Indie Gaming Gets 2004 Mid-Term Grades 9
Thanks to Game Tunnel for its 2004 mid-term report card on the independent PC gaming scene, rating what "is turning out to be one of the most impressive years yet in the Indie world." Among the approved-of titles include action games such as Hamsterball ("a wonderful surprise that plays a lot like Marble Madness would play [if updated]"), platform adventures such as Gish ("[starring] a ball of tar [whose] goal is to find his girlfriend who was taken down... the sewer"), before looking forward to interesting hopefuls that include Oasis ("takes all the strategy of a game like Civilization and then turns it into a 3 minute experience.")
Solid, Just Not Earth Shattering (Score:3, Insightful)
I was hoping to see more out of the independents. They have that unique position of being able to really do something that nobody has ever done before and they haven't stepped up yet. All of the games in the article were explainable with a statement like "Well, it plays like Popular Game A, with a little bit of Popular Game B and C in it." That's not what I wanted to see. Where's the games that can pretty much be defined on their own? Where's the games that take the independent developer into the big leagues?
The independents look like they can do what others do pretty well now; the fact that they've come that far is encouraging. But still, I have no compelling reason to buy their titles over a cheap title from a tried and true developer or publisher. Wait, shouldn't I support them because they're indie? Nah, I'll support the companies that make something that interests me regardless of size. If an independent can give me something that hasn't been done before and is fun at the same time, they'll be sure to see my dollars.
Re:Solid, Just Not Earth Shattering (Score:5, Interesting)
Any decent indie developer lives by the rule "make something people cannot buy elsewhere" - it's common sense. If you can buy a big publisher mainstream version of an indie game from a year or two ago it will always be better and probably cheaper. So it makes no sense for indies to just replicate mainstream titles. Hence GOOD INDIES DON'T.
However, very rarely will someone make something so "off the wall" that it has no connection to any previous form of gaming. There is a good reason for this, there is a very good chance people will reject it. They wont understand.
Think about two truely innovative titles like REZ(ps2) and ViewtifulJoe(GameCube) - both of these lost their publishers a lot of money (FACT). These were rare titles that were good and totally new, yet people didn't get it and voted with their wallets.
Starscape [moonpod.com] - this one is very good, yet again I defy you to find anything remotely similar in a shop. It's like a shootemup crossed with command&conquer (kind of).
GISH [chroniclogic.com] - not my cup of tea, but certainly unique, you cannot buy anything like this in a shop.
Hamsterball [raptisoft.com] - I enjoyed this, but it got really hard really quick. Again, you CANNOT buy this in a shop. Ok you could download marble madness for an emulator or a phone, but it isn't the same really, the true 3D environments here lead to much more interesting puzzles.
If you can find the proper top quality indie titles you will always see something you cannot get anywhere else. The serious indies would be out of business if they just copied mainstream titles. What idiot would spend more on something that they could get out of a Walmart bargain bin for half the price? Nobody.
Re:Solid, Just Not Earth Shattering (Score:4, Insightful)
Umm... Super Monkey Ball?
Re:Solid, Just Not Earth Shattering (Score:2)
Though, as the parent poster said, game companies, even indies aren't going to go too far out on a limb, nor can they really. Comming up with something that no one is going to say is like something else that has been done before is basically impossible.
Re:Solid, Just Not Earth Shattering (Score:3, Interesting)
As far as the indie games you said were innovative, I don't see that to be much of the case. Let's take Starscape first. The fact that you were able to say it's sort of like a shoot 'em up crossed with Command & Conquer is proof that they're using borrowed ideas. Gish seems l
Open source gaming (Score:5, Informative)
The only thing working against the indy game developers is publicity, because of course the big companies control the big media distribution and so on... Indy gaming needs the same kind of pro-selling word of mouth that Linux has been getting from day one.
woah! (Score:1)
And I'm hoping Hamsterball doesn't get crazy hard too quickly, my son (he's 3) might enjoy it. He plays racing games on my PC (and likes to watch me play Neverwinter Nights and Thief), and Rogue Squadron II/Zelda/Super Monkey Ball/Super Smash Bros. Melee on our GameCube.
What Independents Want (Score:4, Informative)
Middleware comprises the audio libraries, AI plugins, and 3D engines such as Torque [garagegames.com], Conitec A6 [conitec.net], and FMOD [fmod.org]. These tidbits are the lifeblood of independents. Without them, we'd have to code everything from scratch, and you'd see even more Tetris clones [nonags.com] than you do now -- little innovation. With them, we're freed from the low-level stuff. We can create games that look and sound good enough [garagegames.com] to attract consumers. As middleware improves, it'll become even easier to experiment and innovate [indiegamejam.com].
Publicity is trickier -- while events such as the Independent Games Festival [igf.com] allow us to bend the ears of larger publications, it's still the big studios that are going to command the previews and exclusives [gamespot.com]. Having approached a number of print publications, I've found that it can be difficult to secure a sizable preview for our game [dejobaan.com], even though I think folks might like to hear about where we're innovating. But even this is improving; sites like The Adrenaline Vault [avault.com] are particularly indie-friendly, often posting press releases from smaller development studios.
I think, then, that it's only a matter of time before the smaller studios attempt experimental titles in substantial numbers. Many will be terrible; some will be great fun [cool.ne.jp]. But as it becomes easier to experiment, you bet we'll be doing more of it, simply because we can.