I just came across this really interesting write-up on GamesIndustry.biz, about how the gaming industry may very well be seeing Indie developers being the trend setters for future "next-gen" content. In an interview with GI, Freestyle Games commercial director, Chris Lee, said he believed that, "tightly knit teams have the advantage over mammoth development studios."
"I don't see any reason why a really talented group of people who are ultra-focused with a very efficient tool chain couldn't deliver a triple-A product with a team of 30 people. There's nothing in the world to suggest that's not possible."
Of course, the major difference between Indie developers and big, established studios is the state of their finances. That said, it's safe to assume Indie developers would also require to be more innovative in order to stand out from the rest of the crowd. Judging by what he told GI, Chris seems to realize this.
"I hope we teach based around two things - the fact that you can innovate with a small team and you can really deliver something that's truly exciting. That's something the industry is craving for."
"We'll do it with less people and we'll have a hell of a lot of fun doing it at the same time. I'm not sure you could say that for a lot of the bigger teams. If you walk into a group of 120 people and you actually only have a handful of friends because you don't know the names of half of the team it can be soul destroying."
I'm already in love with this guy. But he doesn't stop there. Here's what totally got my heart throbbing for him:
"The industry isn't necessarily craving for more polygons, better physics and prettier visuals. All that is going to come, but it's going to be a secondary part of the next-generation experience," added Lee.
Yes, god damn it. Yes. I don't give a tiny rat's @$$ about 1080p or interlacing, or progressive scan (although, widescreen is still nice to have). I just want to have fun. I'm inclined to agree with Chris on this. There's so much the bigger, arrogant, and better financed studios could learn from the upcoming ones. What do you guys think?
Will Indie developers be showing the pros the ropes this time around, or will their precious advice simply be shunned by the bigger studios? (Oh, and please. No Wii spamming in the comments. We know Wii games are cheaper to make and Nintendo has been sending out devkits to Indie developers for free. Let's make this a clean, unbiased, fanboy-free discussion.)
Kind of like that 2d version of Half Life that got released on Steam a while back. I'm hoping that lots of indie games are available on xbox live, or even on whatever service Sony has for the PS3. I don't have either console yet, but if either one does have a nice selection of indie games, that will probably influence my decision when it does come time to decide.
Honestly, when my bro brought his 360 down for thanksgiving, I probably spent more time playing Geometry Wars than anything else. And that game was developed by one guy.
I think all three systems have the potential to host some fun, low budget indie titles thanks to their respective online stores. I can't wait to see what they have to offer.
Will they make some good games? Sure. Will they make more money than your EAs and your Ubisofts? No, I doubt it. Not without the big name mascots and the licenses and all the stuff that comes with being in a huge company.
There will be a few indie developers that hit it big with a cool idea that happens to catch on (Guitar Hero comes to mind), but I expect they'll be the exception to the rule.
It's not indie by any means, but everyone was hailing Okami as the something fresh the industry needed. It turned out being a failure at the box office (so to speak) and after their God Hand entry Clover shut their doors. They weren't even indie and they couldn't make something even a little new work.
Now, for indie developers to be successful I believe the delivery method is key, which is why things like XBL are crucial for the indie developers to make money and survive. There's just not money for big marketing campaigns in the small indie teams so investing money for getting the game on store shelves isn't going to be there.
However, indie developers need to take the initiative and to be honest a lot don't. I don't recall the name of it but I'm sure someone will come to my aid, but there is a game coming on XBL that is a rip off of Smash Bros and people are praising it because it is indie developed and on XBL. Is that innovation? Is that where we will see the independent game developer go?
It seems indie games that are hits are still pretty rare, so there needs to be a hell of a talented team behind the game, and that team needs to have enough passion for their product to not be swayed by the larger paychecks they could obviously get at larger studios. Remember, even game developers have to eat. Even if that diet usually consists of pizza and moutain dew.
@PlayingKarrde: Small Arms?
Not that the videogame industry and music industry are alike... but Indie music ownz over mainstream radio bullcrap. If the Indie game developers can do with games what Indie bands did with music than I think they'll be off to a wonderful start as far as trendsetting and so on.
Dex, thats the one and I see its already out. No 360 here so no idea really what's going on. Geometry Wars this, Smash Bros ripoff that...
As for indie games being like indie music, the difference is that right now, people don't really buy indie games too much and making a game is a lot cheaper and harder than making an album. 1 guy in his bedroom can make an album and become huge (ie The Streets) but for games its a lot harder. Geometry Wars shows its not impossible though, another reason why I think XBL is so important.
On that note, Valve has the same principle with PC games with Steam, but PC games don't have the casual gamer base that indie game developers need to survive.
Okami is about as closest thing to The Legend of Zelda as the Playstation 2 will probably get, in my humble opinion, which I consider to be high praise. I played Okami and Twilight Princess pretty much back to back, and I couldn't help but notice the similarities. Also, Amaterasu would totally kick wolf Link's ass. Hell, she'd probably kick human Link's ass too, for that matter.
But, on topic, seriously I wish the mammoth conglomerates would learn that simply throwing a billion dollars and 500 people at a project does not necessarily a video game hit make. It certainly doesn't have to be that way, at the very least. I mean, look at some of the stuff coming out of DigiPen or Full Sail or the like. Most of those are made by teams of 10 or fewer, and a lot of them are awesome.
I think the rule of thumb for any new product or franchise is
1.Heavy marketing and hype (microsoft's route to sucess) or
2.M.S.N. rule(Microsoft, Sony, Nintendo. Isn't it funny how they work out that way?). Have it published and marketed by one of the giants.
3.First game will probably bomb, second game will sell better if the first game proves itself
4.Timing, do not release the game next to Zelda or Halo damn it!!
5.Seeing as most are Adventure based, Must have likeable characters where you could a.connect with, b.A damn cool character, c. Has alot of personality.
I think the last idea is the most important but is something that is rarely accomplished.
Nice picture, Gish is a good game.
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