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Friday, August 18, 2006
 
Benefits of Buying Indie
As I have mentioned previously, the "Indie" gaming scene (from my standpoint at least) is actually pretty inclusive, as much as we might try and make it sound like it's an elite bastion of gaming purity.

This means its pretty hard to characterize indies as a whole. But if you stick with the top few percent - the ones that really stand out and DO get noticed- you can make some statements that tend to hold true. As both a member of the development community AND a customer of the same, here are some benefits I've found that really impressed me about buying indie games:

#1 - Outstanding Customer Support
I've received rapid response times to emails and queries, even on weekends or evenings (though for many indies, those are their prime working hours). I've had suggestions for games actually get implemented into the next rev of the game within weeks, or even DAYS. With indies, it seems that the tiny organizational overhead means you are either talking directly to the developer involved, or you are only one step away.

I've been able to be involved in the process on behalf of players of the third-party games I sell on my site, and I have to admit that I have been impressed. From game hints and questions to really nasty technical issues, the developers have been awesome and extremely responsive for me to help people out.

And I thought *I* didn't sleep much...

#2 - Instant Fun
Indie games are generally available as a download, and usually have a small enough footprint that you won't be waiting all night for a download to finish. You may even be able to play a scaled-down demo version directly via your web browser. You don't need a lot of patience or a trip to the local mall.

And if you find the free trial versions to be to your liking, buying the full version rarely takes more than a couple of minutes, either. In my experience, I usually haven't had enough time to go to the fridge and grab a soda before I had a registration key ready to unlock my new game.

#3 - Long-Term Support For Your Game
I touched on this a little while ago. Have you ever tried to even find a patch for a typical 3-year-old mainstream game? Maybe one you played and enjoyed but never finished, and want to try it out again? (Or am I the only one who does that?) It can be a nightmare. But for indie games, a 3-year-old game might just be hitting it's prime, and is still actively getting updated and improved. Indie games have much longer legs, and indie developers seem much more devoted to maintaining their games, than most mainstream developers and publishers.

#4 - Unique, Flavorful, and Niche Games
Some indie games are really innovative and sometimes just plain bizarre. Some may not necessarily blow all your beliefs about what videogames can do out the window, but they might have a unique angle or subject matter that you just don't find in mainstream games because they just aren't "economically viable" (meaning the publisher doesn't believe the concept has the potential to sell a half-million copies MINIMUM).

The whole "casual games" phenomenon originated becase some folks (mainly indies) decided to serve a niche category that mainstream was ignoring. Now it's the fastest-growing segment of the industry, and the mainstream publishers are frantically trying to figure out how to adjust their business model to get a piece of the action.

Genres considered dead by the mainstream industry, such as space combat games and adventure games, find new life among the indies. I was floored by how many indie space combat games were coming out around the same time I released Void War. Then you've got indie games in conventional genres injected with the personality and unique ideas of the creator, making fresh and unique (and arguably innovative in their subject matter), like with Aveyond, Kid Mystic, Outpost Kaloki, and Cute Knight. Or something completely off-the-wall DIFFERENT that defies categorization, like Deadly Rooms of Death: Journey to Rooted Hold.

#5 - Low Price, High Value
Most indie games are significantly cheaper than their first-run mainstream counterparts. Even more significantly now that EA and other large publishers are bragging about paying more for development and passing the increased cost on to their customers for new-gen console games. Sure, indie games typically don't have quite the whistles and bells of their mainstream counterparts. But many people find indie games that provide a much bigger bigger bang-for-the-buck in terms of sheer fun and raw entertainment value than the latest "AAA" releases.

#6 - Try Before You Buy
Almost all indie games have a demo version you can try out first. So you don't even have to commit the already low price of admission to the full version to make sure you are going to be happy with your purchase. Sure, it's hardly a new or unique thing to indie games, but it's nice to have a pretty substantial sample and know in advance you are going to be happy.

Now if only movies would let us watch the first half hour for free before deciding whether or not we wanted to pay for a ticket.

#7 - You Get To Feel All Avant-Garde 'n Stuff
You are the trendsetter, because you see past the pablum-pushing mainstream marketers and have been wired into the digital underground to pick up on the freshest and most innovative concepts that are just TOO hot and experimental for the rank-and-file gamer!

Okay, maybe not. But hey, your friends won't know the difference!

#8 - Insert Your Benefit Here
Okay, I'm out. I was already reaching on the last one.

What have you got?

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Comments:
Since nobody else has said anything, I'll flap my gums. :)

What have you got?

I think I have cynicism.

Point #2 is, IMO, the strongest. There have been a few times when I've said to myself, "Self... You can buy this game and play it Right Now if you want. Get out your credit card. And get me a Pepsi while you're up." Instant gratification is wonderful.

However, I think that larger studios have their pluses in many of the above categories as well. They often offer customer support in the form of searchable community forums and FAQs. Most indie titles tend to be too small to sustain those (so, rather than being able to Google for an answer, I have to e-mail). AAA titles also tend to have demos (all the titles I've purchased in the past year have had demos except for Oblivion), so I think that's equally valid for both indie and larger titles. Long-term support is an interesting one; the Deus Ex: Invisible war official site, for example, is dead (as Ion Storm is dead). However, the first hit on Google for that title brings up the latest patch. A defunct indie studio's titles might not be so lucky.

Despite this, 3 out of the last 4 games I've purchased have been indie titles (Democracy, Arklight, and Kudos). So, maybe I'd add:

#6b - There's a low(er) barrier to trial -- Demos for AAA titles tend to be monsters. They take a long time to download -- especially if I have to chase down a third-party server to get to them. ("You are user 85 of 85. Click here to wait in line for 35 minutes.") On the other hand, I can often snag an indie demo in under 60 seconds.

#6c - They're non-invasive -- AKA, "don't stomp all over my machine." The demo for Peter Jackson's Kong was horribly invasive. Others require me to reboot my system, which is a pet peeve. Conversely, indie titles tend to be pretty easy on my system. Is the Void War demo going to install Starforce? No way! (The worst I've seen in recent days is when Inago Rage put two icons onto my desktop -- one too many, but that's another story.)

#8 - They're getting to be "attractive enough" -- Kaloki's a good example. It (presumably) doesn't use Pixel Shader 3.0 or tax the latest video cards, but it's pretty close to looking like a Miyazaki film (which won't use the Hollywood equivalent of Pixel Shader 3.0 either, but will still be gorgeous). I think we can go with stylistic and get away without bumpmapping pores. IMO, even a text-only game can look sexy with the right interface.

I would like to see indie titles to become more "fantastic," and reflect the personalities of their authors more (see again Miyazaki). Seth Robinson's titles do this well. But most indie games seem too sterile to me.
 
I don't agree about AAA support. I've had my share of AAA problems, and NEVER gotten even tolerable support from a AAA publisher. Usually, you just get 100% ignored. Your only source for help is forums where other users have solved the problems- which is an advantage AAA games tend to have, but not by virtue of their creators. They just happen to be popular! Those exist in SPITE of the publisher (most often, on fansites not related to the publisher). And AAA faqs... you've got to be kidding. I've seen their FAQs and they're absolutely worthless - "get new video drivers!" Unless you mean the stuff you find on GameFAQs.com, which again is a matter of fans doing the work (and those FAQs are great, I always find myself going there). And occasionally being sued for copyright infringement or whatever.

And yes, getting AAA demos is an abomination. The number of pages you have to click through to get to them, and how rarely they work with download managers, and how often they are hidden behind subscriptions like Fileplanet... it's an absolute joke that they can shoot themselves in the head that hard and still totally stomp over indie sales with no effort. That's not counting the pain of 1GB+ downloads. It's an unbelievably rare event that a AAA demo is worth my efforts (and then they usually end up thwarted by the download sites in the end - no, I'm not making an account!!).

I have a list of games I want to buy someday... it's entirely console games, except on the PC I have a list of 3 indie games (Mutant Storm, Jets n' Guns, and Warblade) and Oblivion (which I can't buy yet, since I know this PC won't run it!). So yeah, indie games are better. There aren't many good indie games, but then, if you don't want to re-enact WWII, there's not much AAA for you either!
 
Yeah, major retail game demos seem to be designed to be given out on a CD-ROM. I find myself starting a download one night (after jumping through a ton of hoops and becoming #222 in line unless I want to pay $$$ to a filehost) and expecting to try the game out on the next day.

The last time I remember having an exceedingly happy customer service with a non-indie game was with LucasArts. This was for the game of LOOM, so that should tell you how long ago that was (FIFTEEN YEARS!)

Otherwise, customer service has been somewhere between "acceptable" and "unacceptable." My most recent experience was with an MMO, and they helped me out just fine.... after about a 3 day wait.

I have a friend a few years back who wanted to play Black & White. He bought the game, and then discovered that the copy protection was incompatible with his CD-ROM drive. Trying to get help from the publisher, he was told that they could not help him, but he could take the game back to the store and get a refund.

His response? "If I wanted my MONEY I wouldn't have paid for the GAME!"

Then he decided to take the big risk and hunt down a crack on pirate sites. The publisher couldn't help, but the pirates could.

Just sad.

Granted, I'm throwing around anecdotal evidence to support the point, but I've not found it to be atypical.

Now, as an Indie, I don't necessarily have what I need to solve every customer's problem. If they are getting a crash on a certain video card / sound card combination, I will give it my best shot, as chances are good there are more people out there with the same problem. But there's always the chance that I just can't fix it, and all I can offer is a refund as well.

But I do care, and I at least *try* to be responsive.
 
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