The
annual Indie Games Conference (IGC) has grown notably since its kickoff
in 2001, and this year, over 300 attendees showed up in Eugene, Oregon
for the latest iteration, “Reinventing Games: Indie Style”, held from
October 7-9. The conference is known for learning, networking,
celebration, community, game playing, discussion, game development,
and, of course, the bar. A primary focus this year was on the rising
popularity of casual games.
GarageGames,
the indie game publisher and engine creator which has more than doubled
in size since 2004, is the main contributor to and organizer of the
Indie Games Conference. The company, which has based its business
around the indie game concept, emphasizes its origins as a player in
the movement through such efforts as working on the Indie Games
Conference and the Torque game engine, which has spawned a large
community of interconnected independent game developers over the years.
However, this connection obviously means a certain amount of Torque and
GarageGames-specific evangelism at the conference. But the company is
fair in allowing non-Torque developed titles to compete in its awards,
and making the majority of the content during IGC itself not directly
related to the company's business.
Along
with providing keynotes on the changing state of independent game
development, the Indie Games Conference organizes several ongoing
“tracks.” This year, the Professional Track showcased Chris Crawford's
new approach to getting stories into games that he calls the
“Erasmatron” in the presentation “Interactive Storytelling.” The Torque
Track included numerous presentations with Torque professionals
discussing Torque 2D, the upgrades to Torque Engine 1.4, Torque
scripting, and the Torque Shader Engine.
The
Art Track covered multiple aspects of animation, textures, and
lighting. The Business Track included presentations such as “Starting a
Game Studio” featuring lawyer and game evangelist Tom Buscaglia who
provided an overview of legal issues confronting independent game
development companies. The Development Track featured roundtables and
open forums on building a game studio, game idea development, and
professional game development.
One of many discussions that took place at the IndieGames Conference.
The
Indie Games Conference also focuses on the games created by attendees.
The Show-Off Center remains open throughout the conference, making
games readily available for play and testing up until the Indie Games
Conference Player's Choice Awards. Networking opportunities also helped
to connect established and aspiring developers and publishers from
diverse backgrounds.
Keynote: “The State of the Revolution”
The
main IGC keynote focused on several options that are opening up for
independent game developers as larger companies refuse to pursue risky
ventures. The highest emphasis now is the casual games market, which is
an effective path for independent game developers to pursue. Mark
Frohnmayer, GarageGames, pointed out that game developers made half a
billion dollars in the casual games market in 2004.
Also
presenting, Greg Canessa of Microsoft Casual Games identified the
‘Microsoft Gaming Strategy' for independent game developers. On MSN
Games, 70% of the players are female and the average user, out of 30
million registered, plays games for around 120 minutes a month. The
Windows gaming market is growing 10% annually and earned an estimated
at revenue of $4 billion in 2004, which should grow to $9 billion a
year by 2009.
According
to Canessa, Xbox 360 Live Arcade is very open to publishing independent
casual games and will debut titles from GarageGames and past Indie
Games Conference participants. Users will have direct access to Xbox
360 Live Arcade through the Xbox 360 dashboard, a design element that
Canessa stresses receives support by the entire Microsoft hierarchy.
Casual games provide connectivity and community between platforms, and
interestingly, it was indicated that Microsoft is developing
connectivity between its game platforms. However, Canessa emphasized
the emergence of a common identity across platforms such as the PC and
Xbox 360, not necessarily cross-platform play.
The
speakers noted that the bar on retail game content continues to rise in
the games market. Production costs are sky-rocketing, developers have
to provide better and more impressive graphical fidelity, and high
production values are prerequisites for success in the space. Retailer
compression is an ongoing reality due to more competition and less
space, trends that caused some genres to disappear from retail
altogether, particularly in the case of PC games.
Meanwhile,
more people are becoming interested in gaming, including families,
women, and non-core demographics. Women comprise 39.6% of secondary
users for the Xbox console (IDC, 2005). Digital distribution of games
is now increasingly accepted by the masses through PC casual game
download portals, content delivery services such as Steam, and soon on
Xbox 360 Live Arcade. The development in communities for smaller games
is growing rapidly, and, it's claimed, market success in the casual
game space can yield innovation. Overall for the casual market, smaller
indie developers look for distribution for games in it, while larger
developers are still looking for low-cost, lower risk creative outlets.
In
fact, as an important part of the keynote, Frohnmayer recounted that
past Indie Games Conferences advised independent game developers not to
quit their day jobs in past conferences, but that the market has
changed, and the warning is fading – perhaps day jobs can now be quit
on the path to building successful indie games?
In
other discussions, independent developers reflected on the current
state of game development and the indie movement. Jeff Tunnell of
GarageGames particularly credits Microsoft's support and Xbox 360 Live
Arcade for new directions, whereas that company's Jay Moore sees a
major transition in the simulation and ‘Serious Games' providing indie
developer opportunities for corporate training, military training, and
university curriculum. He also noted that the North America arcade game
space is a massive market that indie developers are serving, because
larger companies are too expensive for arcade cabinets to afford. He is
enthusiastic, because a broad diversity of people are pursuing their
passion. Andy Schatz, Pocketwatch, points out that recent surveys
identify “game designer” as the second top dream job in the United
States , a development that establishes the influence of game
developers on new generations.
Full Session: ‘Mac OS X Game Development'
The
Apple Mac is allegedly one of the forgotten markets for indie and niche
gaming to reach, and Ryan C. Gordon of icculus.org spoke forthrightly
on the matter at IGC, indicating that he believes that independent game
developers need to recognize the potential strength in developing games
for the Mac OS X. iPods and iTunes promotions have increased Apple's
popularity and drawn in a wide market. By targeting Mac users, Gordon,
suggests, developers can reach an under-tapped audience in a vibrant
market with an aggressive update cycle. In addition, developers have
less competition for similar products on the Mac, and can tap into
loyal, educated customers with an affinity for buying products online.
Rich Hernandez of Apple was also present, commenting on the success story of GarageGames' Marble Blast
for OS X. The game is shipped with the Mac OS, and in fact, all three
hardware games on Mac OS X are independent games. He also noted that,
on Macs, attach rates are much higher for casual games (4%-8% click
through to buy ratio). Online distribution promotes game downloads
through GarageGames, Game House, Oberon, AOL, and the newly developing
official Mac OS X Downloads. In addition to downloads, Apple has 125
(and growing) retail store locations worldwide, where casual games are
peers of AAA titles. Even independent games have a long shelf life,
because Apple stores do not have a bargain bin, Hernandez suggested.