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Top Indie Games Of 2003 Discussed 46

Mr.Wiggin writes "Specialist indie site GameTunnel recently announced its top ten indie games of 2003. Each game was scored by its regular review panel, and the list highlights the growing craftsmanship and quality being brought to the niche low budget independent games scene. There are also awards for specific genres, such as best graphics, best sound, most original concept, best adventure, etc. Why should we be concerned by low budget offerings like this - isn't it just the usual cliched crop of puzzle games? Thankfully, no, since these are the elite cream of the indie crop. Some say indie games are the home of innovation and the birthplace of future star developers (remember id, anyone?). It is also one of the few remaining mediums where we (the gaming public) actually get listened to and can often make a difference."
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Top Indie Games Of 2003 Discussed

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  • Puzzle Pirates (Score:5, Interesting)

    by Apreche ( 239272 ) on Monday January 05, 2004 @12:29PM (#7881559) Homepage Journal
    Why isn't Puzzle Pirates on the list? How about Star Chamber? And why did Samurai make the list? It's just a computerized version of an already existing board game, not very original if you ask me.
  • Notrium (Score:5, Informative)

    by cozman ( 610450 ) on Monday January 05, 2004 @12:30PM (#7881568) Homepage
    One of the best on there, and I've played tons of them, is free and highly recommended by me: Notrium [monkkonen.net] At first it seems sort of hard, especially if you don't play as a human but it doesnt take long to learn and you can beat it in a short period of time, perfect for anyone playing a long and involved game like KotOR that needs to take a break but doesn't feel like actually doing anything productive.
    • Re:Notrium (Score:3, Informative)

      by Pluvius ( 734915 )
      You should try Wazzal, another game by the same author, if you haven't yet. It's kind of like Star Control 2, and has decent production values for a freeware game.

      The best freeware game I've ever played is in much the same style, though there's also a first-person adventure element reminiscent of ICOM games (e.g. Deja Vu, Shadowgate). It's called Starfight VI: Gatekeepers [jpproduction.fi], and the fact that such a small development group created it for free is nothing short of amazing.

      Rob
      • Re:Notrium (Score:1, Informative)

        by Anonymous Coward
        If you like StarControl2 then you should download Starscape [moonpod.com], definitely some inspiration from SC2 in that game. And it won overall in that list anyway - ho ho
  • Uh (Score:5, Interesting)

    by jvmatthe ( 116058 ) on Monday January 05, 2004 @12:39PM (#7881638) Homepage
    So: 2D shooter, 2D shooter, 3D shooter, puzzle game, 3D shooter, isometric adventure, isometric shooter, hex strategy, adventure, adventure with lots of shooting.

    Maybe it was just me, but seemed as though a good number of those games were just "shooters" of some sort, concerned with kill-or-be-killed gaming. Not that that's not fun...I like blowing the snot out of my enemies as much as the next alpha male...but I mean, how much are we going to trumpet the originality of games that are basically Xevious/Raiden or Robotron/Smash TV with lots of added stuff or a different perspective?

    Sure, I'm generalizing, but these games aren't "novel" like that "falling down the stairs" game was a while back. If this is the "best of 2003", then sounds like a pretty hum-drum year.

    Feel free to flame. I'm sure you've already started typing your angry reply.
    • Re:Uh (Score:3, Interesting)

      by Anonymous Coward
      This one looks quite "original" dungeon scroll [rtsoft.com]. Fight your way through dungeons of evil creatures by arranging letters to create magic words. So original it kind of sounds mad, but surely you need that kind of craziness to push the boundaries and find some new genres. I'm not saying this succeeds in doing that, but at least they are trying (unlike 99% of high street developers).
    • Re:Uh (Score:4, Insightful)

      by bear pimp ( 695195 ) on Monday January 05, 2004 @01:42PM (#7882270)
      So, 3rd Person Action Adventure, 3rd Person Action Adventure, 3rd Person Action Adventure, 3rd Person Action Adventure, 3rd Person Action Adventure. Welcome to the world of consoles. Is it necessary for indie games to break the mold? Is originality really the key here for them to succeed? The overall winner is an interesting example: Yes it's a shooter, but I rank it one of my favourite games of the year (on any platform and for any price). Namely because it adds some interesting elements (ship building and resource gathering) to this medium. I suppose it has been done before, but not looking this good and this polished. A lot of its appeal must be to do with getting jaded with consoles in my old age though! Plus I love shooters! Many of the other popular games on the list aren't 100% original (what is) but they are looking at genres the mainstream has abandoned. Some of us who love these genres can only get a fix from these games. It also proves that interesting ideas can work within older game frameworks. So, yes, not wholly original, but different, and I would say a great year promising a bright future.
    • by *weasel ( 174362 ) on Monday January 05, 2004 @02:12PM (#7882540)
      abstract it to that level and nothing is original. i mean, at that level The Lord of the Rings is just a FedEx quest and The Matrix was a 'blue key, blue door' shooter.

      in general, there is genre innovation and gameplay innovation. genre innovation is something like stair dismount, or tetris (when it was released). this is very difficult and very rare. if this is your sole qualification for 'innovation', you're going to be disappointed an awful lot.

      gameplay innovation is more like the sims, pikmin, or gta. it's the refinement of a fairly well-known genre with a fresh focus. the sims is just an isometric sim in your abstraction. but the -play- is so wildly different from any other previous title in the genre, you can't help but hail it as a great innovative achievement.

      Of course, I haven't played half of those games, and the ones I am familiar with i'd be dubious about calling 'innovative', I just think you're being a little overly strict in your definition of game innovation.

      and frankly, at this point in the indy game industry, just getting a fun game finished and out there is deserving of an award, even if it is inappropriately titled for the achievement ;p
      • by ziggles ( 246540 ) on Monday January 05, 2004 @02:58PM (#7882970) Homepage
        "and frankly, at this point in the indy game industry, just getting a fun game finished and out there is deserving of an award, even if it is inappropriately titled for the achievement ;p"

        Probably true. But their attitude seems to be that they're making games that are better than the "mainstream" and we're all fools for not taking notice. Pretty silly.
        • as is the attitude in all 'indy' art forms. indy music, indy film, and now indy gaming -- all suggest the mainstream just isn't 'as good'.

          Because their market is smaller, the costs and therefore the risk is lower - indy artists can afford to vary more. Furthermore, they get most of their attention for 'new' ideas. Even if the ideas aren't very good, their community and market celebrates 'new', and so innovation itself (despite actual resultant value) is the goal.

          mainstream publishers put too much cash in
  • by Anonymous Coward on Monday January 05, 2004 @01:53PM (#7882389)
    Small Rockets, the company that did the game in 9th place, Ultra Assault was another one of the European games companies that went down the pan this year.

    Well, I say went down the pan - what actually happened was that three days after the team finished the PC Sinbad game (having spent many months working their arses off on it) they were rewarded by all being laid off. The two Directors are now the only remaining employees, presumably keeping the profits for the continuing sales o the games we all worked so hard on for themselves. Of course, they claim that Small Rockets is still alive and well, so as not to damage relations with any of their business partners despite the fact that they only have the MD (who can program) and the other director, the MD's girlfriend. Yup, that's no art, no sound, no mission design...

    I'm not entirely sure how they're offering support to all their new customers either, now that they have no offices and nobody who actually worked on the games left...

    Ah well. The games are good.

    http://www.smallrockets.com/

    • by Anonymous Coward
      I can't seem to find that information on their site (I didn't really expect them to put such brutal information there). Mind linking your news source?
  • Spewtris! (Score:4, Interesting)

    by Washizu ( 220337 ) <bengarvey@co m c a s t . net> on Monday January 05, 2004 @02:17PM (#7882592) Homepage
    I recently wrote a game using Perl and the Tk module. It's a tetrisesque game with an awesome variant (I don't want to spoil the surprise), and it has been known to induce motion sickness.

    I included the source code and a windows binary (compiled using perl2exe).

    Give Spewtris [bengarvey.com] a try!

    Don't mind my redundant sig...
    • indeed, it's barfarific... i feel a bit queasy now... One note though: IANAL, but i do believe any Tetris variant that ends with "tris" has been ruled as a violation of the original programmer's trademark in a civil suit.
      • "but i do believe any Tetris variant that ends with "tris" has been ruled as a violation of the original programmer's trademark in a civil suit."

        Even if the game is free?
      • i'm not sure; i know a little bit about copyrights but almost nothing about trademarks...ask a lawyer friend ;)
  • Variety? (Score:3, Insightful)

    by dchamp ( 89216 ) on Monday January 05, 2004 @02:45PM (#7882838)
    Would have been nice to see a little variety - as otthers mentioned, there are a lot of similar games here - and some that are just new versions of older games.
    How about Live For Speed [liveforspeed.net]? It's a great independent race sim game.
    • exactly, live for speed is awesome and has all the features (and more) and graphics that you might expect from a commercial game and all for only twelve GB pounds. Most of thegames on that article look like they would run on a super NES. How many of those games have multiplayer online play with stats automatically updated on the website akin to halflife and its cousins.?
  • by h0mer ( 181006 ) on Monday January 05, 2004 @03:08PM (#7883085)
    I don't know how to put this very well, so my post may not make sense. That being said, there seems to be a similarity between indie games and indie music.

    If I were itching to play a FPS, would I rather play Half-Life 2 (hypothetically) or a indie FPS created by a 3-man team? Personally, I'd choose to play HL2, and I think 9 out of 10 people would make the same choice.

    Likewise, if I were itching to listen to some rock, would I rather listen to some Led Zeppelin or some indie band that sounds a little bit like Led Zeppelin? Again, the mainstream choice would probably win.

    What I'm getting at is, indie developers should strive to innovate like the previously mentioned Puzzle Pirates and Stair Dismount. The same goes with indie music where bands who do something interesting get recognition. The band Cursive comes to mind for including a cello along with their guitar rock.

    It's circular logic, but indie games that copy mainstream games have a problem. A new twist on the game concept is added, which may be very cool, however the entire package doesn't stack up to the original material. But if the entire package was/is great, the chances of being bought and published by a large company goes up.

    I'm not even considering the presence of indie snobs who define themselves by being "indie", and automatically assume a game published by EA is the worst thing ever.
  • by Anonymous Coward
    I think the biggest mis-conception people are having is that they don't understand what an indie game is.

    Independent means free of the studios influence, but that does not necessarily mean that the game is innovative.

    What independent games do typically offer is game play that is easy to pick up and games that are something you can play for an hour, but not have to devote your life to in order to be any good at the game or figure out what you are doing.

    Independent is really a niche market, perhaps it is t
  • So, given that we now have "indy" game producers, does that mean that an RIAA style conglomerate for the gaming industry will soon arise and oligopolise the market? So games will cost $150 and developers will get maybe $1 from each game sold, after they are signed onto prohibitively oppressive exclusionary contracts?

    Then the new GIAA will sue grannies for downloading ISOs off Kazaa. Or am I too late in noticing this is already in place?
  • I just noticed this site - GameTunnel - does reviews on a pay basis, ie. you pay to get them to review your game.

    Ouch.

    Don't expect low scores from reviews the game's developper directly bought, no matter how shitty it is.

    And we thought IGN and Gamespy were biased...
    • This is true, however they have only started charging in the past month, and only for a full, in depth review. They will do mini reviews for free still. I think they have instigated this fee because they have such a workload to get though. Even though I would agree: anything where you pay for something there is going to be bias. At $25 for the review (which includes banner advert on the site) I don't think that's really too atrocious! It's certainly not as bad as having to buy lots of advertising to bump u
  • The problem with indie games is they don't get that much coverage even though it might be a good game.

    Kris Holland [mailto]

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