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Independant Videogames, budgets, aesthetics, innovations

 
 
Mystery Gypt
03:55 / 04.01.03
I'm wondering if there is now - or if there will be - a kind of videogame movement similar to the independent film genre. "console styled" videogames as a rule cost a fortune and burn through a multi-year development cycle. yes, there are tons and tons of innovative and interesting things being done in the field, but they are invariably be done with access to certain budgets.

at the same time, the web has offered a clearinghouse on cheap, one hit wonder games, such as the kind made for film marketing site (like the one found on this film's site). but in general, these are either silly goodball jokes or, as in the example linked to, are a game that "looks" like a regular game but which has an extremely reduced palette -- and which have nothing to make up for it.

In film, people like George Romero, Sam Raimi, Peter Jackson, Woody Allan, and Cassavettes figured out how to make a movie for a a categorically smaller budget than the more -- and to make a movie within that budget that was an innovative advancement of the form.

is a similar thing possible in videogames? i am curious to try to figure out what the parameters might be in answering this question. is such a thing even NECESSARY, or a game players so satisfied with the current product that there is not even the kind of revoluationary demand that has fostered the "fuck hollywoods" of the past? If there was an "independent videogame" (and i am using "independent" to refer to a genre more than a business model) what would it be? What is lacking in the videogame world? Would it be possible to make a game that although limited by a small budget made up for it by supplying something new?
 
 
Spatula Clarke
21:51 / 04.01.03
‘Independent’ isn’t a useful title for what you’re talking about, MG. It’s largely inseparable from its meaning in a business sense and doesn’t mean much as a genre heading. I guess what you’re talking about is something that doesn’t fit into any of the current genre specifications, or at least veers away from them enough that it stands out from the crowd?

The Web can provide more than just crappy film tie-ins or rejected college projects. Pompom got quite a bit of press (in the UK, at least) for Space Tripper and, more recently, Mutant Storm. There’s also the legendary Jeff Minter’s recent remake of Gridrunner which, again, bypasses the need for a publisher by being available online. Sure, they’re all titles that look to the past, but they honestly feel fresher than nearly all the big budget, mainstream releases (Gridrunner especially – I strongly recommend downloading the demo version, it’s one of the best examples of ‘zone’ gaming currently available).

The main obstacle to the ‘smaller development period, smaller development budget’ ideal is the console market. Simply put, you just can’t self-publish a console title. The fundamental problem that once existed – the proprietary format – seems to be disappearing (with the prevalence of CD-based machines) but the impact of cartridge-based titles is likely to be felt for a long time and prevent people from attempting to publish their own games. Even with cart-based machines you can step around the problem (a Flash Advance cartridge, for example, will let you download home-made titles to play on yr GameBoy), but it’s all a bit of a legal grey area (what with those self-same cartridges allowing you to play downloaded copies of ‘proper’ releases).

I’ll probably come in for some stick for this (if I was to say it about music I’d – justifiably – get a verbal kicking), but what’s currently lacking is an educated, demanding audience. As long as Fifa 2483 and Doom 21 keep selling there’s not any great need for innovation in the eyes of games publishers. Developers may well want to push at the boundaries simply for the sake of it, but without the budget that the big publishing houses provide there’s not really any motivation to do so. And you’ve just got to look at the ridiculous amount of space that’s been given over to Doom 3 in the PC gaming press based on its looks alone (and static looks at that) to see that innovation in terms of how a game plays, how it involves the user, is somewhere down the bottom of the list of priorities.

Your attempt to draw a comparison with film is an interesting one. Each of the directors mentioned could be described as creative visionaries, in that their films are nearly always identifiable as being theirs – in other words, an Allen film feels like an Allen film. Even without that type of director, a film is still largely seen as being the director’s baby. “A Martin Scorsese Picture” scream the posters. Games, in contrast, are always attributed to the publishing house first, the developers second and the creative visionary – if there is one – never. This wasn’t always the case, of course; Tony Crowther, Matt Smith, Jeff Minter, Braben & Bell, Archer MacLean, Jez San, the names of the programmers used to be blazoned across the box, loading screen and promotional material of games. Obviously, as programming teams became bigger and roles within them more segregated this was going to happen less, but I still find it a bit odd that you don’t see the words “A Shigeru Miyamoto Game” anywhere. Yes, most of those old names have pretty much disappeared from view (there’s only Minter and Crowther who ever seem to release anything nowadays), but there are visionaries out there, people whose games always have their own flavour – Miyamoto, Yuji Naka, Tetsuya Mizuguchi, Yu Suzuki… (notice a trend?) Again, though, we’re talking about developers with access to some of the biggest budgets around.

That said, there are teams that constantly innovate and have some measure of success but aren't big-bucks players. Treasure are fairly well known and, I should imagine, have enough cash behind them to keep themselves secure, but they’re far from the top league of earners; their titles only rarely make it out of Japan and into the US and Europe. This is undoubtedly because they take risks, because they create games that don’t conform to genre stereotypes and, therefore, aren’t guaranteed earners in the eyes of the big publishers. They’ve got a small, rabid fanbase in their home territory and abroad, which suggests that the support for your non-genre, ‘independent’ titles is there. It needs feeding, though, before it dies out. The more ‘me too’ games come out the harder it is to find the jewels amongst the dross and the less those jewels sell. There’s no willingness to experiment amongst the larger, Western publishers, and fewer sales for non-genre titles inevitably means that fewer non-genre titles get released over here.

Capcom have got an interesting experiment underway at the moment (an experiment which could really only have come from Japan – US and European publishers wouldn’t touch something like this in a million years). They’ve created a number of small development teams within their own organisation whose sole purpose is to create the New, to push at those boundaries and see how far they’ll stretch. The thinking seems to be that because they’re small teams, if the projects fail the financial loss will be minimal. The titles shown so far all appear to look back to older, largely deserted genres for inspiration and imbue them with new life (two of the titles, Killer 7 and Viewtiful Joe, look totally individual, if nothing else) .

Er… does any of that go some way to answering the original questions?
 
 
The Strobe
22:17 / 04.01.03
Hmn. Can I just point out two things, for now, and contribute some other time? Namely: there is no set "thing" an Alien film looks like. OK, so they're dark and brooding blah blah blah... but the first looks nothing like the second; Scott does lighting so much better than Cameron. Also, the design of the Alien varies subtely from film to film (I hate the design in Aliens, where it was oversimplified so there could be lots on screen at once).

And secondly: Killer 7 looks splendiferous. No idea if it'll be good, but the visuals are fantastic.

I've seen some things that might classify as "indepdenent" gaming, but to be honest, the ideas that feel important, arty, and "indie" are normally the really expensive ones - or the ones that have come out of an expensive experiment (such as funding codehouses to create the "new") rather than out of genuinely small operations. The obvious example of a small homebrew operation was Particle Systems (creators of the sublime I-War and its frustrating sequel); about six of them, bar the external contractors, made the game. And it was stunning, and when they said "this took us three years, and is a labour of love" in the first page of the manual, you can tell they weren't kidding. Nothing has involved me so much or been as criminally underrated.
 
 
Spatula Clarke
22:31 / 04.01.03
Paleface, mate, that was "an Allen film," as in "a Woody Allen film." I think there's a good chance that you've managed to read the rest of that paragraph as meaning exactly the opposite of what it's meant to.
 
 
The Strobe
06:57 / 05.01.03
Oh fuck. I blame... the beer and the hour, or something. Humblest apologies, Randy... when I've got a decent new post on the subject, I'll edit that last bollocks one.
 
 
Perfect Tommy
18:42 / 05.01.03
What about various modifications, levels, and so forth for a game put out by a mainstream publisher? I don't really play first-person shooters, but I've heard there was a well-received Aliens level for doom about 7 or 8 years ago, and there was the whole confusing Half-Life/Team Fortress/Counterstrike thing going on, which I was under the impression was partly driven by people making up their own levels (and I could be completely mistaken, here).
 
 
Sharkgrin
21:17 / 05.01.03
Here's a professional link to the interested.

Gamasutra - The Art & Science of Making Games

But as with all things worth holding, there is a price (notably the fees to sign-up and become member.

But then even independant film makers typically have some professional education.

VR
The Shark
 
 
grant
18:21 / 06.01.03
Would Myst have counted as a studio production? Because it seemed like the first one was done as a labor of love by just some guys over time - very independent.

Or do computer games not count in the way something for Gamecube does?
 
 
The Strobe
21:39 / 06.01.03
Hmn. Myst is kind of an indie production that so wants to be mainstream, but spent its budget on a cinematographer rather than the actors. You know? It looks right. But there's something underneath that doesn't feel mainstream.

That's what I got out of I-War; it might look like a glossy space-sim, but it dealt with so many interesting new-ideas that it was clearly something different underneath. (Such as: dealing with first contact, in a mission where you meet two new alien creatures and have to destroy one, and you're not sure if you just committed genocide or not - you know, first contact, and you blow one race up. Also, what having a crew means to you - the rather unsettling mission where a hijacker throws crew out of the ship until you co-operate; it only took two drifting dead bodies in front of the cockpit before I backed down. And lots more interesting scientific/political ideas).

Other independent ideas: shareware? You know, all the iD/Apogee stuff from the early nineties that rivalled professional stuff. I mean, Doom is an iD shareware product, the child of a small independent studio. Possibly even Quake and sequels. The developer concentrates on the engine, tacks a game on, and lets the fans do with it what they will. Very Donnie-Darko if one were to be cynical (and I think the plot of Donnie Darko is more than merely tacked-on). iD/Apogee/Epic cracked it though, by making cheap/free games as good as real ones. And then making people pay retrospectively. Likewise Ambrosia for the Mac.

What "new" did these games offer? Perhaps not a lot, bar, say, Wolfenstein3D/Catacomb Abyss/Doom/Quake all revolutionising the FPS. But it's interesting to see that such a revolution came from small codeshops, who began with stuff like Commander Keen (oh the memories).

Nowadays, I guess it's the point-and-click adventure that's the most underground/non-mainstream genre; I could even suggest the text-adventure - there's a huge text adventure community making some brilliant pieces of linguistic gameplay - but it was never that mainstream to begin with. But from the heyday of Lucasarts and Scumm, adventures are going all 3D; Revolution's Broken Sword 3 will be 3D, but we're assured it'll be puzzly. The previous two were superb, cared-for pointclickers, and I hope the charm and design of them doesn't go. But who's left? Little production firms and oddball companies making bad clickers and Myst-clones that range from the dull to the sublime.

Just remembered who the Cassavettes of games could be: Jordan Mechner. You know: Karateka, Prince of Persia 1+2, The Last Express (peculiar real-time adventure thing that had masses of critical praise and no-one liked). Or maybe David Braben, who's done the Elite games all on his own (and is doing Elite 4 on his on), or maybe even Geoff Crammond, who did Grand Prix3 alone, certainly. I think 4 might have entailed help, but not much.

The one-man codeshop is over, because computers are getting too complex, and a good programmer might not be a good photorealistic texture-maker or a good artist. Back in the day of an 8x8 sprite... anyone could do relatively decent graphics. (cf: Manic Miner/Jet Set Willy). So I think this day and age is where the indie-game-scene is going to die out, simply because the gap between what two guys can do on their own with C and Deluxe Paint and what EA can do is getting bigger than ever.
 
 
Helmschmied
18:47 / 29.01.03
Well.....my current favorite game is Day of Defeat. http://www.dayofdefeatmod.com

Granted the game is based off Half-Life, not a ground-up production but I still consider it independant. It's gone through many facelifts over the past few years and keeps getting better. It's always been free. If you ever get bored of the regular maps, I currently play about 30 different custom maps as well, all of which were just made by fans and available for free. Quite frankly I can't get enough of this game. I've been playing for at least two years and I'm still not bored of it.
 
  
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