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Home » Computers » Games » Indies, Indeed

mobilemotion
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Indies, Indeed

Submitted by mobilemotion
Wed, 22 Apr 2009

Like the term “casual” (as it relates to gaming), the term “indie” has been appropriated to describe so many different types of games as to become a vague and mutable label. There even seems to be a lack of consensus among top “indie” developers.
An article at Gamasutra called Successful Indies Discuss Routes to Success (by N. Evan Van Zelfden), covers some notable opinions about indie games and developers from the South by Southwest Interactive conference. Developers John Baez of The Behemoth (Alien Hominid, Castle Crashers), Kellee Santiago of thatgamecompany (flOw, Flower), and Ron Carmel of 2D Boy (World of Goo) are highlighted. Van Zelfden’s article focuses on how these developers view the term “indie” as it applies to their particular companies.
Baez asserts that “indie” is, “…all about the [company’s] mindset.” Santiago (whose company is financially supported by Sony) ultimately defines “indie” as process, content, or combination of the two. Carmel (who cites an emphasis of design over finance) is the closest to hitting the piñata.
Exceptions aside, independent developers typically try to create a game that is “fun,” “complete,” and ready for public consumption and monetization. In the eyes of a game financier, these priorities are often reversed: the game is an investment commodity, and returns are expected. Financiers may appreciate the creative process, but rarely let it dictate business strategy.
Often times, publishers shorten development cycles and features are cut, resulting in games that are shadows of their intended selves. Sure, reorganization can happen internally with independent developers too, but at least in that case, it’s more like falling on your own sword than being run-through.
In the Flash online-gaming space, the vast majority of developers are truly independent, relying largely on distribution to portals (like Ponged) and post-development sponsorships. Most design, program, and illustrate with the enthusiasm of hobbyists. Monetization is certainly a concern, but one that is decidedly secondary to the overall design. (Established game foundries with a permanent team of developers – like Nitrome – are in a slightly different boat.)
When you start looking at “indie” companies in the retail / downloadable games space, there are some instances where the financiers and developers retain a “church and state” separation, but it’s rare. Regardless, I think that this separation is typically a key factor in determining the real level of a developer’s independence. It’s not so much about the mindset, size, or the content in question, and is more about the process, financial ties, and who’s ultimately steering the development schedule.

 

By Jeff Mattas, a dedicated gaming enthusiast and the primary Content Manager for Ponged (http://www.ponged.com/ ), a Flash gaming website with games that are hand-picked for a hardcore gaming audience. He is also the principal author of Ponged: The Blog (http://blog.ponged.com/ )


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