owner of the platform is costing a lot, and the programing model is arcane and the development times are longer than for PC games. The PC games of the 90s were done by small teams that were not afraid to experiment. Games of today are done by huge teams, for consoles, and they think about how to nickel and dime the user first and foremost (pay-to-play, paid DLC, episodic gaming, draconic DRMs e.t.c.)

    I for one, has long since given up mainstream gaming.

  45. Re:I don't blame them. I ditched the industry too. by GooberToo · · Score: 1

    Project management sucked

    If project planning and management is not a phase in of itself of your project, you immediately know your management is inept. Prepare to be in 24x7 reactionary development requiring long hours and lots of stress. Sadly, this is the vast majority of management, and especially so in the software industry.

    All too often developers are blamed for missed deadlines and held accountable by demanding high stress and long hours. The reality is, this is almost always a failure of management because of serious ignorance or a complete unwillingness to plan their project.

    Which costs less? A couple of people working normal business hours for a couple of weeks to several months, creating a sane project and project plan or fifty people working overtime on an unrealistic, half assed plan over the course of eight to twelve months? Sadly, most management picks the former rather than the later. It says a lot of management in the software industry.

    And thus, Dilbert and PHBes were born...

  46. Re:I don't blame them. I ditched the industry too. by irussel · · Score: 1

    Please refer to this link for airline pilot salary info from someone who's been there:
    http://thetruthabouttheprofession.weebly.com/professional-pilot-salaries.html

  47. Re:I don't blame them. I ditched the industry too. by Anonymous Coward · · Score: 0

    It's also what might save the gaming industry from going the way of the video arcades. I see the gaming industry being in the same mindset as the arcade machine industry was in the late 90s where everything was yet another fighting game because it extracted the most coinage out of the arcade players. DDR was the only breath of fresh air in that stifling wasteland of uniformity. DDR! See any parallels with Guitar Hero and its clones/spin offs?

    That industry painted itself in a corner and I see the mainstream PC/console industry having mostly done the same thing for the last 10 years. The big gaming industry is overdue for a bit of a crash I think. The indie developers producing fresh works are the future of the industry - not EA, Nintendo, Sony, Microsoft and their ilk. Steam may still have a future as a distribution channel, but I think they're overdue for some competition. The platform which could be a good incubator for this is Android, although it might take a few more generations of phones and tablets before they get there. They just have to fix that issue with more global payment coverage in the Android Market.

  48. Re:I don't blame them. I ditched the industry too. by Thinboy00 · · Score: 1

    Which costs less? A couple of people working normal business hours for a couple of weeks to several months, creating a sane project and project plan or fifty people working overtime on an unrealistic, half assed plan over the course of eight to twelve months? Sadly, most management picks the latter rather than the former.

    FTFY, I think.

    --
    $ make available
  49. Re:I don't blame them. I ditched the industry too. by Anonymous Coward · · Score: 0

    Except people are still buying in large numbers Madden 2010. Granted they aren't selling in the numbers of the previous games, but they are still greatly profiting.