On One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.
There’s something from my high school days that applies rather well to game design, especially when you compare an indie product to, say, something from Activision or Electronic Arts. It all reminds me of my Economics class in junior year. That’s right; it’s time for an anecdote.
In the class, we were required to form teams and then attempt to sell an imaginary product in order to, uh, win. Something. Anyway, we even had a program that factored in our costs and how much we were producing and the like. Our immediate thought was to punch it, push production to 100% and let it run until we were raking in the dough. We lost because of it.
The reasoning behind this was simple: 80% production was the magic number. Pushing it to 100% would saturate the market, meaning you would not sell as many, and all the costs accrued for producing the extra 20% simply went to waste. Essentially, more units actually were not better in this case.
So how does this relate to game design? Well, bigger companies tend to have the outlook that bigger is better. Games that are longer, packed with features and have multiple modes are all the rage. But are they really that effective when they spend valuable assets and time on odds and ends that don’t actually end up being used?
Jim Sterling briefly touches on this kind of mainstream mentality on page 24 in the July 2010 issue of GamePro. In the article, he argues against the inclusion of multiplayer modes in games if the only reason is because it is what is expected of a studio. For example, if the company is focusing on the single-player then perhaps they should scrap the multiplayer entirely and put all the focus on what they want to do well.
The smaller, littler guys tend to have a much different outlook on things. I have touched on this before but indie companies don’t exactly have the funding that the mainstream ones do. They are required by necessity to think, plan and build smaller than they might otherwise want to do. Instead of complicated design schemes they end up producing a much, for lack of a better word, simpler plan of action.
Simpler does not equate to worse in any way. It simply means that the game has fewer moving parts to it. Less of those mean that there are fewer chances for something to go horribly, incredibly wrong. That does not mean that they won’t mess up somewhere between design and implementation but that is another story entirely.
It is probably easiest to explain this concept by taking an indie game, like Slam Bolt Scrappers, and breaking down exactly what the game attempts to accomplish as far as design goes. I’d wager that it won’t take more than a few paragraphs, max, to explain the entirety of the game and why it works as well as it does.
By now, anyone who follows the indie scene should be well aware of Fire Hose Games and Slam Bolt Scrappers. They had an impressive showing at PAX East this year and followed that up with an even better one at E3. They were even nominated by Kotaku for Best Gameplay Mechanic.
The game has Tetris-like gameplay of completing lines of blocks in order to build towers. Different color blocks make different towers. Purple, as an example, builds a laser turret. The bigger the squares of color you complete are, the bigger the towers. These towers then attempt to blow the heck out of your opponents’ towers.
It also allows up to four players, two to a team, and you can even beat directly on another player if you so choose. This almost seems like an afterthought of, “Oh, huh, they fight monsters to get their bricks. I guess they could hit each other too if they really wanted.” The only reason to beat on another player would be to attempt to kill them and steal their blocks. It’s diabolical, sure, but pretty straightforward.
That’s it, pretty much. Well, you can also put a small number of different hats on your characters, like a sombrero or Viking helmet. The game doesn’t aspire to be much more than this and, when it comes right down to it, it doesn’t need to. It is what it is because of its lack of fluff and has turned out to be an incredibly enjoyable experience.
Slam Bolt Scrappers does well for a number of reasons. Most of them are subjective but it seems that people can come to agreement on the fact that the product is just plain fun. The reason it’s so fun is because the small team, with limited funds, were able to focus on exactly what they wanted to achieve and then they did.
Some games lose sight of their original goal as time goes on. BioShock 2, for example, almost feels like two different games, one being single-player and the other multiplayer. This is partially due to the fact that two separate companies worked on either side of that line. In the end, they attempted to marry the two factions together but it still comes off as a forced fit; it resembles a square block pushed through a triangle hole.
When mainstream game designers are given a choice between doing one thing well and doing a bunch of things decently, it often seems like their response is to attempt to do a bunch of things well. It doesn’t always work out that way. They sometimes finish up with a smattering of mediocre decisions scattered throughout the final product. Indie game designers don’t have that luxury.
Titles from larger developers also run into the problem of having far too many cooks in the kitchen. At some point, they push past that 80% saturation and find themselves spoiling the broth. Between publishers, programmers, designers, producers and the marketing team, any game is liable to reach a hundred different iterations, each one further from the original vision than the last, before it ever reaches the shelves of your local Best Buy.
To return to Fire Hose Games, as of E3 they were still in single digits as to the number of people on their team. That isn’t counting all the people involved in bringing their game to the Playstation Network but it seems that Slam Bolt Scrappers has been left relatively unchanged since the announcement. There were fewer hurdles to be jumped as there were simply fewer people involved in the process.
Sometimes it really is true that less is more. With more of, well, everything, design can be bogged down and often loses focus, dilutes the vision and expands the scope to the point where nothing is clear anymore. Indie games manage to nearly constantly get this dichotomy correct simply due to their definition. It’s hard for an indie studio to lose sight of the original vision or focus when that’s all they really have the budget to do.

On One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.
First off,
They do a damn good job, that’s how. You connect with the right people, pitch the right kind of game and have a little star power in your pocket. Though it may have only been recently revealed, Marianne Krawczyk, the dynamo writer behind God of War, has been
But to once and for all settle the rumors, it has been said numerous times in a number of places that Krawcyzk has been working with the team since very near to the beginning. So we have a few strikes against Shank’s indie credibility, what with the publishing deal with EA Partners, and now we come to find out that they have a big A-list writer with them who happens to be fresh off seeing her latest brainchild, God of War III, do extremely well on the market. It seems like all signs point to ditching the indie moniker entirely and becoming a mainstream game.
Instead they can focus on what they do best: make games. If the creative direction, art, writing and overall vision isn’t compromised by the addition of a publishing deal, it’s merely a win-win for everyone involved including those that will later be playing the game. Braid would still be Braid, Flower would still be Flower and so on even if they were under the same conditions. It just so happens that more people would have known about them from the beginning.
On One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.
Hugo’s House of Horrors, and its sequels, ran via DOS, had a command line interface and required knowledge gathered outside of the game to complete. If you weren’t aware of the name Bram Stoker, you were plum out of luck. Looking back on my experiences now, I’m a little surprised that it didn’t bother me that I had to jump through all of those hoops. Considering that I barreled through the original plus sequels, I suppose I’m even more stubborn than I previously thought.
Machinarium was, however, the first of the two that I booted up. This all came to a head less than a month ago when looking at the various games I owned yet had never played. After compiling my incredibly huge list, I began making mental note of which ones were and were not considered indie. Have to build up my street cred, you understand.
I would argue that’s a fair response to a puzzle game. Somewhere along the line, it stops being fun for me. Why play a game, especially if you’re looking for entertainment, when it’s just not fun any longer? And yet, I continue to play! Both Machinarium and Sam & Max see playtime, not much but some definite chunks, during my typical week. It certainly seems that both have something going for themselves that defies my somewhat irrational hatred of the perceived tedium inherent to adventure games.
In Machinarium, I could not care less about fixing a little bucket designed to drop something I’d rather not contemplate too long down a chute or into a cart. In Sam & Max, I often get frustrated with the tried-but-true steps of speaking with Sybil and Bosco, two characters often important to solving whatever caper’s on the menu. Those are just samplings from both games where the mechanics, the means by which the game progresses, bogs down everything else that I like about the game.
And leftovers are great! Even though my father refuses to eat them, leftovers remain a staple in my diet. Sam & Max (as well as a number of titles in Telltale’s catalogue) is a holdout from earlier times. It harkens back to the days when DOS was a common way to begin a game. The same goes for Machinarium. This is not necessarily a bad thing. It’s just not for me.
On One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.
Imagine my shock that this kind of enjoyment, the mindless, pointless enjoyment of gaming, extended to indie games that some of my peers had long protested were amazing and worth the effort to purchase and play extensively. By peers, I don’t just mean random people my age that attend classes with me or fellow coworkers, but other journalists in the field.
This is where the bad news starts. Critter Crunch has thoroughly failed to impress me. Other than being amusing to try to describe to someone—you eat the jewels inside bugs and then attempt to vomit enough into your child’s mouth—and very, very pretty to look at, my stint with Critter Crunch has been largely spent with a frown. It’s gorgeous, goofy but just is in no way substantial enough.
Critter Crunch has the exact same downfalls for me, though, being relegated to console play, but is a type of game that is entirely meant to be played while waiting in line, during long stints in the bathroom or in the backseat whilst carpooling. Someone, somewhere, clearly was not considering that a person might actually sit down on a sofa and attempt to give it an extended play. I refer again to Jell-o, as it might be delicious and you can eat a whole lot of it, but there sure isn’t any substance there.
An epiphany occurred to me the other day however that has since tainted each and every time that I play the game. I thought to myself, “I really should get to working on my column… right after this level.” When I did finally put it down, I considered the meaning of this decision process.
The casual gaming scene screams of fast food to me. And yes, I did just personify an entire section of entertainment. To repeat myself, there’s nothing of substance to be found but most people can agree that they’re enjoyable. The problem is not that they are not enjoyable but that they hold no meaning beyond that. Solitaire might be a fun pastime but there’s a reason why it’s called that: it is meant to pass the time.
On One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.
Ebert chooses in his most recent article to pick on one kind of square particularly: thatgamecompany’s Kellee Santiago. Given that his contention is that games can never be art, it is not all that terribly surprising to see him pick a bone with an independent game developer, especially one associated with games like Flower or flOw.
But, again, it’s not that I disagree with the notion. What he describes, I, too, might also concede is outside the realm of art. He just does not seem to actually describe the medium that we have all come to know and love. He, instead, focuses on a minute window that he’s been made aware of through others instead of attempting to explore the field on his own.
Even barring these secondary sources, there is a plentiful supply of primary ones. Where is the competition in Flower or stated goals? Ebert makes off-hand commentary about short clips of the game he has seen but never played. I could, in like, make judgments about Citizen Kane but will instead leave that to those who are obviously more knowledgeable on the subject.
Peter Eykemans, our fearless Managing Editor, and I had a chance to play with it recently. The design of the game allows you 30 seconds to react to the actions of the other. One is, ostensibly, the player and one the controller. The controller is, arguably, a more difficult role to play as the player merely responds to the objects in front of them but both are equally responsible for the engagement presented.
On One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.
The details, as many responses have indicated on the various stories, point out that they were only refused publishing by Microsoft. In effect, Microsoft said, “Hey, no dice, you have already published your little game elsewhere and we do not deal with such nonsense. Good day!” But that does not stop them from being released on the service; it merely restricts them from having Microsoft publish them. There is still the slim chance that someone, somewhere, will pick up the title and bring it to the platform. That does not seem to be the case in the minds of the developers, however, who predict that nearly all profit would end up going to the publishers in that scenario so they won’t be seeking it out themselves.
Apparently not, though. Instead, it looks as if 360 owners might go without being able to play Machinarium, which is a damn shame. It seems Microsoft is focused on adding exclusives to the ever-growing list of titles it supports. It just doesn’t make sense, though. Having a complete exclusive is great. That draws attention to the platform of choice. Denying an existing brand simply because it decided to branch out seems similar to shooting yourself in the foot: all you are ultimately doing is hurting yourself.
This seems to be the point that the majority of those commenting on the related articles seem to miss. Sure, they have the right to deny publishing and Machinarium could always seek another publisher, but this appears to hint at a developing trend. Microsoft will pay for exclusivity but heaven forbid you reach beyond the borders of Bill Gates’ reach. For such an offence, you will surely pay the price.
On One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.
The game was
In the article, Bartle discusses the essential player paradigms. In the course of a long discussion, some trends arose that, when summarized, those involved agreed were the key ideas. There are four typical characteristics of any given player that they may find fun about a game: achievement within the game context, exploring the game, socializing with others or imposition upon others. Players either want to break a record, find somewhere new, talk to some close friends or kill a bunch of rivals. Most fall into multiple categories.
This is the kind of thought process that seems to go through their minds from time to time. They look at the current game, as best they can from their positions on high, and try to decide what seems to be missing. Did that last update favor the Hearts and somehow disillusion those oft-forgotten Diamonds? Never fear, they know it and are working on pushing something out to correct the balance.
On One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.
But what kind of impression did all these games leave on me, in total? Well, it further cemented the idea in my head that indie games are necessarily quirky and their creators are, for the most part, human in nature. The product of the minds of a very small group of people tends to be more specifically unique than one that requires a bureaucratic entity to govern it and even indie developers want to play the next biggest game.
In the game, you fling yourself from the top of a building of some sort and try to accomplish a number of tasks on the way down before gracefully landing in a predetermined zone. Hugs, kisses, flipping the bird and giving thumbs up to different sections of the level will net a varying amount of points depending on your timing. Like old-school arcade games, the point is to get as many as you possibly can. It’s fun, has huge replay value and one of the developers mentioned, off-hand, that he must have been drunk when coding one of the levels. I wasn’t actually sure if he was joking, but I like to think he wasn’t. It’s way more amusing that way.
The second of the two MIT games, Waker, has two versions: one with and one without narrative. Otherwise, they’re exactly the same. The idea is to see if gaming narrative actually helps engage children and have them learn easier. The game follows a little black shadow of a thing with a tail as it tries to make it from one end of a stage to another. Imagine Braid but instead of time puzzles, it all depends on how fast your little creature is moving. The intent is to help kids learn about velocity and all that good stuff on a mostly observational level. See how it works, understand it better and therefore be able to use the concepts more easily later. You run, and drop the orb when you want to solidify the line you’ve created so you can traverse it to the next stage.
And goodness, did I destroy some blocks. I was teamed with an odd fellow who only spoke in broken English so we communicated almost entirely through yelps of joy and high-fives. The opposing team was composed of two middle-aged women. I couldn’t make this stuff up. Our first match started and me and my English-butchering partner won within three minutes. Our opponents had thought they were supposed to beat our two avatars up, not build a tower to beat our tower. The developers even let us play another round which wound up being pretty similar.
On One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.
With our subject matter clearly outlined, it becomes only a problem of dissecting the reasons behind the unique community of gamers created around them. It sounds a lot simpler than it actually is. One thing that a number of indie browser-based MMOs do have in common in terms of community is the metagame that surrounds them. Which is exactly as confusing as it sounds.
People have played Urban Dead for years even though content updates have been few and far between. The last actual update to gameplay was months ago and it was almost certainly a tweak to preexisting code. It isn’t all that unusual in the game to wander around and spot characters sitting on thousands of XP because they are already maxed out. To a person new to the game, it might seem incredibly repetitive and not worth the time invested. While it might be incredibly repetitive, the time invested is really only worth what you make of it. The game isn’t that interesting but if you become involved in the metagame, your options expand drastically.
Kingdom of Loathing is one of those rare sites that allow scripting, bots and other such shenanigans as long as it doesn’t produce any noticeable lag. As long as the bot clicks at about the rate a human would, all is kosher. So a number of amateur and professional developers have taken to building Greasemonkey, Java and Perl
On One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.
Picking up student games, or most indie games for that matter, and getting them out there is a no-brainer for publishers. In terms of monetary investment, would you rather spend five years or more developing a game and a total of two years promoting it… or just promote a game for two years that already has a niche audience but certainly has the potential to grow beyond being only niche? Keep in mind that the game that has been in development for five years might
Nathan Vella, president of Capybara Games,