Wednesday, March 26, 2008

Indy Games: Think Big or Think Small?

There's no doubt that the Indy gaming movement is garnering a lot of attention right now. It's often seen that larger corporations are too busy with money and sequels to worry about things like experimental gameplay and art. However, there seems to be two ways to approach Indy games. One is to make a small demo game to get across concepts for gameplay without fully fleshing out an experience, and the other is to make a much larger game that creates a more complete experience. Essentially, there's Indy demos and Indy games.

If a developer chooses to think small, there's actually quite a few advantages to go along with it. The biggest of these is that a small team of people can churn out a large amount of content at a very rapid pace. This can effectively allow one group of people to test the waters on numerous ideas for gameplay and keep a fan base that enjoys these demos satisfied long enough to the next demo. Furthermore, this can allow for a group working on a game like this to develop the game in their spare time rather than treating it as a second job. The advent of the casual games market also gives an advantage to this style of thought. While a larger game made by an Indy developer can sometimes be considered a casual experience, the large number of the real casual gaming experiences in the field are definitely shown in smaller demos. A good example of this is Crayon Physics. While not exactly a multi-hour long masterpiece, the goal of Crayon Physics is certainly casual in nature. At the very least, it can be said that Crayon Physics is closer to a casual game than something like Cave Story. Another interesting point is that you can always build up from a smaller game. Should an idea succeed, like the aforementioned Crayon Physics, you can always make a bigger game out of the gameplay later. The final thing to consider about smaller demos is that the smaller Indy games tend to be more serious or deal with the concept as games as art or experiment with weird narratives. While not true in all cases, games, like Mondo Medicals, at least try to stick out in terms of story, narrative, or the design of the game itself. Sometimes the experience is just short enough to try out a new narrative style without irritating the player if the concept fails. Mondo Medicals and it's sequel, Mondo Agency, provide a surreal and incoherent plot, a game entirely done in gray scale, and counterintuitive solutions to the puzzles. It sounds like a bad idea, but those elements make Mondo Medicals charming. In a longer game, they would not be tolerated.

Should a developer think to go large with the Indy game, there's quite a few advantages as well. A wider selection of gameplay is open to a larger game. Small demos are constrained by the unfortunate fact that you can't always fit deep gameplay into a demo. However, a larger game can be much more deep in concept. Audio Surf or Cave Story are Indy games that just wouldn't work as incredibly small demos. Audio Surf's upload element is too key to it's success to put in a short demo with a couple of songs. Cave Story's RPG gunning elements and difficulty make it difficult to place a good time to put a demo. Too early and you don't show off a lot of core gameplay, too late and the players won't be able to beat it. With the rise of Xbox Live Arcade, a lot of major developers are buying a lot more Indy games. More complete games seem to be more likely to be picked up by these developers. A good number of games have been confirmed for the Wii's Wiiware service. The vast majority of these are rather large games that just seem to take up a bit less memory. Behemoth studios has managed to get by selling Alien Hominid and Castle Crashers. Alien Hominid actually sold well as a multi-console budget title, and Castle Crashers got bought as an Xbox Live exclusive. While not massive 30 hour experiences, both games are pretty long for an Indy game. On top of all this, when a larger Indy game is completed, there seems to be a better reaction to its release. Why play a 15 minute experience made in a day when you can essentially play a whole game? The idea with bigger Indy games is to think larger with the gameplay and design the games with the intent to sell.

So, what should an aspiring game developer do? Do you make smaller games in larger amounts and treat them as tech demos or do you go for broke and make the big fully fleshed out titles from the beginning? Both concepts are valid and have their champions, but personally, I have to give a slight edge to larger Indy games. If you can be bothered to spend the time, there's just a lot more flexibility involved in creating a larger, deeper experience. It's also just more efficient to make games from the beginning with the intent to make a profit. If the concept is solid, there's a chance it can be picked up and bought which will make getting an even bigger game into the industry easier. Finally, among the Indy games that seem to have the biggest press around them, the larger ones definitely take the cake. Smaller games have titles such as Crayon Physics or Mondo Medicals. Larger games have Audiosurf, Cave Story, Knytt Stories, Trilby: The Art of Theft, La Mulana, and the list goes on. That's not to say that smaller games aren't a good idea. For a college student who also needs to study, they're the perfect solution, but if someone considers themselves a full time Indy developer thinking big is the way to go.

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