The Indie Innovation: When Less Can Mean More

<p>Innovation is a stock-phrase tossed around a lot in the gaming industry&period; While more often associated with the action-blockbusters of E3 and the like&comma; sometimes it’s the little things it does that makes its mark&period; As the indie market continues to lead the charge towards smaller&comma; crowd-funded gaming&comma; there’s something to be said for simplicity&period; In an era of Hollywood action shooters and increasingly competitive online gamers&comma; it can often be the most subtle attention to detail and characterization that appeals to our train of thought&period;<&sol;p>&NewLine;<p>Though having been a staple in the industry longer than most would grant them&comma; the allure of indies has seemingly occurred only recently&period; Maybe it was only after 2012’s indie smash-hits of <em><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;journey-review&sol;">Journey<&sol;a><&sol;em> and <em>FEZ t<&sol;em>hat first encouraged most gamers’ more serious exploration of the genre&comma; including this writer’s&period; The utterly surreal nature of game’s abstract plot and atmosphere garnered a kind of euphoria many could never explain and it’s harder do describe the even less explainable attachment to <a class&equals;"zem&lowbar;slink" title&equals;"Independent video game development" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Independent&lowbar;video&lowbar;game&lowbar;development" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">indie gaming<&sol;a> that its cult of followers have developed&period; Games like <em>Gone Home<&sol;em> or <em>Minecraft<&sol;em> are amazingly simple to describe them to a peer&period; The former’s gameplay can be summed up as merely pointing and clicking your way through a house and the latter jumping around and stacking pixelated blocks on top of one another&period;<&sol;p>&NewLine;<p>They’re deceivingly simplistic&comma; in theory painfully so&period; They are&comma; however&comma; nonetheless endearing because of that&period; Maybe they’re the infectiously adorable toddlers to their grown-up&comma; blockbuster gaming cousins that we can’t keep our eyes off of&period; They have such smaller moving parts than their siblings&comma; yet all the while using them to such curious and more eccentric ways that entrance us just as much as the &OpenCurlyDoubleQuote;higher production” values we see in our triple A experiences&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;05134129&sol;limbo-tp&lowbar;610&period;jpg-610x0&period;jpg"><img class&equals;" wp-image-56680 aligncenter" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;limbo-tp&lowbar;610&period;jpg-610x0-300x174&period;jpg" alt&equals;"Limbo Game" width&equals;"800" height&equals;"465" &sol;><&sol;a><&sol;p>&NewLine;<p>Artistically&comma; indies are a riddle wrapped up in an enigma as Churchill’s historic phrase could so accurately put it&period; Small in production&comma; yet large in vision&comma; indies are a diverse breed that share little more than an experimental attitude if nothing else&comma; boasting a rule of no rules to appeal to their acquired tastes&period; Akin to a play or skit&comma; they have few props and actors to their credit&period; They don’t require an enormous backdrop nor hefty effects to garner your attention&period; Yet they intensify their few focuses on the particular elements relevant to the scene&period; If The <em><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;interview-developers-stanley-parable-half-life-2-mod&sol;">Stanley Parable<&sol;a><&sol;em> was an expansive improv comedy&comma; and at times a charmingly bizarre one&comma; then<em> Limbo<&sol;em>’s nightmarish world of spiders and shadows was a short story written in a stream of consciousness haunting and imaginative all at once&period;To indies&comma; the uses of narrative and atmosphere come first and the gameplay second&period; Perhaps that’s in stark opposition to what games traditionally seek to accomplish&comma; but it’s that rebellion to status quo that’s inviting and mesmerizing to the indie fan&period;<&sol;p>&NewLine;<p>That’s not to say indies don’t appeal to a more familiar soft spot in most of us&colon; nostalgia&period;  For the majority of gamers from the 1990s and onwards that have grown up into their late teens and early adulthoods long experienced with gaming’s standard genre conventions&comma; it’s difficult not to get excited over an <a class&equals;"zem&lowbar;slink" title&equals;"Indie Game&colon; The Movie" href&equals;"http&colon;&sol;&sol;www&period;indiegamethemovie&period;com" target&equals;"&lowbar;blank" rel&equals;"homepage noopener noreferrer">indie game<&sol;a> that sports something sparking your inner child&period; Retro graphics&comma; old school gameplay&comma; or both&comma; make us remember the games that we fell in love with originally&comma; from side-scrolling goodness of <em>Guacamelee<&sol;em>’s Metroidvania style gameplay to <em><a class&equals;"zem&lowbar;slink" title&equals;"Super Meat Boy" href&equals;"http&colon;&sol;&sol;www&period;supermeatboy&period;com&sol;" target&equals;"&lowbar;blank" rel&equals;"homepage noopener noreferrer">Super Meat Boy<&sol;a><&sol;em>’s arcade-era pixelated challenges&period; It’s why&comma; as cynical as we are and as trite as the visual style has become&comma; games with eight or sixteen-bit graphics still make us feel all happy inside&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;05134044&sol;SMBTG&period;png"><img class&equals;" wp-image-56705 aligncenter" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;05134044&sol;SMBTG&period;png" alt&equals;"Super Meat Boy Gap" width&equals;"800" height&equals;"465" &sol;><&sol;a><&sol;p>&NewLine;<p>More straightforwardly&comma; there is the evident accessibility in most <a class&equals;"zem&lowbar;slink" title&equals;"Indie game" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Indie&lowbar;game" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">indie games<&sol;a>&period; Games are characterized by notoriously short attention spans in the age of the Internet and social networking and devoting your time to a single time-sink like <em><a class&equals;"zem&lowbar;slink" title&equals;"League of Legends" href&equals;"http&colon;&sol;&sol;leagueoflegends&period;com&sol;" target&equals;"&lowbar;blank" rel&equals;"homepage noopener noreferrer">League of Legends<&sol;a> <&sol;em>and <em><a class&equals;"zem&lowbar;slink" title&equals;"Grand Theft Auto V" href&equals;"http&colon;&sol;&sol;www&period;rockstargames&period;com&sol;V&sol;" target&equals;"&lowbar;blank" rel&equals;"homepage noopener noreferrer">Grand Theft Auto V<&sol;a> i<&sol;em>s intimidating&period; Indies are more often than not an experience completed in a mere two or three hours&period; Finishing a game in a single sitting not only makes a difference in maintaining an immersion not the same in a 50&plus; hr&period; game over weeks or months&period; The suspense is fresh in your mind in that instance and never lets up until the screen fades to black&period; Others like <em>Minecraft<&sol;em> don’t have a finish so much as they do when you put the game down at your pace&period; In that regard&comma; it’s a play as you want&comma; not a timed in the least&comma; and only limited to your single block of time&period; Short and sweet can amount to more than you think&period;<&sol;p>&NewLine;<p>In many ways&comma; indies can further lend their success to their consumer base&period; Unlike their enormously budgeted and marketed industry counterparts&comma; indie games are quite often made by on the backs of fans alone&period; From the get-go&comma; most indies are named after their method of development for a reason&period; Most are Kickstarted through the nickels and dimes of the average fan who see what the game’s about&comma; like it&comma; and fund it with whatever they have in their pockets to give&period; While many blockbusters are forced to analyze their market of fans and estimate fan appeal with great risk&comma; indies are trusted to be what their fans wanted&comma; if anything like the massive fan response for <a class&equals;"zem&lowbar;slink" title&equals;"Keiji Inafune" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Keiji&lowbar;Inafune" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">Keiji Inafune<&sol;a>’s still in production <em>Mighty Number 9<&sol;em> and <a class&equals;"zem&lowbar;slink" title&equals;"Tim Schafer" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Tim&lowbar;Schafer" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">Tim Schafer<&sol;a>’s upcoming <em>Broken Age<&sol;em> are any examples&period; Independently securing the capital to develop a game at your own pace and from those most devoted to it is a match made in heaven more comfortable to the artists involved rather than the business itself&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;mman&period;jpg"><img class&equals;" wp-image-56682 aligncenter" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;mman-300x174&period;jpg" alt&equals;"Mighty Number Nine Kickstarter" width&equals;"800" height&equals;"465" &sol;><&sol;a><&sol;p>&NewLine;<p>That’s not to say that the indie game making process can’t be gamble because of that fact&period; While indies are successful simply because of their high profit margin thanks to small budgets and in spite of big budgets creating beautiful games&comma; they can easily bankrupt a small studio like Thatgamecompany incapable of suffering those losses in the case of its exorbitant losses with<em> Journey<&sol;em> in spite of its record-setting PSN sales&period; Unlike large studios&comma; indies lack the ability to roll with the financial punches and a good game with poor sales can easily break an aspiring developer akin to the case of<em> Shadow of the Eternals<&sol;em>’ failure at funding&period; That pitfall alone can bring up the concern that indies are at the same dilemma of the major retail market&period; Creativity versus fiscal discipline is a tight rope to walk on and many are becoming so tied to big name publishers like Sony and Microsoft that their beloved essence may become subtracted in the process&period; In the face of a more competitive gaming market than ever though&comma; indies are encouraged more than ever and that fear&comma; while valid&comma; may be as uncertain as the defeat of video-games themselves&period;<&sol;p>&NewLine;<p>Apart from simple nostalgia or their high accessibility&comma; there’s another reason why indie games are able to please so frequently&period; It’s the same reason why almost anybody can happily play Tetris and Pacman today&comma; and why <em>Super Mario Bros<&sol;em>&period; remains as charming as it was before&period; Simplicity is hard to fail with&comma; and most indie titles have a very clear and single vision&period; Unlike their triple A counterparts that throw a ton of features and intricate designs at you&comma; there’s a purity to the vast majority of indie titles that makes it very hard for them to fail&period; The high scores that often follow games like <em>Minecraft<&sol;em> and <em>Gone Home<&sol;em> is that they had one goal in mind and achieved it&period; While the former focuses on puzzles&comma; the latter focused on story&period; Both achieved such brilliantly and there’s very little to criticize in a game that kept its vision pure&comma; and did what it set out to do&comma; assuming that it was a noble one to begin with&period; To get an A&plus; is fantastic&comma; but that didn’t mean you did so balancing four other classes at once&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;05134057&sol;fez-gold-cube-1349389487&period;jpg"><img class&equals;" wp-image-56684 aligncenter" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;05134057&sol;fez-gold-cube-1349389487&period;jpg" alt&equals;"Fez Cube" width&equals;"800" height&equals;"465" &sol;><&sol;a><&sol;p>&NewLine;<p>Indie games may be as delightful as they can be&comma; but at the same time&comma; the average critic might question whether they’re as good as they <i>should <&sol;i>be as well&period; <em>Limbo<&sol;em> intended to be a morbid puzzle&sol;platformer with a striking&comma; monochrome art style&period; <em>Hotline Miami<&sol;em> was planned as the murderous&comma; top-down slasher fest it was&period;<em> Papers Please<&sol;em> was designed as a border-crossing simulator with a surprisingly deep&comma; choice-driven narrative&period; Indie games may indeed have fewer chances to fail because their options are far more restricted&period; Nevertheless&comma; any player should accept that indie games aren’t as complex as AAA games&period; Maybe it’s the appreciation of the obvious that they champion&period; True&comma; you can get a lot more praise by doing something small and doing it well than you can by reaching for the stars and falling short&period; Yet that shouldn’t stop you from earning the praise you deserve&period;<&sol;p>&NewLine;<div class&equals;"zemanta-pixie" style&equals;"margin-top&colon; 10px&semi; height&colon; 15px&semi;"><img class&equals;"zemanta-pixie-img" style&equals;"border&colon; none&semi; float&colon; right&semi;" src&equals;"http&colon;&sol;&sol;img&period;zemanta&period;com&sol;pixy&period;gif&quest;x-id&equals;002b3345-114c-4d0a-8829-95718a6768a4" alt&equals;"" &sol;><&sol;div>&NewLine;

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