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Nine Paths To Indie Game Greatness
 
 
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Features
  Nine Paths To Indie Game Greatness
by David Marsh
8 comments
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February 26, 2008 Article Start Previous Page 2 of 6 Next
 

Many game studios are crippled by the amount of resources they require to keep operations going. I have seen plenty of companies that operate "contract to contract" with little hope of ever breaking out of the cycle. The studio growth required by the increasingly resource intensive modern crop of games is many times unsustainable. In fact, the problem seems to be getting worse.

According to a report by the BBC, "Back in 1982, the Japanese company Namco produced Pac-Man for $100,000. Now, the average PlayStation 3 title is estimated to cost $15m. Even after adjusting for inflation, that is still a significant rise. While production costs have tripled in recent years with the introduction of next-gen consoles, sales and revenue have hardly changed."

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Independent developers usually operate with very limited initial resources. By operating without a loan of resources, they create a development environment for themselves free from outside influences or restrictions. The only obligations they hold are to themselves as developers and the people who play and purchase their games.

Here are 9 methods independents are using to develop games with fewer resources:

1. Efficiency in Design

Design around getting the most bang for your buck. Think of your game as an engine, where developer resources are the fuel and the output is player value. Imagine how much developer fuel the Counter-Strike engine required to output so many hours of entertainment compared to how much fuel had to be poured into the Halo engine to get a commensurate amount of entertainment.

The two engines might not be on the same scale, but the efficiency in terms of resources consumed is radically different.

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Efficient design choices to utilize could include:

Multiplayer

Making a single player epic saga with hours and hours of linear consumable gameplay is not very efficient. A well designed multiplayer game that simply gives players a set of rules to play by can provide an infinite amount of gameplay for a fraction of the time spent creating content, as well as dramatically increase a game’s lifespan.

User Generated Content

If you don’t have the resources to make large amounts of content yourself, why not give players the tools to do it? An even better argument is that it is almost a certainty that players will come up with things for your game that you would never have created in a million years.

Line Rider is a popular flash sandbox type game started by Slovenian university student Boštjan Čadež. In Line Rider, players draw a landscape which the player character, a little man on a sled slides down. This is a pretty typical example of what an average player might come up with after spending some time with the game.

It’s not terribly exciting, but there is a group of people that when given the chance to be creative, will initiate a nuclear arms race with others in the community to see how far they can stretch the system they have been given. Those people come up with things like this.

Garry’s Mod is a $10 Source Engine mod written by Garry Newman that unlocks low level functionality of the engine for players to experiment with in real time. The "gameplay" part of Garry’s Mod is exploring the creations of other users, many of which have evolved into their own scripted games within Garry’s Mod itself.

An example of this in action is this video of a player creating a robot out of Half-Life 2 props. That’s about what you might expect people to do given the power to animate pieces of the game. But then of course there are those people who look at the tools you have given them, and take things out of this world. Here is a list of other benefits your game could see by utilizing the player base’s resources.

 
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Comments

Aaron Murray
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Good article.

As an owner of an Independant company, I find the biggest challenge to be balancing budget and content within short project timelines.

Eric Holsinger
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I think you missed game editor, http://game-editor.com, as another cheap (and cross-platform) game engine for your list.

Martin Gonzalez
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Excelent article. Very useful!. Thanks.

Anonymous
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Will XNA Community/Creator's Club make the 360 an "open platform" (point 4) with "digital distribution" (point 3)? Only time will tell.

Anonymous
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My biggest concern for the independent development community is it's growth. I mean, the whole point is to stay small and nimble but it seems that this sub group under the game development umbrella is starting to make the same mistakes as it's bigger brother; Big Budget Games. Indie games have grown from simple ideas into a semi-pro activity; thus driving up the cost of development.

I'm not saying that all developers are taking this road but we may quickly see the path that is commonly taken by big wig publishers like EA to "push pretty graphics and people care less about the game play". I'm not stressing at all that a game with "all looks and no brains" will win Game of the Year but we see this trend every time another eyegasmic game comes out and gets an 8/10 score where it otherwise would have gotten a 5/10.

I'm only pleading that developers tread lightly and don't look to Big Brother for examples on how to tailor this young industry. If independent games grow to the production level of current AAA games then we may never again have the opportunity to see small upstarts creating successful products. There should be a real push on all ends to keep the Indie flavor alive and avoid put out "beautiful blond" games.

Paul Lenoue
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Great article! Very well done. I especially appreciate your segment on player created content. Too many indie game developer lock their games up tight, then whine about how nobody plays the games more than a few times.

One thing I think you should have mentioned is that indie game developers should listen to the players more, especially about faults in the game. Too many times I've seen the attitude of "I'm a programmer, so I'm automatically a genius game designer" or "You don't know programming, therefore you couldn't possibly have anything worth listening to." I have tried playing dozens of indie games that suffered from fatal flaws, glaring omissions and obvious imbalance, and when I visit their websites I see many people commenting on these flaws in the forums, yet rarely do I ever see the indie game programmers address these issues. More often than not they just ignore everybody.

This is especially sad during beta testing. There have been several games that I participated in beta tests where all they were looking for was bug reports. Any and all comments about how to make the games more enjoyable were ignored. As a result they came out with well-programmed games that nobody played more than once.

Anonymous
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Whoa there Paul. Don't place the blame on the programmers alone as there are plenty of cocky designers and artists working on indie projects too. I think that is a flaw of the team as a whole and we all know that it takes more than one to tango with game development anymore these days. But I do agree that it does often result in a failed game when developers don't listen to the voice of the people. Also keep in mind that if they are making a racing game and you suggest, "you should be able to get out of the car and shoot people FPS style" then you'll likely be dismissed.

Paul Lenoue
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I don't automatically blame just the programmers, it's just that several bad indie games I've tried had nothing _but_ a programmer or three or more, nobody else involved in crafting the game. They might have had an artist, but it was the programmers calling all the shots. And I've seen a few team efforts where everybody was so close to the project they completely overlooked glaring problems, yet ridiculed and insulted anyone who tried to point them out because they were professional programmers and we were just ignorant gamers. Serious ego problems, for sure.

And I can't tell you how many times game programmers have shut me down because I didn't use the right buzzwords or I suggested something that was different from the norm. I can see how this comes about, you work so hard on coding your brain defaults to a certain logic standard, I've seen this in artists and other people many times. But really, how can you come up with new and innovative games when you immediately shoot down concepts without even trying to think about the possibilities?

And as for asking for FPS from a racing game, that kind of off-kilter feedback comes with the territory, but if a large majority of your beta-testers and/or players ask for the same thing, then you should give it some thought. For instance, one game I beta tested a player suggested they replace all their confusing stats with just three main ones with subcategories that would be introduced slowly as the players advance. Considering how the game was structured this made a lot of sense and would have made the game a _lot_ easier to play, so most of us testers agreed with the suggestion even though it would have changed things significantly. They said "No" quite firmly and stated that the game was supposed to have large pages of confusing numbers so the players could "explore" and "discover" strategies on their own. Most of us couldn't even figure out how to play the game completely, much less discover strategies, so we dropped out and the game didn't even make it out of beta.


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