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Wednesday, June 17, 2009
 
Competing for Indie-Hood
Brent Fox of NinjaBee has taken a stab at defining "indie." Well, more like ranting about the use and misuse of the term. I don't think it will ever have a final, agreed-upon definition which can really be misused because ... well, that's just the nature of indie.

If you hang out in certain gaming forums long enough, you'll find Brent's analysis to be a subject that is all too familiar. There is often a bit of grousing over who is more indie than whom, and whether or not some company that isn't indie enough is trying to 'cash in' on the term that more rightly belongs to someone else:

NinjaBee: Indie Game Developer Definition

Now, I used to work there, so I may be biased. But I first ran into these guys when they were a "guns for hire" studio that had barely survived the last recession. They were down to a skeleton crew looking to go indie more out of desperation than anything else. Outpost Kaloki had been developed on their own dime, originally shopped around to publishers without success before they decided to take it indie in hopes of recouping some of their losses. It was self-funded, and self-published.

Brent, Lane, and Steve put their livelihoods on the line to try and live the dream and chart their own course in the games biz. And they've been extremely generous and supportive of the indie community for years. When people talk about the indie gaming spirit, I think of these guys just as readily as some dude in his parent's basement making free games that would have looked at home on the Atari VCS. Any definition of indie, in my mind, has to include them.

But I think it goes beyond a self-esteem or insecurity thing, as Brent suggests. Indie games must compete with each other as much as they must compete with mainstream titles. They must compete for recognition, awards, and - yes - sales. The difference in production quality between high-end and low-end indie games can be even larger than that of mainstream triple-A titles and the top indie offerings.

When you've spent the entry fee to submit your game to the IGF for consideration, and find your game has been beaten by a game which obviously cost 100x as much to make, some issues of fairness are going to get called into question. It's unavoidable.

While I resent it being used in this way (by myself as much as by others), to some degree the "indie" label is used to reset the expectations on the audience. Slap an "indie" label on a game with lower production values that would otherwise be met with nothing by contempt by gamers, and at least some fraction of the audience might be willing to give the game a second look and try to see past the lack of gloss and current-gen graphics. But when "indie" can apply to a game that cost a half-million dollars to make (and looks it), it leaves the bulk of indies out in the cold. Nobody wants to compete in a category where they are hopelessly outclassed.

So arguments about who is and isn't indie really revolve around attempts to level the playing field. I doubt there is a good answer. Limiting games by budget would be a ridiculous exercise. What's the difference between paying a professional artist thousands of dollars to create content for my game, and getting him into donating all his time for free? From the player's perspective, not a thing.

Ultimately - for me - it's about the games, not the labels. I think the little guys suffer more from lack of attention than anything else, which is why I try to evangelize the best of the indie games. There are a lot of overlooked gems out there. And I like hearing the stories of these guys who bring games to their audiences outside of the conventional routes - who are able to bypass the old middlemen and gatekeepers to get their visions and creations more directly into the hands of the players.

Beyond that, I try to stay disinterested in who might be "more indie" than whom. It doesn't really matter.

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Comments:
My first thought was that maybe we should come up with a new term for the small guys who need help, because when I think "indy" or "indie", I think that if you're not getting published by Bethesda or EA or Sega or Activision or any of the major publishers, you're independent of them.

That's what the term refers to with movies. Right? The Passion was a huge, blockbuster release that cost $30 million but it's classified as an indy movie.

But when I looked at your linked NinjaBee list and realized how many different criteria people want to include, I started thinking that, instead, maybe we need something like Dogme '95. Shoot, I think gaming even has something like this already. Maybe it's time to really start adopting it, if it exists.

That seems to make more sense to me. I think. :)
 
can I still be a hobbyist game developer? or that not vogue enough anymore? to edgy to be indy?
 
I have heard that if it costs you money, it's a hobby, and if it makes you money, it's a business.

As far as making games is concerned, I'm probably back to being a hobbyist, myself, stu... :)
 
I honestly think that indie should apply to those without major publishing deals and made a game for less then 10% of what it would cost to make it with a major label considering the quality.

I released my first game and was shocked at how hard it is to sell a game! So I agree that it all comes down to the game itself not the label slapped to it. I think developers get too caught up in this and forget that the real audience doesn't give a hoot. Also with my first game I put over 40 hours into marketing and got 0 sales! I had thousands of unique visitors and even some demo downloads but no sales. You gotta consider the fact too that I made the game with a $20 engine and just recolored the default graphics. I priced it at $7. Honestly I wouldn't really buy the game but I was targeting seniors and young kids and I think the game looking at those audiences and given my resources is GREAT. I made the game in under a month since I was mainly trying to see how hard it was to sell games. So ya... I have a lot of respect to those that can actually sell games... it is VERY hard and anyone that hasn't tried would never understand. I honestly think selling bars of soap to homeless people would be more profitable and easy than selling a true indie game.
 
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