Independent video game development

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Independent video game development is the process of creating indie games; these are video games created by small teams and usually without significant financial support of a video game publisher or other outside source. These games may take years to be built from the ground up or can be completed in a matter of days or even hours depending on complexity, participants, and design goal.

Driven by digital distribution, the concept of independent video game development has spawned an "indie" movement.[1] The increase in popularity of independent games has allowed increased distribution on popular gaming platforms such as Xbox Live, PlayStation Network, Steam, and Nintendo Eshop.

History[edit]

The origins of indie video games may be traced back to the 1970s, when there was virtually no established computer gaming industry. As video game firms developed they employed more programmers. Nonetheless, independent programmers continued to make their own games. During the 1990s, indie games were most commonly distributed as shareware or shared from friend to friend and therefore known as "shareware games".[original research?]

As the industry grew during the 1980s, publishing a game became more difficult. Chris Crawford said in late 1984,

I will point out the sad truth. We have pretty much passed the period where hobbyists could put together a game that would have commercial prospect. It's much more difficult to break in, much less stay in. Right now ... I would discourage anyone. If you want to do a game, do it for fun, but don't try to do game designs to make any money. The odds are so much against the individual that I would hate to wish that heartbreak on anyone.[2]

Before the mid-1990s, commercial game distribution was controlled by big publishers and retailers, and developers of indie games were forced to either build their own publishing company, find one willing to distribute their game, or distribute it in some form of shareware (e.g. through BBSs). The increased production costs at the beginning of the 2000s made the video game publishers even more risk averse and let them reject all small-size and too innovative concepts of small game developers.[3]

By the mid-2000s, some indie (computer) game developers have also taken the opportunity to make their games open source, thus rendering the group of possible participants much larger depending on the interest a project generates. Other developers decided to make their games open source on end of commercialization phase to prevent that their work become Abandonware.[4][5][6] This approach allows the game community also to port the game to new platforms and to provide software support[7] (community patches) by themselves, when the developer ends the official support. Several online communities have formed around independent game development, like TIGSource. Ludum Dare, and the indiegames.com blog.

The digital distribution available since the 2000s offers new possibilities for the whole video game industry, especially for independent video game developers who can now bypass the big publisher for game distribution.[8][9] Gabe Newell, creator of the PC digital distribution service Steam, formulated the advantages over physical retail distribution for smaller game developers as:

The worst days [for game development] were the cartridge days for the NES. It was a huge risk – you had all this money tied up in silicon in a warehouse somewhere, and so you’d be conservative in the decisions you felt you could make, very conservative in the IPs you signed, your art direction would not change, and so on. Now it’s the opposite extreme: we can put something up on Steam [a digital distributor], deliver it to people all around the world, make changes. We can take more interesting risks.[...] Retail doesn’t know how to deal with those games. On Steam there’s no shelf-space restriction.

The creator of Oddworld, Lorne Lanning, expressed his desire to only make games independently instead of going through publishers. “I’d rather not make games than ... be a slave for public companies who care more about their shareholders than they do about their customers."[11]"

With the rise of online shopping and digital distribution like the Steam platform, gog.com, and the Humble Store), it has become possible to sell indie games to a worldwide market with little or no initial investment by using services such as XBLA PSN or PayPal.

Also since the 2000s, the new trend of crowdfunding platforms (like kickstarter.com or indiegogo) allows smaller developers to fund their work directly by their fans and customers, bypassing traditional and problematic financing methods.[12][13][14]

Distribution[edit]

During the 1980s, the common medium was cassette tape, which was the default software format for systems such as the ZX Spectrum. This eventually gave way to floppy disk and then to CD-ROM.

Recently independent games have been released for big budget consoles like Xbox 360, PlayStation 3, and Wii. Many games that are being released for these consoles are ports of popular flash games and/or just plainly developed independent games that have received notice.[citation needed] Often indie games are completely programmer driven, due to lack of publisher funding for artwork.

On November 19, 2008, Microsoft launched Xbox Community Games, later renamed as Xbox Live Indie Games, which allowed independent developers to create games for the Xbox 360 using XNA development tools and sell them in an area of the Xbox Live Marketplace.

In May 2010, several independent developers organized the Humble Indie Bundle, which raised over $1.25 million in revenue (of which about $400,000 went to charity)[15] and showed the value that community involvement and cross-platform development can have for independent developers.

The majority of the distribution of PC and Mac games comes via portals of digital distributors such as Steam, gog.com, Desura and several others.

With the advent of smartphones such as the iPhone and the relative ease of producing these titles many independent game developers solely develop games for various smart phone operating systems such as the iOS and the newer Android. This has also seen games being ported across to take advantage of this new revenue stream such as the successful game Minecraft.[16]

There are also independent games distribution websites, such as IndieCity, springing up to cater exclusively for indie games, rather than including them alongside the mainstream games which are the main focus of most distribution portals (see: Desura, gog.com, Humble Store, Steam). Before the launch of the PlayStation 4 Sony made it a priority to focus on getting independent developers to create new games for the PlayStation 4 [17]

Tools[edit]

C++ is a popular language of choice within the video game industry, partly due to its low-level efficient nature, but mostly because almost all popular 3D game engines are already written in C++. However, independent video games have seen use of a variety of other languages. Notably, C#, the language for XNA (Microsoft's toolkit that facilitates video game development on the Xbox 360, Windows Phone 7 and Windows PCs) and Objective-C, the language for the iPhone's Cocoa touch API, the popularity of which has grown greatly since 2008, due to the accessibility of the App Store to independent developers. Indie games written in Java are also prevalent, due to the wide compatibility for most operating systems and web browsers. Other dynamic languages, notably Python, Ruby, Lua and ActionScript have also found their way into the scene, lowering barriers of entry to game development.[citation needed]

Licensing fees[edit]

Personal computer platforms (such as Linux, OS X, and Windows) are traditionally financially more accessible to independent game developers than video game consoles. Aside from basic development costs, console game developers are required to pay fees to license the required Software Development Kits (SDKs) from the console maker. Manufacturers often impose a strict approval process and take a percentage of the game's net profit in addition to yearly developer fees. To develop for Nintendo Wii, Xbox 360, or PlayStation 3 requires an SDK license fee of between US$2,000 and $10,000, in addition to yearly developer fees and profit cuts, although development for Xbox Live Indie Games only requires a $99/year Creators Club membership and Microsoft takes 30% of sales. Microsoft does provide a free membership to the Creators Club to students via the DreamSpark program.[18][19][20][21][22] Indie game developers can also use homebrew development libraries, which are free of charge, and usually open source.

See also[edit]

References[edit]

  1. ^ "Indie Game Developers Rise Up". Forbes. 20 November 2008. 
  2. ^ Darling, Sharon (February 1985). "Birth of a Computer Game". Compute!. p. 48. Retrieved 6 October 2013. 
  3. ^ MARCELO PRINCE, PETER ROTH (2004-12-21). "Videogame Publishers Place Big Bets on Big-Budget Games". Wallstreet journal Online. Retrieved 2013-07-01. "The jump in development and marketing costs has made the videogame industry "enormously risk averse,[...]Publishers have largely focused on making sequels to successful titles or games based on movie or comic book characters, which are seen as less risky. "We don't green light any more things that will be small or average size games.[...]"" 
  4. ^ "Revenge of the Source Code". Puppy Games. 2011-04-20. Retrieved 2011-08-23. 
  5. ^ "Aquaria goes open source!". Wolfire Games blog. 2010-06-03. 
  6. ^ Lugaru goes open source Wolfire Blog, May 11, 2010
  7. ^ Unofficial update packs! (1.1.3+)(Updated 14th Oct 2012) on bit-blog.com (October 2012)
  8. ^ Garr, Brian (17 April 2011). "Download distribution opening new doors for independent game developers". Statesman.com. 
  9. ^ Stuart, Keith (27 January 2010). "Back to the bedroom: how indie gaming is reviving the Britsoft spirit". The Guardian. Retrieved 8 November 2012. 
  10. ^ Walker, John (2007-11-22). "RPS Exclusive: Gabe Newell Interview". Rock, Paper, Shotgun. Retrieved 2013-06-28. "The worst days were the cartridge days for the NES. It was a huge risk – you had all this money tied up in silicon in a warehouse somewhere, and so you’d be conservative in the decisions you felt you could make, very conservative in the IPs you signed, your art direction would not change, and so on. Now it’s the opposite extreme: we can put something up on Steam , deliver it to people all around the world, make changes. We can take more interesting risks.[...] Retail doesn’t know how to deal with those games. On Steam there’s no shelf-space restriction. It’s great because they’re a bunch of old, orphaned games." 
  11. ^ http://www.vg247.com/2014/03/25/oddworld-new-n-tasty-its-not-a-fucking-hd-remake/
  12. ^ Parker, Laura (February 14, 2011). "The Rise of the Indie Developer". GameSpot. Retrieved December 4, 2012. 
  13. ^ Thompson, Michael (January 18, 2010). "Searching for gold: how to fund your indie video game". Ars Technica. Retrieved December 4, 2012. 
  14. ^ Hietalahti, Juuso (May 19, 2006). "The Basic Marketing Plan For Indie Games". Gamasutra. Retrieved December 4, 2012. 
  15. ^ "Humble Indie Bundle Page and Stats". Wolfire.com. Retrieved 2011-04-30. 
  16. ^ "Official iOS Version of Indie Game Minecraft to Hit iTunes App Store Later This Year | Unlock iPhone 4, unlock iPhone 3GS, jailbreak iPhone – how to with". Ziphone.org. 2011-02-22. Retrieved 2011-04-30. 
  17. ^ http://www.gamesindustry.biz/articles/2013-10-03-shuhei-yoshida-playstation-4-indies-and-the-xbox-one
  18. ^ "Frequently Asked Questions". XNA Creators Club Online. Microsoft Corp. Retrieved 5 January 2010. 
  19. ^ "Wii Development Kit to Cost $1700". Nintendo Wii Zone. Nintendo Wii Zone. 21 June 2006. Retrieved 5 January 2010. 
  20. ^ Carless, Simon (19 September 2006). "Xbox Live Arcade Makes How Much?". GameSetWatch. Think Services, UBM TechWeb. Retrieved 5 January 2010. 
  21. ^ Orland, Kyle (21 September 2006). "The economics of Live Arcade development". Joystiq. Weblogs, Inc. Retrieved 5 January 2010. 
  22. ^ Elliot, Amy-Mae (19 November 2007). "Sony's half price sale on PS3 SDK for developers". Pocket-lint. Retrieved 16 May 2013. 

External links[edit]