I try and be an open minded person. I work hard at improving my world view, I attempt to put aside all prejudice, and I always aim to accept different points of view. However, I have learned that my opinion of myself is an illusion. I am not open minded. My world view is terrible, my prejudice defines me and alternative points of view disgust me.
At least, that's how so-called "art games" make me feel.
Perhaps I'm just too old fashioned, but after repeated attempts to "get" the vast majority of indie games out there, I find myself failing time and time again. That's not to say I think all indie games are terrible. Far from it, in fact. Some of my favorite games are independently made. However, my favorite indie games all succeed for one reason -- they don't go out their way to "act" indie.
It's an amazing concept to grasp, but indie games don't have to act like indie games. It's true! Read on to learn the arcane secrets I have unearthed.

This editorial was inspired by a game called The Path. If you've not heard of it, The Path was developed by Tale of Tales, a studio famous for making indie games that act like indie games. The Path is, itself, a classic case of this phenomenon. According to Tale of Tales, "The Path offers an atmospheric experience of exploration, discovery and introspection through a unique form of gameplay, designed to immerse you deeply in its dark themes."
The Path, however, is not an atmospheric experience of exploration, discovery and introspection. It is, in fact, something far more simple than that. It is bullshit. Pretentious, contradictory and unbearably dull, The Path is everything terrible about art games, and perfectly encapsulates the reason why most indie developers still live hand to mouth, working on their "art" in a basement somewhere in a bad part of town.
It could have been brilliant, in actual fact, but it was so busy trying to be an art game that it forgot to be a fun game, or at least an interesting one. The game gives you control of a young girl and tells you to go to Grandmother's house. It also warns you to stick to the path. If you obey the game's rules, you will run slowly along a path for a few minutes before going to Grandmother's house. You'll then spend ages clicking your way through a glorified cinematic, only to be told that you have failed the game.
Here is where The Path commits the first sin of indie gaming. It is pretentious. It gives you one rule to follow and then tells you that you have failed when you obey it, all the while going "Aaah, aaah, look how clever we've just been. We've just blown your mind, haven't we? Now go on the Internet and tell everyone how beautiful this fucking brilliant game is!" I'm sure there's a message in there about rebellion and choosing your own path, but I'm buggered if I know the exact meaning. This is because The Path commits a second sin. It is vague.
This is another favorite of so-called art games. Pretending you have a deep meaning by telling the player absolutely nothing is not clever. I'm all for extrapolating one's own meaning from a game, but you need to provide me something to go on if you expect me to care. Games like The Path come across as clueless and out of their depth. They're a mess of vague images and incoherent babble and it only really means anything to the people who made it. The Path may well have a rich meaning and a righteous subtext, but it's buried under needlessly waffling poetry and overly obscure images. The end product is a game that comes across as smug more than anything else. Self-satisfied tripe.

I don't mean to pick on The Path entirely. The Void is another prime example of a game that tries too hard to be ambiguous, and instead comes across as bleary drivel, cobbled together by people with no idea how to make good games. The Void was, in fact, the first game that made me ponder the question: Just because it's an indie game, does it really have to act like one? Would it really kill these people to throw in just a little direction? Just a little guidance? Just a little reassurance that we're not wasting our fucking time?
Like The Path, The Void had promise. It had a beautifully bleak atmosphere, reminiscent of Demon's Souls. A feeling of death and dread more subtle than your usual retail game. But, like all indie games that try too hard, the brilliant atmosphere and premise was squandered on needlessly cloudy dialog and a complete lack of direction. It's clear that developers think they're being clever when they do this, that they're doing something different and forcing players to think. However, in order to think about something, one needs at least some shred of material for their brain to work with. It's like telling me to believe in God without providing me with some evidence. I refuse to make my brain run with nothing.
The irritating thing is that art games and indie games don't have to act like this, but there appears to be some sort of mentality that makes developers think that they do. You can have a game with rich subtext and interesting ideas without making your game boring, slow, vague, pretentious and so fucking stupid.

The Marriage is another one. At least the developer, Rod Humble, admits his game is pretentious. It's basically a game about squares and circles that float around and have thoroughly meaningless interactions. If you didn't know it was called The Marriage, it could be about anything. You'll only really get why you wasted your time with this unexplained, boring, soundless, horrible looking game if you read Humble's post-game fucking essay on the thing.
And The Marriage's message?
"The game is my expression of how a marriage feels," explains Humble. "The blue and pink squares represent the masculine and feminine of a marriage. They have differing rules which must be balanced to keep the marriage going."
Wow. A marriage is about different people working together to balance their needs. Yes, we needed a fucking game to tell us that, and in such a contrived, weird way. It was such a secret before, that I am fucking thrilled we finally had a game that cracked the secrets of marriage. Thank God for art games. They state the fucking obvious, but they do it in such a convoluted and ambiguous way that it almost looks like they're being deep and profound.
I think my main problem, however, is how these particular indie games seem to want to sacrifice fun in the name of art. Why can a game not be both? Why do some developers get this idea in their head that games need to be vague, pretentious, slow and unhelpful in order to be interesting? Why couldn't the marriage have been more than just silent shapes that look like they were drawn in MS Paint? Why could it not have looked more interesting, had some sound, had at least a little more going for it?
Why does The Void have to rob you of any sense of direction? Why can't its characters speak plainly? Why does it want to introduce new gameplay ideas without giving us some sort of tangible idea about how the new ideas work? Why does The Path force players to walk across barren, empty forests with points of interest flung miles apart? Why does the game make you pick up 144 flowers? Why does the game not tell you anything about its ideas, and why is the game wedged so firmly up its own arse?
There is no excuse for it. The factors that make these games dull, boring, frustrating or smarmy don't add to the introspection or artistic value of the game. They only serve to turn people off. I don't know how anybody could have the nerve to make a game like The Marriage or The Path, play it, and then think that they created a masterpiece. That is, unless they're falling into a sheep-like mentality that tells them this is what indie games should be. The irony here is that these developers want to force gamers to think for themselves, and yet they themselves are subscribing to a hive mind that makes them develop their pretentious indie games in the same way as other pretentious indie games.

There are indie games out there that legitimately try and break boundaries, and do it in fun, interesting, or otherwise valuable ways. Tag is a fantastic example of an indie game that truly tries to drive the medium forward, but does so in an engaging and honest way. Braid was able to be pretentious and fuzzy with its "meaning," but still make a fun and engaging platformer with mechanics that were a joy to tinker with. It can totally be done! You don't have to hide your precious "meaning" under layers of bullshit, and just because you're an indie game, that doesn't mean you can't be fun, or engaging, or valuable to the majority of players.
Of course, most of these indie games get away with their bullshit because there is always a subgroup of people too terrified of looking stupid to argue against "art." Your game can be a broken, waffling, irritating mess, but if you call it an artistic endeavor, there will be an army of pretentious Internet professors defending it and telling dissenters that they just don't understand.
To indie developers, I would say this: By all means have your messages, meanings and subtexts. Games are just as valid a medium for introspection and exploration as any other. However, also be aware that if you create interactive entertainment, you are demanding extra attention and effort from your audience, and typically an audience needs to be rewarded, not punished, for the investment it's making in your game.
What most of you are doing right now is easy. It's easy as fuck to make some vague shapes and rambling poetry dialog and claim that it has meaning. Actually try making an artistic, important, introspective game, but try making it fun at the same time. Try and do more with your message than throwing some obscure ideas together and telling us to figure it out. You're not being clever, you're not being deep, and you sure as fuck aren't being unique. You're being like all the other indie games that act like indie games. Have some balls, commit to your message, and give your audience something that is both deep and enjoyable. It can be done. It's just far easier to be like all the other "artistic" indie games out there.
Well again, I say -- just because your game is indie, doesn't mean it has to act like it is.
When people accepted music, that was art, and people were resistant to scripted theater.
When people gathered in a theater to watch scripted plays, they called it art, then were resistant to film.
When people gathered in a movie theater to enjoy film, they were resistant to accept video games.
It's all arbitrary. But what isn't arbitrary is pretentious games begging to be called "art", just like you're saying above, Jim. It will just come naturally, devs: chill out!
Braid is a perfect example of when it works, the game can be considered meaningful and 'arty' (or just pretentious) but it is succesful at getting its message across because of its innovative and fun gameplay.
Braid is probably my favorite indie game, but I disagree with you that the meaning was convoluted and pretentious. I thought it was presented in a great way, and was as clear as it could be without blatantly hitting you over the head with it.
I have to wonder, sometimes, if fun is a necessity for a game. I guess maybe we need to broaden our definition of fun. I mean, if every movie were to be "fun" in the conventional sense, we'd just have a bunch of uninventive and shallow action and romance movies, which I think would ultimately detract from the quality. I think when we're looking for "fun" and "entertainment" we shouldn't necessarily look for instant gratification.
I'm pretty sure Interstellar Marines is the opposite end of the spectrum. Indie games that sacrifice all originality and artistic worth to be fun.
A piece of art is supposed to convey a message or feeling to the viewer. Creators of art put a message into their work intentionally, and they either fail or succeed at getting that message across to their audience.
If that message is "this game is a piece of shit", then your game, book, movie, song, etc isn't art. It is a piece of shit.
I'm a film school dropout, and I dropped out because of the other people there, who thinks being pretentious and obtuse means their work is "deep" or "arty", and I see this mentality creeping into games more and more, so thank you for this article.
I'm thinking this is happening for two reasons, 1: gaming is very much mainstream, everybody is playing games now, so indie developers think of themselves as an alternative to what's popular, so they go and make "art", or more likely 2: because coming up with a fun idea for a game is a hell of a lot harder than making something like The Path.
The thing is, you can do arty things with narrative and imagery while still being a good game. Take Flower, for instance. It isn't apparent until the last level of the game, but there's a small yet beautiful story told throughout the game, and seeing it end the way it did, in the choice the sixth flower made, to save the city from itself instead of wanting to escape it, and in turn making the other flowers' dreams come true, made me tear up a bit. You can get emotional reactions out of people with games, you just have to do it right.
I agree that some games are pretentious for the sake of it. Also agree with things being too open to interpretation. I'm cool with filling in the blanks Shadow of the Colossus style, but give us something to work with.
TBH though I think fun is a secondary factor with these types of games, it's all about the experience/atmosphere. Shadow of the Colossus is my single favourite game, not because it's the most fun (that honour goes to Rock Band/COD), but because the whole package is good.
Although I think this is where you draw the line between "games" and "interactive experiences"
@ndschroede23
For me, at least (and from the sound of it, Jim), a game doesn't necessarily have to be fun, per se. As long as it's interesting, I'm happy. Don't be incredibly boring and tedious and then write a 4-page essay that boils down to "lulz that's the point." Get your point across in a way that I'd be interested in hearing/experiencing, otherwise I'm not going to want to listen to you.
This pseudo cult intelectual treatment that some games ( and some pieces of other midia ) receives to be some kind of art or vanguard movement it's kind of lame.
Take a picture of a bird flying, make it black and white and put a subtitle saying: freedom. TA-DAM! art! ... to me it's just cliche and not even a good try to be or mean something else.
Here is my new indi game, a variant on chess.
I've never done that before. Now I feel special. Like an Indie game.
There's nothing wrong with being different and creating something unconventional.
Really, we all have our opinions of what we want a game to provide us, and games like "The Marriage" give us a free alternative. It's all down to taste. Words like "pretentious" and "fucking stupid" tend to dilute any actual conversations we can have on them. But in the end what you enjoy and what I enjoy are completely different things, and we both get different things out of them.
My god, I actually agree with Jim Sterling.
I'm scared.
While I was playing Braid I took in all the bits of text that the game gave me but didn't really get anything out of it, but the game's puzzles were brilliant, and so after I finished it I was compelled to play it again. Lo and behold, after I finished it for the second time, something clicked in my brain and I managed to find some kind of meaning in the game.
That kind of thing happened because the gameplay was brilliant enough for me to come back to it. A lesson for indie developers.
x1251's idiocy strikes again.
I don't think Jim goes "out of his element". It's his post, and he can make it however the fuck he wants, you overbearing ass.
"ass, fail, miserably"- sounds a lot like your opinion posts.
There are plenty, and even more authors who don't go for an honest approach. And you know this. So, the fuck is the point of this?
And who's to say he won't learn from his mistakes, and make an even better, functional post without being an overbearing ass?
Just STFU, x1251. How you get laid, is completely beyond me.
Stick to posting on indie forums, because you're somewhat decent at that.
When you go out of your element, and try writing these types of comments- you fail miserably.
Just a note, I know Cogs and Obulis are just puzzle games, but they looked so damn pretty. Also, Lock's Quest needs a real ending.
Thanks for ignoring the entire basis of the article. I dedicate a whole paragraph to how games can be unique and still be fun. Now please do continue with your blatant, flagrant ignorance.
Jim and stupid-- no. not stupid article
in fact i support the idea, that idie gamers don't have to be something "something" just to look indie: i'm tired of games which try to "show how hollow life is", which look 8-bit just for the sake of it and which try to evoke "youcannotbeatus nintendohard" masochistic nostalgie in people.
Problem is, you picked wrong fucking examples.
The Path is, and bere was a GAME as a GAME. An interactive experience, as all the other Tall of Tales "games" are. If you played it because you thought it to be something else, well, tough luck. Blame the PR
Th Void is, in fact, not an indie game. Ica Pick Lodge might not be the biggest dev's in russian community, but they are not "indie". They make art games. Unfortunately they always suck with making gameplay actually fully 100% enjoyable, but that'sa downside from the fact, that they do something DIFFERENT. and really interesting, actually. unfortunatelly the Void had to be stripped down heavily before the western release leaving it without the whole point of "life" in the void and talking to "sisters". But even before that Pathologic was a better game (as a game). But hell, you won;'t like Pathologic as well, most likely, because english version was translated badly and lost a lot of the beauty.
Oh and braid sucks. it's beautiful, with wonderful music, but as a game it's just plain annoying. but hell, you may like smb, while i definitely don't
Not because it was bad, but because I got a trophy for not playing the game for 15 minuets.
DON'T DO THAT.
Who decides what is and isn't a "piece of shit?"
It's all opinion (arbitrary), and useless to argue about on the basis of what is and isn't "art". The entire subject is subjective. The problem is when you force feed people a definition, as a developer, and attempt to "legitimize" the medium, when it doesn't need to be.
Don't tell anyone Jim, i HATED Passage.
Now go on and punch Burch in the face.
Did you even try to get the point? Regardless of whether or not you agree with it.
I for one disagree because I feel like that's indie culture. It's how indie film is, indie music is, indie literature is, asking indie games to be any different is like asking Japanese games to be less Japanese.
Of course there can be indie games that are "less indie" but to say they shouldn't act as their culture is kind of ruins the point. Indie and independent are two different things. Independent are small in-house startups. That includes small bands, studios, etc. The term indie has become more the cultural byproduct of independent startups than simply referencing those startups.
I see your point Jim but, and at the expense of sounding pretentious, I think you're kind of missing the point. That's just indie culture. You don't have to like it just like I don't like most Japanese games. I don't think they should be more Western. It's just not my scene.
This is the exact reason I hate the majority of indie game/movie/music lovers, they're too concerned with making sure it's not on a major publisher/theater chain/label to be concerned if it's actually good, and too caught up in the notion that if it IS on something major, it's automatically shit. Indie gamers are less anal about this than film and music connoisseurs, but I still hate the mentality of it.
Indie games seem to forget the whole "game" part of the equation.
Art communicates concepts, or trys to give you a different perspective on well know subject. The Marriage does this, ergo, it is art. They are using interactivity as a piece of their "sculpture (if you will)," but interactivity alone doesn't make this piece of electronic media a game.
The problem seems to arise when people begin to talk about games as art. Art is art, people. Art can be whatever you want it to be. Games, however, have a very rigid set of rules in order for them to be called such. Can art challenge the commonly accepted perspective on what we, as gamers, expect from a game? Yes, just as "Marriage" can challenge our perspective of what the common perception of that blessed sacrament is . . . "Marriage" isn't a real fucking marriage, though. It also isn't a real game. Is it art? Yessir, so long as its creator establishes his intentions as the creation of art. If I piss in a jar and submerge an NES copy of Tetris, then hand it to you and ask you to shake it around a bit, I haven't made a fucking game. Interactive? Yes. Artsy? I suppose. But it isn't a game.
Not all games are art, and not all interactive art pieces realized through an electronic medium are games.
We need more games like The Path and Passage. There are far too many games out there based on the premesis that games need to be fun. They don't, and they very seldomly are anyways.
All games, just like all movies, don't need to be straight-in-your-face with their meanings and goals. There's where the beauty of peronal experiences and interpretations come in.
Basically, videogames don't always have to be fun. We don't complain that some movies aren't comedies or action movies; why should we then do it for games?
http://www.bytejacker.com/
Splosion' Man is technically an indie game and that was the most fun I've had in ages!