What Makes an Indie Game...Indie?

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Monday, July 12, 2010

Editor's note: Indie Game Mag's Mike Gnade is starting a new monthly column on Bitmob to cover...what else? Indie gaming. His first column takes a look at some high-profile titles and examines whether they're truly worthy of the label. Some of his conclusions might surprise you.... -Shoe


Indie gaming is a growing sector of interest and popularity today. But what really makes a game indie? What does the term really mean? What’s the difference between games like Braid, Castle Crashers, and Flower?

It’s a slippery slope trying to define indie gaming since there is a lot of discord in the game-making community. Some developers think that to be truly independent, you have to be creating artistic experiments with mechanics that have never been experienced before. Others think it’s a mindset where you’re not letting money, marketing, and big business cloud the vision for your game.

I’m not going to try and come up with a definition. Instead of trying to pigeonhole a wealth of titles that are incredibly artistic, let’s talk about a few games: what makes them different and why they are (or aren’t) indie.

 

The game: Call of Duty: Modern Warfare 2

Why it’s not indie: Let’s start out with an easy one. Clearly Modern Warfare 2 is not an indie game just like Transformers 2 is not an independent film. An immense team of people at Infinity Ward developed MW2. Activision Blizzard, a huge, publicly traded publisher, owns the studio and paid for all the funding, salaries, and marketing for the game upfront.


The game: Shadow Complex

Why we’re getting closer: The game is a digital download for Xbox Live Arcade and was made by a small team at Chair Entertainment who published and developed the indie title Undertow.

Why it’s not indie: Epic Games (Gears of War, Unreal, etc.) acquired Chair in May 2008. They funded and oversaw Shadow Complex’s production and release.


The game: Flower

What makes it an indie game: If you’ve played Flower, you’ve experienced its artistry and uniqueness. The experimental gameplay mechanics, storytelling, and concept are all very unique and capture the indie spirit. Beyond "feeling" indie and being a digital download, Flower was designed by the small independently owned studio, thatgamecompany, whose members are very involved in the Independent Games Festival.

Why some may argue it’s not indie: thatgamecompany has a direct relationship with Sony and Santa Monica Studios as their games have only appeared on the Playstation Network. Sony does not own thatgamecompany, however.


The game: Castle Crashers

Why indies are jealous: It’s one of the biggest hits on Xbox Live Arcade and has made developer The Behemoth a ton of cash (it has sold over 1.5 million copies). The Behemoth was founded by four people -- among them were Tom Fulp and Dan Paladin of Newgrounds fame -- and has always seemed well funded. 

What makes them indie: Their first title, Alien Hominid, was completely funded by the four founders via mortgaging their houses, cashing in 401Ks, liquidating savings accounts, and taking on second jobs. They ended up working with a publisher to get the original game onto GameCube but saw real success with its release on XBLA. Castle Crashers was also completely self-funded and published by The Behemoth and was featured and won awards at the Indie Game Festival.

Why some may still argue they’re not indie: They’re too corporate -- a weak argument for sure but still something I’ve heard. Also, XBLA is evolving into a platform where substantial capital is needed for certification and publishing, making it harder for indies. The Behemoth’s success means that their team doesn’t share the plight of other indie developers.


The game: Braid

Why indies are jealous: Braid created a lot of buzz for indie games. It was a critical darling, receiving tons of incredible reviews and awards from the mainstream gaming press.

Why it’s indie: One guy coded and designed Braid: Jonathan Blow. He recruited and hired help for the art and music, but Blow supplied nearly everything else (including the estimated $250,000 of development costs). The game was the creative vision of one man -- completely unencumbered by corporate influences.


The game: Gratuitous Space Battles

Why it’s really indie: Like Braid, GSB was coded and designed by just one guy. Cliff Harris (or Cliffski) of Positech Games not only funds his own projects, but he also self-publishes them on his own website, handles all the customer-support questions and emails, markets, codes his website, manages his forums, and writes his own blog. Positech Games is a one-man shop that embodies the work, risk, and effort it takes to be an indie developer.

 

Hopefully after reading about these games and studios, your interest in the field is piqued, and you’ve started to develop your own opinion about what makes something "indie." For more reviews and coverage, check out www.indiegamemag.com. See you next month!


Mike Gnade is the editor in chief and founder of the Indie Game Magazine, a print and digital publication dedicated to highlighting independent games and the developers who create them.

 
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Comments (13)
Shoe_headshot_-_square
July 12, 2010
Interesting point about Castle Crashers possibly not being indie!
Jason_wilson
July 12, 2010

I'm glad you included Gratuitous Space Battles as a "really indie" game. It's more fun than many fully backed and funded games. It's a great example of how great games are about ideas, no matter how basic those ideas are (the idea in this case being building spaceships and throwing them into combat). 

164509_184978324846425_100000027754882_677051_4358835_n
July 12, 2010

I've always wondered where the line is between indie and mainstream games. For instance, is DeathSpank an "indie" game? Is Telltale Games an "indie" developer? Their recently announced Pilot Program seems to be in the Independent spirit, even if the company itself is better funded than most indie projects.

Shoe_headshot_-_square
July 12, 2010

I've actually never heard of Gratuitous Space Battles, so I just downloaded the demo...curious to try it out. I cannot BELIEVE one guy is taking care of all that work. Demian and I can hardly keep up with all the business matters Bitmob needs!

Brett_new_profile
July 12, 2010

It's a really fine line to draw. Most indie movies these days are funded by the "boutique" label of one of the major studios.

My rule of thumb: If a game's good, I'll play it, regardless of who made it.

Photo-3
July 12, 2010

@Brett, I second your rule of thumb.

Img_1019
July 12, 2010

Really interesting article. I particularly enjoyed the format and the excellent choice in screenshots -- they made the piece very easy to read. Looking forward to more!

Greg_ford
July 13, 2010

This is a great article, Mike. It's an issue I actually encounter quite a bit in my Indie Scene column. Since the line is blurry, sometimes I'm not sure if a game like The Misadventures of PB Winterbottom is truly indie. I'd argue more along the lines of the spirit behind the game, but people can make a pretty compelling case against it, too.

Me
July 13, 2010

Good read, waaaaaay more entertaining this way then had you attempted to define Indie. Gonna go check out what Gratuitous Space Battles is now.

Robsavillo
July 13, 2010

At its most simplistic, any "indie" art is that made independently of corporate (and I don't necessarily mean "big business") influence, which ultimately means any action that one could interpret as creative influence (i.e., funding or publishing). Black Flag members were independent musicians. George Kuchar is an independent filmmaker.

But this poses a problem for indie games on consoles -- Microsoft, Nintendo, and Sony operate closed hardware systems, and that necessitates their involvement in any game for their platforms. Cliff Harris can more easily fit the indie definition because the PC is the only open platform for games.

I do think it's a little silly to argue that Flower and Castle Crashers are not indie games, though.

Lance_darnell
July 13, 2010

If James DeRosa likes it, it's Indie. See? That simple. 

Good article!

Default_picture
July 13, 2010

Where would Limbo fall into?

Default_picture
July 13, 2010

The game: Touhou ProjectTouhou Project

 

Why it's totally indie: Every aspect of the games(the 12 "core" installments not counting the fighters and such), are developed by one man - ZUN. His games have been praised for its gameplay, music, and characters, much like Pixel with Cave Story. The difference between the two, though, is that ZUN seems to have much more time on his hands thus annually exapanding his game's universe.

Why one might doubt it being indie: Its popularity is overwhelming for such a humble series of shmups. Its music is so famous that many circles make equally-popular remixes of Touhou's songs(e.g. 'Marisa Stole The Precious Thing', 'Help Me EIRIIIN!!!'). The amount of fanart towers over other popular games and anime. Touhou's popularity has even spread over here, with absurd crossovers with games like Team Fortress 2(http://www.youtube.com/watch?v=4s4_h-6PW28&annotation_id=annotation_418238&feature=iv  http://www.youtube.com/watch?v=H4Wt-oXZ-n8), Heavy Rain(http://www.youtube.com/watch?v=N9rgPeyNihM), Call of Duty(spoilers ahead: http://www.youtube.com/watch?v=OQrN0TO6mDQ http://www.youtube.com/watch?v=bXkcOYTRwfA http://www.youtube.com/watch?v=ykhbLhkMOfc&NR=1), and many NES games(http://www.youtube.com/watch?v=v6QDB0sdcug http://www.youtube.com/watch?v=vn8AtqAwy7c http://www.youtube.com/watch?v=MR8VjN1GBrY). So yeah, it's an internet phenomenon.

    So, with all this popularity you'd expect it to be a heavily-marketed franchise, right? RIGHT? Nope. All popularity is grassroots. The only "marketing" is done by fans who create and sell LOTS of fanworks(the reason being that copyright is pleasantly more lenient over there). Though ZUN has expressed worry about his games being overshadowed by his fan's works, which is completely understandable.

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