The Rise of The Indie Developer 21
Gamasutra has up a feature on The Rise of the Auteur & the Return of Indie Development. The article's argument is that the explosion of gaming into mainstream consciousness is opening up niche market opportunities. From the article: "As the overall market of game players increases, the subset of people interested in indie development will naturally increase. Have an interest in indie artists in any medium usually takes more effort (finding new artists via word of mouth or niche communities) and so most people are not interested in putting forth that effort. The formulaic nature of most game development will slowly help spur some of these new players to look for new sources of game experiences."
The mainstream won't buy it. (Score:3, Insightful)
Also, those new gamers don't long for innovation yet, they aren't as jaded and see no reason to divert from the hollywood-style market with big flashy graphics and mediocre gameplay. Going the indy route won't gurantee good games and I doubt they'd buy another indy game if they encounter a bad game first.
Who said they had to buy it? (Score:3, Interesting)
Of course since I have zero budget and very little time on my hands, it's not going to be a flashy game that will compete with the likes of WoW or something. Rather, it's something reminsic of the SNES-era RPGs, which were
Re:Who said they had to buy it? (Score:2)
Re:Who said they had to buy it? (Score:2)
Tools and Technology (Score:3, Interesting)
Gamemaking tools are simply getting better. Computers are able to do more in less time. Today's gamemaker gets to spend a lot less time slogging through proprietary hardware APIs, interrupts and assembly code and a lot more time actually building the game. That's what counts the most.
Re:Tools and Technology (Score:2)
Yes, tools are vastly better, but they amount to zero if the game isn't fun.
Re:Tools and Technology (Score:2)
Ten years ago, a well-designed game concept + decent coding skills = nothing. Today, a well-designed game concept + decent coding skills = game.
Re:Tools and Technology (Score:2)
Oakland Baseball Simworld (Score:1)
It's not really that bad (Score:3, Interesting)
I think this is true with almost anything now days. People have some sort of nogistalgic impression of the past that makes it seem so much better than the present. Add that into the fact that people just like to bitch and complain, and you've got the above comment applied to anything.
There will always be something new and innovative out there. I'm willing to bet there's a lot of stuff that people don't even pick up on. Additionally, we have to remember that during the last decade a lot of new genres sprung to life. Of course games like Doom were going to be innovative. Nothing like them had really existed before. Someone could make a game that simulates growing mold and it would be somewhat innovative (we already have sim games of all types) but would the market really want to buy a product like this? If you want to blame anyone for the lack of innovation, blame consumers that keep buying the same rehashed stuff over and over again.
There're still plenty of frontiers out there for games to explore. The Nintendo DS, for example, is something that really hasn't been done before. There are also a lot of genres out there that need refinement before we can move on. 3D platformers could, in general, stand to have better cameras that offer tighter gameplay. Occasionally, innovation happens within a genre. Look at the Madden series. It went from playing a season with your favorite team to having an owner mode where you can set the price of hotdogs in your stadium.
Innovation is happening all the time, but when the market fails to support innovation, it goes away. Given the cost of producing a game on a console it's a lot harder for indie developers with radical ideas to get into the game. That's why you see a lot of nifty little games come out for computers or made in flash. These are a lot easier for a small timer to make given their limited finances.
The biggest issue indie game devs will face... (Score:2)
Right now, getting your game rated by the ESRB costs more than the budgets of most indie games because of all of the material you must send to them. It will probably get even more stricter now thanks to the r
Re:The biggest issue indie game devs will face... (Score:1)
Indie? (Score:1)
Indy is finally stepping out of the shadows (Score:2, Interesting)
The indy scene really is about the people who are ok plunking down $20 for a game that they can just pick up and play for 20 minutes, isn't overly involving, and can be put back down. People ranging from your Mom playing Zuma [popcap.com], to your kids playing Chuzzle [raptisoft.com], to Dad playing Jets 'n Guns [rakeingrass.com]
I like Indy games, especially for my young daughter, that I know are fun and entertaining, innexpens
what about the male characters? (Score:2)
Hey, the perfect game for me is one where you get to play Ron Jeremy!
I think this woman needs to get a dictionary and understand the meaning of 'fantasy.'
then, right after doing that, she needs someone to teach her what the phrase 'sex sells' means.
How many people would buy games where you play a fat lesbo?