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  Opinion: In Defense Of That Recent Anti-Indie Column
by Jenn Frank [PC, Console/PC]
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February 10, 2010
 
Opinion: In Defense Of That Recent Anti-Indie Column

[In this spirited opinion piece, Jenn Frank, currently guest editor at sister site GameSetWatch, takes a look at the latest web snafu in the discussion of independent and alternative video games, concentrating -- interestingly enough -- on the response as much as the statement.]

I really like Jim Sterling's recent Destructoid column -- not necessarily because of any of the points it makes, mind, but more because of the ensuing, often aggressive responses from other gamers, developers, and reviewers.

There's a writers' resource called the 39 steps that I also like. Actually, it's just a list of helpful hints for good fiction writing, but it's a really, really good list. And a lot of its little kernels of advice, I think, can be applied to game design philosophies, too.

For instance, I've always really liked #23:

"Obscurity is not subtlety; intentional obscurity is pinheaded and unkind."

I do feel that way about games sometimes. I think you can be subtle without being deliberately mean to your player, or willfully alienating him. I think assigning ponderous meanings to mundane in-game actions is kind of a lazy way to work Big Existential Truths into your story. I think some games are disingenuous facsimiles of other, better games. I like 'indie gaming' on the whole, because I like creative underdogs, and because the games themselves tend to be shorter and easier to pencil into my calendar. Still, I've played some pretty terrible ones. Similarly, I don't think all puzzle games are great, even though I really like puzzle games.

So I'm pretty noncommittal. I think these opinions -- which are by no means the opinions of GameSetWatch, thank you -- are pretty low-key and moderate and not especially meaningful or groundbreaking or much of anything.

Now that I've fully shown my hand, let's gossip. I sure love gossip.

Currently, my Twitter feed is full of games journalists and artists whose dietary habits and foursquare updates I like to track. And today a lot of them were very apparently furious about something. Since bluster and ire tend to make me giggle (as long as those things are not actually directed at me), I did some backtracking and eavesdropping.

That is how I found all these little 140-character feuds and sparring matches with Destructoid writer Jim Sterling. I had trouble making real sense of those conversations, so I scouted out Sterling's February 7 Destructoid column, "Indie games don't have to act like indie games," which, OK, the title actually kind of made me grin in spite of myself, maybe because it made me think of this gem. (Also, when I first wrote this paragraph, I had not yet seen this.)

But now that I've read his piece, I'm a little confused about the commotion.

Jim Sterling's arguments themselves are inoffensive and moderate, but they're presented in a deliberately bombastic, even confusingly inflammatory way. But with all the brimstone stripped away, he basically says games can be artful and still fun to play, if they'd only try to be more fun and, sometimes, more playable. He says some games are hipster indie imitations, filching elements from genuinely good games, passing superficial, intentional obscurity off as real depth. And finally, he seems to think that some games get away with being bad because no reviewer will just come out and say they're bad, or why.

In fact, the brunt of Sterling's put-on umbrage seems to be with last year's game The Path. And probably his umbrage is fair, because not every player adored it, exactly.

In his review of that game, indie game critic Michael Rose takes great pains to explain that The Path is absolutely not a game, even as he goes on to repeatedly refer to it as a game (and "as a game," he says, "it's pretty boring"). Still later, Rose decrees that the 2009 un-game is "this year's weirdest game."

So even for the skilled reviewer, the critique itself involves some problematic conflation, and by review's end, Rose ultimately sighs that he isn't sure whether to recommend The Path at all.

Rose also writes,

"Unlike other recent attempts at arty gaming (see Flower), [developers] Tale of Tales have not drawn that line between and art and gaming well enough."

Apparently, though, neither can players: do we want to game, or do we want to be art patrons? Are we distressed when we're asked to do and be both at once? How fun should a game be? How fun should art be? Should art be painful to play? How, exactly, should we criticize painfully unfun non-game art?

But I am getting away from my real point, which isn't actually Jim Sterling's column at all, or my defense of it, or what I think about game design, or whether The Path is good or bad or fun or artful or even a real game.

The main point of interest, here, is all the responses Sterling's editorial has elicited. In Destructoid's own comments sections, there's quite a lot of "Finally! Tell off those pretentious indies!" There are also some better conceived comments that try to negotiate the 'game' and 'art' thing without conflation (though you'll find more meticulously careful conversation in here instead). There's some mudslinging, too, at mainstream games -- which, to hear it told by some, are apparently now bereft of artistic merit -- and at Jim himself, for being a blowhard.

I'd go so far to say that Sterling isn't really saying anything in particular, albeit in his trademark brassy way. So, as is always the way with the Internet, people hear what they would like to hear. And how people respond to the column says more about their own philosophies than it says about the column's.

So now, fascinatingly, you have all these mainstream game reviewers talking suddenly about how maybe mainstream games are creatively bankrupt, and they're championing the indie game scene and shaking their fists. And I like the noble, vocal intent there, but it's a little awkward to witness. Because Jim Sterling's final point -- that some games get away with being bad because no reviewer can bring himself to speak an ill word against them -- is basically proven all over again by the responses.

That's... kind of uncomfortable. Jim Sterling's epic troll ("indie games get away with being bad") has hoodwinked perfectly reasonable people into saying, essentially, that every indie game is great, which is just something of a literal impossibility. Oops.

Then, in the other corner, you have Jim Sterling's seemingly lone defender -- reputable, big-time game developer David Jaffe! -- who has taken the column's most salient points and run screaming in the opposite direction with them.

Jaffe even goes so far as to take "pretentious, full of shit 'journalists'" to task (and I do like the scare quotes around 'journalists'!) for "lauding and hyping these types of games."

Reading that, I reflexively wondered if this weren't some veiled insecurity, some sort of fearfulness about how the video game landscape -- how games are made, how they are bought and sold, or how we choose to talk about gaming -- is changing. But I think that would require Jaffe to take independently-made games seriously enough to be frightened of them, and I'm not entirely sure that he does.

Of these pretentious 'journalists,' Jaffe writes,

"Often times I think these writers go on and on about a lot of this arty farty stuff so it makes them feel like their own work is important (i.e. they are letting their readers in on something special and important versus simply writing about how many new weapons exist in modern shooter/alien invasion/football sim game #42)."

There might be some truth to that -- although, probably, my need to feel special and important is not all that keeps me from gushing about framerates and football sims -- but the real truth might be even more damning.

While good indie games are well worth championing, particularly for the benefit of those people who otherwise might not find them, perhaps game reviewers are reluctant to criticize badly made indie games because it feels too much like, say, crushing a house made of popsicle sticks and pipe cleaners.

The fact of the matter might be -- and this is very uncomfortable for me to type out -- a lot of reviewers don't take the indie 'genre' seriously enough to challenge or even criticize the bad games. It feels too cruel, too mean, in the same way it is cruel to kick a puppy or steal candy from a baby.

Maybe a lot of game reviewers really don't give indie games the professional and helpful criticism they really deserve, then, because they or we secretly deny indie games the status, the credibility, that we reserve for big-budget titles. Maybe, too, reviewers are prone to gush because those games consistently exceed their secretly low expectations.

Maybe.
 
   
 
Comments

Alex Jazayeri
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Destructoid articles are generally written in the vitriolic style of a populist rag, but this is not to actually take away from the writers themselves who are clearly intelligent individuals who know exactly what they're writing about.

To that end, Jim Sterling's article was the equivalent of a big burly coming into a bar, tipping over a table to clear the floor and shouting "Who wants to fight!?!?"

And it was a good fight.

Joe Cooper
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I liked the article in question. It summed up out I felt about the games; the messages communicated are often very banal and there is an overt effort to look like other art games.

Sean Currie
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I hate Destructoid. It's (probably intentionally) the antithesis to every smart, well written piece of video game journalism. Jim Sterling is either a) a professional troll well skilled in the art of getting traffic or b) completely ignorant of the concept of professional critique. I'm willing to engage in most debates of this sort, but when I see his name attached to anything I just shrug and repeat to myself the old internet axiom, "Don't feed the troll."

Gamasutra should do well to remember this. This isn't Heather Chaplin passionately decrying the lack of maturity in games by calling developers "stunted adolescents". This is an angry, frothing internet loudmouth - no different from any other angry, frothing internet loudmouth - who just happens to have carved himself a soapbox out of the bodies of game journalists who actually work hard and take their craft seriously.

Have a look at how often he uses the word "pretentious" in this article. It's almost parodic. There's no effort put forth to explain what is wrong with indie games, or what he'd change apart from "make them less indie" and less pretentious.

Let's break his argument down some. He has big problems with Tales of Tales. They're clearly the most pretentious of the bunch. Now let's look at the game The Path. It's called "The Path". The first onscreen prompt you get is, "Follow the path." When you do follow the path, the player gets a fail state. The game is about.... well you can fill in the blanks from here. If the average gamer is confused by a message as blindingly obvious as that, then as an art form we're in a lot of trouble. That's a Disney movie message.

His assertion that indie games should be more "fun" to play is kind of absurd. What about an art game placed in Auschwitz? Should that be fun to play?

This kind of silliness is present in every popular art form, but it's becoming frighteningly commonplace in modern pop-culture. Anti-intellectualism is worn as a badge of honor and any attempt to engage a topic that that doesn't involve copious amounts of blood letting is dismissed as if it were a conspiracy theorist in a tinfoil hat. When you extend that kind of thinking into video games it starts to get almost comical. For instance, how many articles have you read calling Heavy Rain pretentious? How is that even possible? It's a murder mystery. Last time I checked, that's genre fiction.

John Petersen
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as I slip on my knife-proof ear muffs~

I think the game industry makes it very hard for anyone to really make decent games, because of how they have to use the tools the cost of them etc. I'm almost certain there's an easier way for anyone (and I mean anyone) to make good games. And to drive the knife in further, I've used them. But the industry simply won't accept that as proper per se. Probably because they know it would take from their pockets.

But anyways... Yeah, I look at indie games, but most of them are just down right archaic to me, it almost doesn't makes sense how much praise certain one's get, probably because they're indie and they want to pat them on the back or something.

Sean Currie
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I half agree with you. I think you have to cut some slack to any indie game (art based or not) simply because of the complexity involved. If one guy makes a 10 hour side scroller in his basement with no money and during his free time, that's a completely different accomplishment than a team of 150 seasoned developers with a 30 million dollar budget working a steady 8 hours a day. I don't think you can judge an indie the same way you judge a commercial product - and I'd guess that anyone who'd argue otherwise hasn't spent much time in the industry.

That doesn't mean there aren't bad indie games or bad art games. When it comes to going easy on art games well, I see it less in terms of supporting the particular game and more supporting the push toward artistic games. Making a game that isn't a first person shooter, or a third person open world action game is, I would argue, considerably more difficult. We know what a good open world game looks like. We know what good FPSs look like. We have no idea what art games really look like. Experimentation not only in content but in mechanics is a fundamental process to creating an art game, and that's something most large publishers aren't willing to do. That said, we still want art games and the only ones consistently taking that desire seriously are the indie communities.

It's kind of like research in science. Your work may not be the big breakthrough, it may even fail. But you're still providing data. Even if that data is only what not to do.

David Delanty
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'Indie' is just a style of game that doesn't really have a concrete definition and just dances around the adjectives 'Unique,' 'Poetic,' and 'Cheapie-weapie.' But the true business-oriented definition of Indie, is that it's shorthand for 'Independent,' as in 'Independent of a publisher, and distributed by its own means.' When you think about it, and shed the whole 'Indie' label to describe a game's style, Fallout3 is an indie title.

I believe we should stop calling a game's style 'Indie' all together, and just use adjectives that actually have a clear-cut definition. Unique. Poetic. Cheapie-weapie...er I mean...low-budget.

And thanks for the Mega64 link. That made my lunchbreak.

Michael Samyn
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Given that there is no criticism of mainstream games to speak of, we can hardly expect criticism of indie games. Perhaps if indie games happened outside of the marketplace, we could talk about them in earnest. But things being the way they are, we know very well that a negative review of mainstream game might lead to bankruptcy of a company while a negative review of an indie game might lead to a starving child. So it's understandable that indie games get a gentler treatment.

What is not acceptable, however, is expressing praise over something that deeply moved and confused you more than anything you've ever experienced. No, if you say something like that, you're obviously a lying snob.

Owen Wiggins
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Jim Sterling's article makes him seem like an idiot. He oversimplifies the issue while simultaneously criticizing other journalist for doing the same. The truth is that there is good art and bad art. Two people can disagree about which category a particular piece belongs to; they can debate the properties of the piece to support their view. At the very least each piece needs a bit more thought than he seems capable of giving it.

Take The Path: "It is bullshit. Pretentious, contradictory and unbearably dull..." Seems he just didn't get it. I think most people would agree that The Path is pretty and simple, both rather unpretentious qualities. By the end of it, its point is quite clear. There's no pretense there. I don't see any contradiction outside of the purposeful contradiction in the directions that is clearly a critical component of the art piece. While I wouldn't call it a ground breaking piece, it certainly is original enough to withstand being called "unbearably dull." Given contemporary pieces in the genre, I would say The Path is a fair example of an art/indie game - far from his "bullshit."

How can anyone take him seriously when he misses the mark so far on his prime example? Had he taken an honest approach to his criticism, I think he would have had a much greater impact on the criticism of art/indie games. Many people would agree that The Marriage is visually and semantically uninteresting, for instance. Perhaps even a poor example of an art/indie game, but few serious people would bother considering his criticism at that point in the article.

Finally, his argument that art/indie games are required to be fun is so ludicrous that I'll forgo commenting in fear of boring any readers.

Tommy Hanusa
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wait, I'm sorry, I clearly missed something because I thought Indie-games were supposed to be pretentious and experimental. in a way they are like modern art, kinda stuck up its own ass but includes interesting concepts that change the way you think about art/games (and stuck-ist ideal, or rejection of this modern/post modern art, is apparently taking place)*.

in my mind, indie-games are more like games for game developers, not made for mass consumption. Its like showing someone a new way to put paint to canvas, an artist will be interested, a layman will be bored/ think you are stuck up your own ass.

in the graveyard, questions are asked about loss/victory conditions, protagonists, and in-game goals. most gamers couldn't care less about the answerers to those questions. to a developer though, it says things like, "you don't have to have a young male be the protagonist," and "why not have the player pay for additional outcomes in games?".

for a video-game critic to come in and bash indie-games as being stuck up their own ass is... well true for the audience s/he represents. however for developers, these types of games should be promoted. They are short, concise and ask questions. a developer could probably play a whole ton of indie games (like 3-7) in the time it might take them to play a single published-game, but they could walk away gaining more ideas to further the development of published-games, taking interesting indie concepts and putting them in a more available and accessible manner.

*and bear with me if I'm messing up my art terms, I don't read into art that much.

Josh Foreman
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"Fine art" as distinct from commercial art or crafts (Though this cannot ever be a black and white distinction) has taken on the prophetic role in our society, of (theoretically) challenging assumptions, correcting poor attitudes or behavior, and promoting the prophet's ideals. As such the patronage for such goods and services is pretty small and exclusive since the majority of people don't care to be preached at if the message makes them uncomfortable. This seems to be the role that these art games are attempting, and from what I've played of them they seem to be right at home in that context. Most fine art is not created with a sense of fun in mind. I think that's why so much of it comes off as pretentious. The message is generally the dominant motivation for the fine artist. And Sterling is absolutely correct that many a fine artist can hide lazy work behind a convoluted and vague message. This is worth criticism. But to say that art games should be fun is like saying all art should be fun. There are fun paintings, sculptures, books, and films. And there are very un-fun paintings, sculptures, books and films that are challenging, difficult, and thwart immediate entertainment value. That does not automatically make them inferior art. I agree with everything Mr. Hanusa just said. These games are made for a specific audience, and "fun" is not necessarily what this audience is looking for in these games. There can be no "fun" in a piece of art, but a person can experience a form of meta-fun from experiencing the art, bringing their intellectual tools to bear on the work, and formulating responses to it.

Christopher Wragg
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@Owen and Sean
Jim's writing is inflammatory and often obscene, but his points and his opinions (and ability to troll a crowd) reveal that the man is quite intelligent. The Path "is" contradictory in that by following it's instruction you lose, it's pretentious in that it aspires to carry some meaning, and yet delivers it badly, and is dull in that it's mechanically uninspired. If I were an art critic I might debate for ours about the relative virtues of the path, but as a gamer, his points don't miss their mark.

Neither does he mention that "all" indy games are pretentious, nor that there is something wrong with them being so.. The entire purpose of the article is to challenge common conception of what it means to design an "indy" game (aka not all of them need to be artworks), and to challenge the writers that incoherently praise these games. Yet most people trying to argue him down are focusing on those two points he's not actually putting forth.

One of the commentators raises a good point, in that when you're playing a bad game, if it's art it's all right, despite the fact you are still playing a shitty game. This isn't a good attitude to have, if the game isn't good (an entirely subjective concept based entirely on the level of interest and enjoyment you maintain across an average play group, and their ability to grasp the concepts within their first play through and no form of guidance barring that which exists in game), then it should be criticised for being bad.

The marriage for instance, is as bad as abstract art can be in it's worst instances. It doesn't evoke anything in it's player except mindless boredom because it's mechanics and visual style don't convey any message UNTIL the concept has been elaborated on by the developer. Once this is done people can go around toting the fact that the marriage is a perfect representation of married life, except that you can't reach that conclusion BY PLAYING the game.

So yes art games are fine, but they need to be reviewed as both games AND art, or they aren't "art games".

Jonathan Arsenault
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A troll getting press coverage on Gamasutra, he must be proud of himself now, i know i would. Destructoid, with a name like this wouldn't you expect that the whole point would be to destroy the review product. Get a clue people stop taking every crap you see seriously. There is a good reason why satiric website such as this one or even Sheley the republican succeed in attracting so much traffic and you are all part of this reason. Hell at least he has the balls to say what some of us think, but wont dare say out loud, sometime in a twisted way that will make you scream "bloody murder", my respect to him. It's not that he his too hard, it's all the other author on the site that have been neutered...

Mr. Zurkon
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@Samyn: "Given that there is no criticism of mainstream games to speak of, we can hardly expect criticism of indie games"

Please elaborate.

Edward Morin
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As an Artist and a Professor of Art beginning to include gaming
into the curriculum where I teach, I wanted to add my 2 cents worth...

I think what the author of the Destructoid column is really "upset" about
is bad games. Regardless of metaphoric intent, a game that doesn't
engage or challenge the player won't hold their interest for long.
There are many "bad" games just like there is plenty of "bad" art.
Perhaps he should write an article called "Games Don't Have To Be Bad"

A lot indie developers are questioning the nature of game mechanics
a well as the game experience in an effort to use the game as a vehicle
for an exploration of the human experience.

Though some of these games may be of interest to the "typical"
gamer demographic, many will not. As an artist I can accept this.
Not because I want to be an inaccessible outsider, or feel that
I am on the fringe of culture, but because that is what is I feel "Art" is.
Art takes something that is familiar, and presents it in an unfamiliar
way. From that experience, we are able to make new connections
and develop new insights and understanding. Art enables us to make
connections to the past, as well as define who we are now, and what
we hope to become.

If the author feels that the games he references in the article do
not "speak" to him on a metaphoric level, perhaps he should focus
on that fact alone, rather than trying to use these limited examples
to critique a larger community.


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