No they
don’t.
It’s
possible to assert that there aren’t any independent games at all; that the
game industry consists entirely of mainstream corporate product; that the
independent game is a myth; that the game industry is
Yes they
do.
But it
would be just as valid to say that independent games are alive and well; that
there is constant experimentation in the industry; that garage-band game
studios can make it big; that the diverse cultures and subcultures of gaming,
from internet shareware to player-generated mods, represent the unsung margins
of games.
Huh?
Just what
are “independent games” anyway? What’s
the difference between an independent game and a non-independent game? And why should it matter whether or not they
exist?
Before we
dig down into these questions, let’s take a brief sideways glance at cinema, a
medium where the concept of the independent product seems to be indisputably
alive and well. “Independent film” is a
term that the critics, creators, and viewers of films all seem quite
comfortable using. So how do they
differentiate an independent movie from one that isn’t independent?
1)
2) It can also have to do with the film medium itself. Was it a
short or a feature? Was the scope of
production a shoestring budget or a multimillion dollar extravaganza?
3) Lastly, the idea of independence in
film can refer to something more vague, to the overall
spirit and culture of the film. Is it the usual
The initial
question remains: Do independent games exist?
But is it really a yes or no question?
If it is, I’m not ready to come down on one side or the other just
yet. I’d rather be able to speak out of
both sides of my mouth. And so as I take
a look at the economic, technological, and cultural factors which contribute to
the answer, I’ll be keeping a running dialogue with myself. Pick your favorite column.
|
Games are big business. Games are a multibillion dollar industry, with revenues
growing every year. The bigger the
overall size of the industry, the more nooks and crannies arise in which
alternative economic models for independent games can emerge. |
Games are big business: too big.
Compared to the more gradual development of other media, the commercialization
of digital games has been blindingly rapid. The overwhelming economic scale
of the global game industry means that the margins get squeezed out by the
massive center. |
|
The core business model of the
game industry is sound. The game industry shares the
artist/publisher business model of other “content industries” like music,
film, and books. The game developer creates the content
(like the book author or musician) and the game publisher funds, manufactures, markets, and distributes the
content (like the book publisher or record label). If the game is a success, the developer
gets royalties. This model has helped
games become the only form of digital culture that people actually seem
willing to purchase. While there are
well-worn genres in the game industry, some of the best-selling titles
(Tetris, Myst, Doom, |
The game industry is completely
screwed up. Thousands of new games come out
every year but only a handful turn a profit: this circumstance has led to a
hit-driven industry in which publishers remain staunchly conservative,
pumping out lookalike, genre-bound drek.
Retail distribution of games is a cutthroat bottleneck, with a handful
of chain stores running most of the show.
If a game doesn’t have an immense marketing budget that will guarantee
immediate sales from launch, it will be yanked from the shelves. For a publisher, it’s more advantageous to
shoot for that one top ten hit that will carry a company through the holiday
season rather than try new and experimental kinds of games. |
|
The Internet will make independent
games possible. In the future, game consumers will be able
to purchase games online directly from developers, downloading data instead
of buying a manufactured disk or cartridge. This encourages independent games by
eliminating the distribution snafu: players can choose any game they like
instead of being limited to the mainstream titles that retailers choose to
put on store shelves. |
Nobody knows how to make money
online. The shareware business model, in which
players download a free game demo and pay for the full version of the game,
has rarely proven lucrative. CD-ROM
games are often hundreds of megabytes of data, meaning hours of download time
for most computer users. The internet
economy, including online gaming sites, seems to be in a complete shambles. |
|
Other media have alternative
contexts for production, distribution, and reception.
As the game industry matures, the equivalent of small record labels,
college radio stations, and experimental DJs will come into their own. |
It’s a chicken and egg
situation. These “alternative contexts” will
come into being only when the game industry undergoes a number of major
paradigm shifts in the ways that games are produced, distributed, and
played. These shifts are unlikely to
happen before the games themselves change. |
|
The technology is getting better.
There’s no other cultural medium like games that reinvents its own
technical capabilities every few years.
New game technologies mean more depth, more complexity, and more ways
to play. Technology drives innovation.
|
Technology is overemphasized. The game industry is completely technofetisistic, with the
value of games typically judged on their technical merits. Innovation in games needs to come from
sources other than hardware and software technology. |
|
Games are bigger than ever.
No longer the product of a single programmer, games are substantial
undertakings requiring the kind of creative, multi-stage, interdisciplinary
collaboration found in film. The
increase of professional standards in regards to scope and process is a
necessary step in the maturation of the medium. |
Games are bigger than ever.
As games get bigger, they get more expensive. And the most expensive games set the
standard for production values in all games.
Games are complicated to produce and low-fi approaches are frowned
upon. It’s possible for a band to
record an album in a garage over a weekend.
But not so with games. |
|
New game platforms keep the
industry on its toes. The constant competition
between the major industry players means that games
will always be maximizing the latest capabilities of PCs and that new
consoles will appear on the market every year or two. Games must rise to meet these ever-changing
technological needs and the result is a lack of stagnation in the games
themselves. |
The industry indulges in planned
obsolescence. Platform follows platform like the
Emperor’s new clothes. The resulting
plethora of standards makes archiving and playing older games a hobbyist’s
trade, rather than the more universal formats of the videotape or audio
CD. The result is a medium without a
history, in which tech innovation becomes an end, not a means. |
|
Games are merging with cinema.
Technological advances, particularly in real-time graphics, means that
games are becoming more “realistic” and increasingly resemble film. The cinematic turn in games will allow
developers a broader palette of expressive tools that will appeal to new
kinds of game audiences. Games will
absorb and replace film. |
Games suffer from cinema envy.
What passes for “realism” in games is an awkward and unimaginative use
of 3D computer graphics. It’s time for
game developers to stop trying to replicate the pleasures of film. Games need to find their own forms of
expression, capitalizing on their unique properties as dynamic, participatory
systems. |
|
Game developers care about their
work. With lower average salaries than the rest
of the software development industry, game developers make games because they
love what they do. The game
development community is fiercely dedicated to the craft of making games and
almost universally disgruntled with the homogeneous nature of the game
industry. With these attitudes,
breakout independent games are inevitable. |
Games
are made by and for hardcore gamers. Until this cycle is broken, culturally
games will remain stuck right where they are.
Game developers are unapologetically geeky, blatantly
anti-intellectual, and hostile to new ways of thinking about what they
do. There are no established critical
methodologies for game design and without ways of thinking outside the box,
independent games are doomed. |
|
Games are diversifying.
Games are no longer the domain of young males. For example, the girls games movement made
great strides in opening up new audiences for games. The internet has introduced gaming to an
older, multicultural audience of both genders. An increasingly “interactive” society will
demand interactive entertainment and as the cultural credibility of games
improves, they will replace other media to become wired society’s dominant
leisure activity. |
The
more things change, the more they stay the same. The legacy of the girls game
movement isn’t experimental, independent games: it is Barbie CD-ROMs. Games, like comic books in the |
|
Games are influential pop culture.
Fine artists are appropriating the imagery of computer games. DJs are sampling retro game audio
effects. Videogame characters feature
on Urban Outfitter t-shirts. Playstations have been a mainstay of |
It’s a one-way street. It’s true that games are being
appropriated by other forms of culture.
But the reverse just isn’t true.
The aesthetics and narratives of games are almost completely
genre-bound. Game design and
development needs to be seen as a cultural activity. This means, among other things, the
development of a critical discourse that can bridge the theory and practice
of games and help developers understand their work as both as a disciplinary
activity and in broader terms as the production of culture. Games should appropriate from a broader
array of cultural sources. Forget
D&D: how about Cubism or Hitchcock?
|
|
Game subcultures are thriving.
From user-created game levels and avatars to grassroots online game
fan communities to the cultures of hacks and mods, the subcultures of games
are incredibly rich. So stop
complaining: independent games are already here. |
There’s
a difference between fan culture and independent games. Game subcultures are composed
of hardcore gamers and are focused inward, on their own communities, rather
than being concerned with changing the face of gaming culture at large. A true independent games movement will be
something entirely different. |
Pop culture
is an ecosystem. Music and fashion; film
and graphic design; television and manga.
In diverse economies of scale, pop media network globally and locally,
influencing each other in every sphere of society. Do digital games take part in this worldwide
dance of culture?
Of course
they do – but somehow only as a geeky cousin, twice removed from the family of
other, hipper pop media. Or perhaps I’m
being too hard on games, unfairly stereotyping them without appreciating their
subtlety. Maybe games are part and
parcel of the landscape of pop – but as with all new forms of media, their
introduction into the mix redefines the way we have to consider the whole.
I’m
crossing my fingers that the oh-so-young young medium of digital games has many
wonderful surprises in store for us, ways of constructing our lives and
commenting on them that we have yet to experience. My hope is that games can offer radically new
forms of culture, forms that are uniquely suited to the complex emergent
systems which seem to increasingly constitute our understandings of the
world.
The
immediate question remains, however. The
question that started this essay: Do
independent games exist or not? You’ve
heard from both sides of my mouth. So
which voice makes sense to you? Which
column seemed to speak the truth - the left or the right? Actually, the two columns aren’t intended as
two separate answers. They’re more like
two related arguments. Or perhaps
they’re two halves of the same argument.
Do you want
to know what I really think?
If you’re a
tourist to this world, someone outside the game industry, someone that doesn’t
play many games but is drawn to their glittering surfaces and wants to know
more, read down the left. Appreciate
games. Look beyond the shoot-em-up
stigma and try to see digital gaming as the deliciously complex and
groundbreaking phenomena that it is.
On the other
hand, if you’re not just a tourist, if you’re already in the belly of the
beast, if you’re a game player, a game critic, or even (can it be?) a game
developer, read the right-hand column.
Be disgruntled. Be
dissatisfied. Demand more. Get angry with the state of things. Start a revolution. Do you need a place to begin? How about this: solve the unsolved problem of
independent games.
If you don’t,
who will?