Warning: Hot Topic Ahead
Before you read any further, please note my definition of
"indie". Indie is not a team of 6+ people working out of
an office, with salaries. Indie is not building capital by contracting your team to a major studio, publishing house or hardware vendor and claiming to be independent just because your next game built off of said capital
didn't require a publisher. Indie is not many things, but I'll
stop now before I start on a rant.
I'll say two last things before I
start my post. One, a company can be an independently sustained business
and still not be "indie"; as this defines more than simple financial
independence. Two, if you think this post or something I've said (or about to say) on here
is about you, get over yourself. I don't care to hear your defense of how your 50 person, multi-million dollar studio is keeping with "the spirit of indie". =) Enjoy!
Plenty of Fish, but it's a Big Ocean
As an indie developer, I think that one of the hardest things to do is find
the right team. Let's face it, it's hard enough to find good people that
you pay; imagine searching for someone on the promise of a profitable future alone.
There are plenty of services that help developers and publishers meet but there
seems to be nothing (that I've found) to help professionals meet for indie
ventures.
Old-skool
There once was an idea of mod teams, but these have all but died off.
The rising development efforts required to make the simplest of modifications
in modern engines is getting out of hand. The lack of usability seems to
have caused a shift in the mindset of developers around the world; programmers
and artists alike. Everyone has scattered back into their caves.
Artists are spending much of their free time doodling random ideas rather
than focusing on a mod or some other unified vision. Their only escape
from the chaos are annual events like Dominance Wars, but these are often
art-specific and lack any true game focus or collaboration of a joint
project.
Programmers are more drawn to tech demos and simple test applications that
show off the next best thing in lighting or shadowing techniques or trying to
get A* onto their GPU. The chore of coding some unique game experience
seems diluted when you're forced to imagine some space marine as your wizard
fighting the dragon (who happens to be a spider with scale = 200) because these
were the only available assets.
Often the truly unique experiences come from the joint efforts of art and
programming. This is impossible to happen if they never come together.
The Hoard
There was a time when we could search through databases of Unreal Tournament
and Quake 1-3 models. Though the open
source community doesn’t seem to have been as shaken by the decline in mod
efforts, the art community hit a massive iron wall.
The fall of the mod has changed people. They are
now afraid of losing their content. The preaching’s of protecting our property has burrowed into the
very core of our psyche. It has raised an entire generation of people who would rather watch it burn than give it away.
The only thing that has changed since the old days of the mod is the amount
of time spent on a single asset. Instead
of churning out 10 models, the effort has become 10x for a single model. The sense of ownership is stronger with
something if it took this much longer to create. It is the only other thing I could possibly see as
a reason behind the lack of art interest.
Exploitation of Interest
At times it feels like a "match making" service for indie
developers is something that hasn't been done because someone hasn't thought of
a way to monetize it. Money is, after all, the primary motivation for
these types of organizations right? These "meet & greet"
companies charge a pretty penny for what amounts to a brief interlude between a
developer and a publisher who may dismiss your game in the first 5
minutes. It's why we pay thousands of dollars to attend a conference
where we can't possibly be everywhere at once, then are asked for more money to
purchase the material online to the places that we couldn't be in person when
we paid for it the first time.
Unity through Community
So where are these organizations for indie developers? There are
always programmers complaining that they have no art and artists complaining
that they can't code. Personally I feel that it may have to be a
community-driven group, like it once was with the mod community. The lack
of financial gain from teaming up a bunch of penniless garage developers
doesn't exactly sound like a dream company. It would have to be a voluntary
activity. I know what you're thinking, "duh! forums man!".
It's easy to jump on any game forum and find 101 eager individuals with
boundless motivation and zero skills. I was able to simplify my dilemma
into a triangle of Talent, Motivation, and Available Time.
The idea is that you can only pick a single point, anywhere on the surface or
edges of the triangle. This has been my most common problem when
searching for talent to partner with. It's not the lack of websites and
forums with people of common interest; it's the mismanagement of all that
information. There just doesn't seem to be a place for indie developers
to say, "here I am, let's make a game." and receive responses from people who are actually capable and willing to contribute.
The Hoard hasn’t helped this situation either.
It's a Shame
In the end, I feel that most indie games that are finished are spawned from sheer motivation
and blissful ignorance of someone who didn't know when to give up. Also the dumb luck of a programmer having a close friend
who happened to be a highly motivated and kick ass artist with nothing but time on his hands. These don't look like promising odds for the
growth of the indie scene.
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Having tried to put together a couple of indie (by your definition) projects in the past I can absolutely relate. The problem I always ran into with regards to the artists needing programmers and programmers needing artists was really, I hate to say it, a question of who had the "better" idea, or whose game should get worked on first. Because, lets face it, everyone's got an idea, and everyone has their *own* project they want worked on so mediating that always became an issue, especially with the amount of time needed to really do one of these things right. Hook and artist and a programmer up together and you end up with two games being developed concurrently, rather than everyone focusing on one.
I'm thinkin', however, that you may have found yourself a market niche here. If you have a way to bring all these indies together, then have at it! You might find yourself at the head of something new and nifty in the gaming universe!
Hahaha, yep that would describe me! I couldn't get art out of two very good artists that volunteered. And my game was already written with my crapy graphics in it. Then Bam, a friend contacts me and says he wants to do something
It is hard to find people who will actually do what they believe they will. As it is hard to get any amount of work done when people have real jobs and family to deal with each day. So finding people who match your own desire to create is a really tough proposition.
I'm not the most hardcore "web community" developer so I probably wouldn't be the one to head up something like an indie match-maker, but it's definitely worth thinking more about. =)
Jonathon Blow had it right with Braid. He programmed and designed it himself, and then after the fact, brought in an artist to give it a unique visual brand while he continued to polish the design and code. If all the mechanics are there, the only ideas the artist needs to come up with are how to communicate those mechanics to the player.
I find that most artists and programmers flounder and try to force ideas into a game when they feel that the game is lacking something. This is not always the fault of bad design, but primarily a problem of communication.
Great article! I agree with Kimberly that there is a need to bring serious people together to create Indie projects. The existing communities do draw a lot of motivated and unskilled people as you have indicated. Projects do need 'beta' testers...but a project needs more skill than that to get off of the ground. :)
I've only enjoyed 1 out of 3 successful team projects with people I have met online. The other two projects failed because the members had not counted the cost of working on a project in terms of time, their availability, time budgeted to increase their skill sets, etc.
As a programmer, I've had to delve into the realm of creating my own art assets. Most recently, I enlisted the help of a son and his friend to create our own sound effects. (that was fun of course).
I have seen forum entries by serious musicians looking for a project to add to their portfolio...and willing to work for nothing. Artists with a creative knack and skills seem to be harder to find.
I do find myself thinking like Dave suggests above, that I need to create the game mechanics and then bring an artist onboard to help communicate. However, I do like having the artist onboard at the beginning. This allows her/his interpretation of the game specification to influence development. Same goes for musicians. If they can provide an initial music loop then that helps in the same way to keep the team motivated.
I love to work on game programming projects with others. I can do it at no cost and work on it when I'm not at work or dealing with family matters. It's a hobby my wife permits. :) I can commit to 30 - 40 hours each week. I can say it is very difficult finding "like-minded" people. I think a web community for Indie developers is an excellent idea.
Regards,
Chuck