Indie games: a new way of communicating ideas and feelings?
A blooming sector
Maybe you’ve already played one of
those games: Minecraft, Super Meat Boy, Castle Crashers, or Fruit Ninja. What
have they got in common? Well, they are all labelled as “indie games”, meaning
that they were all developed by independent games studios, in opposition to the
“big fishes” of the gaming industry such as Call Of Duty, Halo or FIFA, also
called “AAA” games. The indie games phenomenon, seems to have started around
2008 as we can see in this Google trend chart for the request “Indie Games”.
Even if independent games always
existed (since the beginning of computer, there were always one or two “nerds”
to develop games in their parents basement), the phenomenon really started to
get big around 2008 with the launch of World
of Goo, a reflexion game. Then it was Castle
Crashers on the Xbox Live platform, released in 2008 and making 4.6 million
dollars for the year 2011 (just on the Xbox platform).[1] Of course, it would be hard not to talk about Minecraft: in June 2016, it had sold
over 100 million copies [2]. In comparison, Grand Theft Auto 5, which I’m sure you already heard about, sold 65
million copies between its launch (2013) and May 2016 [3]. But the fact is that Minecraft cost almost nothing to develop: it was made by a
developer on his own, the famous “Notch”. GTA 5, on the other hand, was the
most expensive game to develop in History, with a budget of 265 million dollars
[4]. As you can guess, the indie game sector
started to be trendy when it became bankable.
Typical independent developer |
A new kind of connection between the players and the developers
So, now, that we’ve seen the
exponential growth of the indie games sectors, it might be interesting to see
what does it change to the media experience. To many observers, games do not
suit the definition of a media, which is, according to Wikipedia “the
collective communication outlets or tools that are used to store and deliver
information or data”. It is true that games, and video games, are originally
designed for entertainment purpose: what type of information is delivered by
Call of Duty, or by FIFA? Probably none, or very little. However, the indie
games, as they are not designed for commercial purpose, seem to be a medium
connecting the player to the mind of the developer(s). For instance, in the
Netflix documentary “Indie games: the movie”, all the developers recognize that
their work allowed them to express themselves. The guys behind Super Meat boy, Edmund McMillen and Tommy
Refenes, really see their games as a reflexion of themselves. Another game
developed by this team, Aether, even
seem to be a kind of therapeutic for McMillen: it is inspired by his fears,
emotions, and its childhood. He declared that: “It’s a very honest and personal project I’ve been a little worried
about making public because it exposes a lot of the fears I had when I was a
child and puts me in a vulnerable place. But I feel like there are some out
there that can appreciate something honest that has a lot of heart.”[5]
|
A screenshot from the game Limbo, 2010 |
Arnt Jensen, developer of the famous game Limbo which features a lonely kid in
a devastated world, declares that “I
think it's pretty important to have the right feelings throughout the game.
I don't know if it's that important if it's specific storytelling. I don't
care about that. It's important to have those special feelings. It was
supposed to feel this loneliness so that in the end, when you meet the
little sister, it seems like you haven't seen people so long, the impact
will be so much bigger.”[7]
|
A new art form?
Screenshot
from the game Flower, 2009
|
[1] Matt Liebl, “XBLA 2011 sales total $144
million”, Gamezone, january 27 2012
[2] Chloi Rad,”Minecraft sales surpass 100
million copies”, IGN, June 2 2016
[3] Eddie Makuch, “GTA 5 has now shipped 65
million copies”, Gamespot, May 18
2016
[4] Luke Villapaz, “'GTA 5' Costs $265 Million
To Develop And Market, Making It The Most Expensive Video Game Ever Produced: Report”,
International Business Times, August
8 2013
[5] Alec Meer, “Aether”, Rockpapershotgun, September 4 2008
[6] Lisanne Pajot and James Swirsky, “Indie
games: the movie”, 2012
[7] Christian Nutt, Hanging in Limbo, Gamasutra, February 24 2012
[8] Henry Jenkins, “GAMES, THE NEW LIVELY ART”,
Massachusetts institute of technology’s website
Wayne, “The indie revolution: how little games
are making big money”, Game academy,
October 9 2013
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