The term indie has gained a wide range of connotations that effectively prevent it from carrying well-defined meaning in current discourse. It is evident that the term only holds accuracy when used contextually and lacks collective definition. The work at hand provides a common basis for the understanding of indie games in order to reinstate the term‟s meaning. We propose a division of the concept into indie production, indie aesthetics and indie culture. Based on this division we introduce the III model as a tool for approaching a formalized discourse on indie games. To support the analysis we establish and explore an indie game database, carry out expert interviews and develop a game in adherence to the III model‟s concept of indie. In conclusion we conduct a series of case studies by applying the model to a selection of games. This establishes the model as an effective tool for categorization despite the gradient nature of indie caused by its intrinsic subjectivity. 1. Problem Statement .......................................................................... 1 2. Method ............................................................................................. 3 3. The Indie Game ................................................................................ 7 3.1. Indie Aesthetics.......................................................................... 16 3.2. Indie Production ........................................................................ 38 3.3. Indie Culture .............................................................................. 51 3.4. The III model ............................................................................. 63 4. Empirical Analysis ..........................................................................71 4.1. Game Database .......................................................................... 72 4.2. Bearadise Hotel .......................................................................... 81 4.3. Case Studies ............................................................................... 86 5. Conclusion ...................................................................................... 92 6. Bibliography ................................................................................... 94 7. Appendix ...................................................................................... 100 “Indie is cool. Indie is hip. Indie is smart, chic, and sexy. Indie isn‟t pretty, but it gets the job done. Indie is downto-earth, the work of tireless blue collar DIY craftsmanship. Indie is pretentious, a haven for overinflated egos and introspection with all the depth of a sun-dried puddle. Indie is big on head-in-the-clouds dreaming, but it crashes and burns in terms of execution. Indie is mechanically sublime – not a wasted input or animation. Indie is the future. Indie is stuck in the past.” (Grayson, 2012) Indie is all the rage these days and is readily used as a description of a type of game, an entire genre, a kind of developer, a game development philosophy, an attitude or simply as a stamp of game development virtue in an act of self-branding. More confusingly, the range of games and developers that proclaim themselves and are proclaimed indie even appears to include opposites. The above excerpt from a May 3rd 2012 column by Nathan Grayson demonstrates that the implied meanings of the word are now so vast that it has become impossible to pinpoint the actual essence of this coveted independence and its connotations. The game industry and its market have developed in a direction that has led to the emergence of indie development as a subculture – a video game and game development culture that adheres to its own set of aesthetics and ideals in terms of game design, motivation, commercialism and technical and artistic innovation. Because the implications of this evolution in independent development are so vast, the term indie has become loaded beyond its capacity. This lack of a common ground has led to the misconception that indie cannot be defined, or at least confined, and therefore cannot become a meaningful or useful term in its own right. Despite its widespread use as a descriptive term, there is an equally widespread reluctance to define it, often referring to the misconception of unimportance or impossibility. It is our belief that the community would benefit greatly from a common consensus about the meaning of the term indie. “Again, we're stuck in this weird world of definitions it's kind of impossible to answer this without clarifying which "idea" of indie we're talking about here.” (P. Barr, personal communication, 2012) 1 So what can we learn from its use and how can we formalize it? In this thesis we will answer this question. Existing academic writings on this topic are very scarce and any systematic attempt at the problem has yet to be made. We therefore feel it is desirable and academically worthwhile to explore it in depth in order to further the field of game studies and approach consensus on the indie phenomenon. This research will provide an insight that allows us to give our perspective on the future of indie development, a field that in recent years has explored the potential of games as art as well as entertainment and proved a massive contributor to innovation in the game industry. Despite the lack of consensus on the topic we hypothesize that the term indie, when used to describe games and developers, connotes a number of identifiable characteristics and values that set them apart from the greater game industry. We intend to untangle the indie phenomenon by identifying its structure, disassemble it and investigate it in composites. We will use this knowledge to build a comprehensive model with the intent to not conclusively define indie, but rather address the inconsistencies in the discourse surrounding indie games. Rather than basing our hypothesis on existing literary material we intend to take a pragmatic approach and involve ourselves in the indie community through the development of an indie game. We thereby distance ourselves from purely humanistic or sociological work, grounding it in interaction with actual indie culture, adding a product to the theoretical work that we strive to design in such a way that it embodies the characteristics of independence that our analytical work uncovers. The results obtained using this methodology will be strongly influenced by our personal views on game development and indie games as well as our game design approach and preferences. We do not consider this an issue in regards to validity. The hypothesis posted in this thesis is intended to put ourselves at stake and be exactly that – a subjective contribution to the discourse of the independent game industry that will serve as a basis for discussion on its structure, its relevance and its future perspectives. 2 This thesis consists of two epistemologically contrasting parts, combining a theoretical and a pragmatic approach to research on the concept of indie. The first part, the analysis, is investigating of indie games and their presentation and perception as cultural artifacts by the game industry, its customers and the communities surrounding game development. This analytical part represents our perception of the indie concept in a way that in our opinion approaches a formalization of independent games in a meaningful way. It draws up our notion of indie, presenting the views that are the hypothesis of this thesis and thereby serve as a foundation for the thesis‟ second part. The outcome of the analysis is a model that provides an understanding of the indie adjective as seen through the lens of our opinions and findings. The second part, the empirical work, relates the views and observations of the first part of the thesis to grounded data in order to validate our hypothesis. Although the composition of properties that we claim embodies the concept of indie is of a very subjective nature, we will strive to substantiate all postulations to the greatest possible extent via empirical research. The analysis will present the indie phenomenon as consisting of three high level branches; production, culture and aesthetics, each with its own significance in terms of understanding the background and overall nature of indie games and indie development. Moreover, each branch pertains to a particular stage in the life cycle of an indie game, the three branches thereby establishing how and why indie games are made, what constitutes an indie game and, finally, how indies affect and are affected by the digital culture in which they have their place. The investigation of the indie production attempts to create an understanding of the circumstances typically present during a game‟s development phase. These circumstances, spanning from conceptualization process to distribution and post-release interplay between developers and consumers play a central role in defining the developed game. Second, our research into aesthetics investigates characteristics of indie games as objects. By establishing e.g. which mechanics, visuals and gameplay experiences characterize indie games, this part of the analysis draws a picture of the produce of indie development. Third, we describe indie games from a cultural point of view. This includes a study of the sociological functions that affect the 3 way indie games are introduced to their fanbase in indie communities as well as markets of an evidently more commercial nature. Moreover, it will describe the relationship between developers and audiences and investigate the prominence of individualism on this market. In all three aspects of the analysis the similarities and differences between AAA and indie development will be described, thereby attempting to untangle the complex relationship of both cause and effect that characterize indie games and allow indie and AAA developers to co-exist. In conclusion of the analysis we suggest a model of the indie phenomenon, the III model, to be used for a categorization of games based on their production, aesthetics and culture. The model and the preceding findings are substantiated empirically in four ways: through case studies, with a series of interviews, by creating a database for an observational approach to a categorization of indie games and, finally, with the development and release of a game which adheres to our notion of what constitutes an indie game. In order to substantiate the claims and views put forward in the analysis chapter we have conducted a series of interviews with individuals who reflect different views on indie culture, indie development and the game industry as a whole. As we have proposed a threefold model for an understanding of the indie phenomenon, the views of this empirical extension of the analysis are to reflect exactly these three aspects. In order to do so we have gathered contributions from individuals who in their professional field have a particular connection with aesthetics, production and culture, respectively. Our interviewees include: Nicklas Nygren, developer of Knytt, Knytt Stories, Night Sky and Saria. Pippin Barr, game studies researcher, game critic and developer of small indie titles, a.o. Epic Sax Game, Let‟s play: Ancient Greek Punishment and The Artist Is Present. Kellee Santiago, original Co-founder of thatgamecompany, TEDFellow, game developer, Partner at Indie Fund. Morten Svendsen, game designer of Copenhagen-based game studio Tactile Entertainment. Excerpts of these interviews will be used throughout the thesis in order to verify that the findings resonate with the professionals who are affiliated with indie game development on a daily basis. 4 The game database contains all games referenced in this thesis, each with a set of parameters including e.g. price, distribution platform and production characteristics. It thereby serves as an indicator of our games horizon, comprehensively presenting the foundation on which the analysis is based. A statistical analysis has been carried out on a limited selection of these games. This selection, defined by the game‟s availability as a Windows download, was necessary in order to obtain the most valid results possible. Although the reduced sample size in comparison to the entire database impairs the generality of the results it greatly increases their validity. We in other words allow ourselves to conclude more accurately on fewer games rather than inaccurately on many games. The implications and applicability of the results as well as the possibility of biased results are discussed in detail in chapter 4.1. In order to expand our knowledge on the generative parts of indie development we have developed a game intended to exhibit the three indie characteristics discussed in the analysis. In chapter 4.2 we will describe the process of developing the game and its aesthetics, but maintain a particular focus on the cultural aspect of development. In this respect we have attempted to mimic the cultural involvement of indie developers, thereby hoping to increase our understanding of the significance of networking for the cultural aspect of independence. This has been instrumental in our understanding of culture and provided us with a firsthand insight into the benefits of as well as the ways in which one as a game developer may be influenced by the exposition to a community. The game was showcased at a game jam along with 16 other contributions from the game development community of Copenhagen and fared rather well, landing a third place. Interestingly, the three top finishes exhibited a strong focus on one different aesthetic characteristic each: the first place finisher having highly stylized graphics, the second place being very experimnetial and our game having a strong focus on gameplay. In extension of the presentation of the III model we will apply it to a selection of games with different profiles in respect to the three aspects of indie. We choose to apply it to games that have particular sets of characteristics that we feel lead to the ambiguity of the concept 5 of indie and is done to demonstrate the model‟s applicability as a categorization tool for indie games. This application of theory to real data is to serve as validation of our hypothesis that the concept of independence in game development does not pertain to either one of games or developers, but rather both as well as their culture. Overall, the process of gathering, validating and presenting data can be described as follows: 1) We start out with a purely subjective notion of indie based on our personal backgrounds and past experiences. 2) Through a series of interviews, the creation of a games database and the development of a game we expand our horizon, iterate on our initial understanding and present a refined view of indie in the form of the III model. 3) We validate that model through a comparison to said empirical work, eventually demonstrating the model through case studies. 4) Finally, we present the knowledge obtained. Using this methodology we hope to be able to successfully identify the workings of independence in game development and present it in a way that untangles the implications and connotations that the term indie has garnered in recent years. 6 As stated in the problem formulation there is no widely accepted definition of the term indie. While the original meaning of the word simply indicated that a studio had taken the task of publishing their games into their own hands, i.e. gained independence of its publisher, branding a game developer indie will today spark a wide range of connotations. The term that once carried an unambiguous meaning has today gained a wide and undefined perceived meaning that has left games critics, developers, fans and academics with a vocabulary that is collectively used, but individually defined. So what is its true meaning – what has the indie adjective become? This chapter will provide an overview of the current attempts at reaching a definition of indie game development and, through a discussion of the significance of the various factors that influence the phenomenon, present our suggestion for a meaningful division of indie into less ambiguous components. The use of the term indie is widely debated throughout digital media. We face a situation in which there is a lot of discourse over the subject, a discourse, more often than not, based on differing angles of understanding of the term. Frequently the complete meaning of the term is not taken into consideration or the boundaries between annotation and connotation are blurred (Stern, 2012). The difficulty in defining indie lies in the fact that it carries meaning on different levels, something that allows the term to be used for differing purposes. Electronic Arts‟ release of what in the company‟s marketing was deemed an indie bundle exemplifies this diverse use of the term excellently as it caused great media uproar1. Unfortunately only few attempts have been made to define the term indie and even fewer attempts within academia. One definition is proposed by Lindsay Grace in his article The Poetics of Game Design in which he draws a connection between game design, indie games Refer to: http://www.indiegamemag.com/excuse-me-ea-indie-bundleregistered-on-steam/#.UIF7RkUr1cY, http://www.escapistmagazine.com/news/view/117071-Notch-Dumpson-EA-Indie-Bundle, http://www.computerandvideogames.com/356494/ea-changes-indiegame-bundle-to-niche-gamer-bundle/ 1 7 and poetic forms, based on the work from Bogost (2008), understanding games as rhetoric. Grace tries to delimitate indie as follows: "It is then perhaps more accurate to define independent games as play experiences designed and implemented with a self-governed goal outside the status quo. Independence is a declaration of deviation. It acknowledges a standard, and attempts to ratify a space of its own. For the discussion framed within this paper, independent games are games that seek and achieve the attributes of independence. They are developed free from the restrictions of contracts and the unstated obligations of profit seeking. While they may be profitable, they do not seek profit through the affirmation of standards. Independent games are interesting in their insistence to be free from standards and their effort to escape conventional play experiences." (Grace, 2011) Within the article this definition works well, but as Grace states himself “defining what is meant by independent games can easily consume an entire tome in itself” (Grace, 2011), hence it is unclear with the proposed definition whether the adequate clarity is achieved. His definition is of importance though, since he (rightly) layers the term on different footings. Grace describes indie as both free from monetary motivations, as well as stressing the importance of deviant, creative expression of the creators. Despite the lack of a sharp-cut definition for the concept of an “indie game”, one will invariably have a great deal of associations with it. One of the most predominant of these is very likely to be the production circumstances – being told that a game is developed by an indie studio will trigger various preconceptions about team size, budget and project scope. Simply taking the self-explanatory meaning of the word independent itself, one would think a game developer is considered indie when he is operating independent of game publishers. Even when disregarding the effect a publisher can have on a development process, simply being independent of publishers is not enough for acquiring the indie label, as has been rightly pointed out by various game journalists (Dutton, 2012; Grayson, 2012; Stern, 2012). Quintessential, by this definition some big game developers, such as Epic Games Inc., are independently operating, but are hardly considered to be indie by anyone. So, when the independence from a publisher is not necessarily a deciding factor, what is? 8 Martin & Deuze propose an understanding of the term as one that is used “in a number of ways to describe a type of development next to, or juxtaposed with, the mainstream process of creating, marketing, distributing, and playing digital games” (Martin & Deuze, 2009). While it helps us understand the broad concept of indie, the framing presented is too broad to analyze and delineate indie developers and games from the greater games industry. Still, the notion of opposition to or distinction from other games, especially from the AAA industry, is at the core of understanding indie. In journalistic media, the meaning of the term has been discussed, though a specific, explanatory approach is rarely attempted. Nonetheless, as one of the more recent examples, C. Stern (2012) offers a thoughtful attempt of defining indie as: “A game that is both (a) developed to completion without any publisher or licensor interference, and (b) created by a single developer or a small team.”(Stern, 2012) At first glance, the definition appears very solid, especially when taking Sterns flow of argumentation into consideration. Before reaching his conclusion, he demonstrates what is often merely in annotation to the term indie, rather than a feature of distinction. In the process, he renounces the need for small budgets, the status of being independently owned and operated, ownership of the IP, innovation in game design and being made with love or the indie spirit as “untenable definitions people have been bandying about” (Stern, 2012). Stern focuses his definition on the material conditions that permit indie games to be created, consciously avoiding the developer‟s intention and attitude towards making games. In our view, we would like to sharpen Sterns definition in a few points. We emphasize that the interference of a publisher or licensor as an entity in itself is not necessarily seen as inhibitory to being indie, but it is the (granted very likely) creative influence during the development of a game that a publisher can exert, as Stern elaborates himself. Assuredly, the term indie springs from being independent of a publisher, but we see here that the terms publisher and licensor are too confined, in fact suffer the same confusion between annotation and connotation that Stern criticizes himself. Consecutively, in our understanding, it is not the interference of a publisher or licensor, but the interference of any entity on a game/game developer that alters the original creators design and vision that is incompatible with the idea of being indie. As discussed in chapter 3.3, this can even mean at the hands of the developer himself, i.e. in the case of sacrificing his own, personal ambitions to create a product that caters for larger and more accessible audiences. 9 This leads us to the non-material conditions under which a game is created. In our understanding, the notion of indie has emancipated itself from a mere production oriented term. Assuredly, Stern‟s definition, or any other focusing on production circumstances, is an extremely helpful way to delimit indie games to AAA games or other parts of the greater games industry. It provides a first focus, or lens, to explore the object of study. Still, it is insufficient, as it does not give enough justice to the ideology behind the indie game itself. The status of being indie cannot be expressed through a series of Boolean criteria or identifiers. In his thought provoking blog entry Toward Independence – IndieCade 2012 Paolo Pedercini (of Molleindustria) uses the metaphor of a gradient to symbolize the “...degree of compromise with the capital” (Pedercini, 2012). It is this tension between artistic ambition and dependency, between pecuniary and non-pecuniary, between artistic pretentiousness and humility that makes indie games so interesting, desirable and hard to define. Talking about indie game development, there‟s no getting around talking about the greater games industry. In this thesis we will use the term AAA as “a high-quality game that is expected to be among the year‟s best-sellers” with larger budgets than most other games (Thomas, Orland, & Steinberg, 2007). Working within the AAA industry is to be compared to working with a publisher or other investor. Working within this stakeholder-developer relationship is often seen as the opposition to being an indie developer, as publishers are frequently accused of stifling innovation in game design and the evolution of new franchises (Anthropy, 2012). The accusations that investors and publishers smother innovation and creativity in order to secure a profit are nothing new. In the Scratchware Manifesto (Costikyan, 2000), Greg Costikyan and other developers raged against the state of the industry and warned of a future which greatly resembles the AAA game industry of the present. There is wide acceptance of the fact that being under the scheduling and budgetary demands of publisher- or investor-controlled development and being indie are mutually exclusive: “Despite a wide-ranging discourse of what independent actually means, a single unifying thread that is recognized throughout the industry is that an indie game cannot be created under the creative or financial control of one of these external entities.”(Martin & Deuze, 2009) Simplifying, the reasoning for this publisher and investor behavior can be outlined as follows. Primarily, publishers can be seen as business 10 entities whose main purpose it is to make money through the distribution and sale of games. As the cost of creating AAA games increase, approaching the hundreds of million USD (excluding marketing costs), it is in the publisher‟s best interest to reduce the risk of failing sales. Publishers do this by focusing on games with proven concepts that cater for traditional audiences, often based on wellknown franchises. Subsequently, the hit-driven industry2 reaches out to the established mass audience, and mostly abandons niche and/or new and innovative game genres. “Each executive knows that greenlighting something offbeat that fails will lose him his job. So they greenlight the same old crap, imitations of what‟s on the list this month, simply to cover their own quivering asses. No one will fire them for going with the tried and true. An industry that was once the most innovative and exciting artistic field on the planet has become a morass of drudgery and imitation.”(Costikyan, 2000) Due to the large budgets and teams of AAA game development, publishers as gatekeepers and shareholders have the biggest creative influence on the project, even though they are farthest away from its development (Anthropy, 2012). The creative influence of the individual diminishes, as does the share of the individuals wage in relation to the total budget. Even when accepting lower wages in order to push their personal vision, a given developers small share will unlikely convince a publisher to focus on less popular genres or unproven ideas. Games receiving financial backing from stakeholders are thus prone to “…fit into money-making popular culture genres” (Cowen & Tabarrok, 2000). As proposed in An Economic Theory of Avant-Garde and Popular Art, or High and Low Culture, the authors explain this behavior through the effect that reproducibility has on a given artwork. For artworks with a high reproducibility it is easier to increase profit by increasing the number of consumers willing to pay for the art work, rather than by searching out those consumers most willing to pay. Consequently, art works with low reproduction costs have large potential audiences, giving the artist an incentive to suppress their own tastes and shift their products towards that type of art which appeals to the greatest number of consumers (Cowen & Tabarrok, 2000). 2 http://gamasutra.com/view/news/168547/Has_video_game_retail_ become_an_entirely_hits_driven_industry.php#.UKY14EUUpcY 11 The game industry has seen numerous examples of developers (re)turning to independent development for various reasons and in various ways. While most amateurs or hobbyist game developers face no or little choice, even industry veterans are willing to give up their well-paid occupation within the games industry in exchange for a precarious career in independent game development. Often consciously forfeiting potential economic stability, the indie developer gains a variety of non-pecuniary benefits. Indie developers are often held in high regards buy other developers, journalists and gamers alike. Working on their own terms does not only give the creative satisfaction that arises from expressing oneself, but can also lead to personal fame and critical acclaim within the industry. From a socioeconomic perspective, as described by Pedercini, we face a revolution of creative workers that are not satisfied with the current working conditions, as there is “…a creativity that exceeds the ability of the capital to commodify it”(Pedercini, 2012). Examples from the game industry are frequent. Cliff Harris left Lionhead in 2006 in order to fund his own one-man company called Positech3 as he “…lost faith in the way big retail companies did things at that point” (GameProducer.net, 2006). Other well-known AAA industry dropouts include Arnt Jensen and Dino Patti, founders of Playdead, the company behind 2010 indie smash hit Limbo (Playdead, 2010). In an IGN interview they confessed to having left the greater game industry out of sheer frustration with the constraints that naturally follow the AAA way of production: "I got a good salary," Jensen told me. "I was really loved at the beginning, everyone loved what I was doing. Then, I don't know, it just became more and more corporate. It became harder to get ideas through. (…) I was sick and tired of working hard, crunching a lot," Patti said "I really didn't want to be in that business because I didn't think you would be able to do what you really wanted because of the constraints of the economy, finding talent, bad management..." (Thomsen, 2010) The reasons given by professionals such as Harris, Jensen and Patti for turning their back on the industry draw a picture of a business whose inner workings appear ruinous to a feeling of individual creativity and significance. It is not hard to understand how this might fail to give artistic individuals a feeling of gratification in their labor and thus seek this elsewhere. This wish to be independent of outside 3 http://www.positech.co.uk/ 12 influences even extends to whole corporations, as shown when Bungie4 separated from Microsoft in October 2007. In an interview with The New York Times Bungie studio head Harold Ryan explained the split with a desire to regain independence and control of creativity: ““It‟s an emotionally creative point of view,” he said of the decision to take the studio independent. “That‟s the state we wanted to be in.””(Richtel, 2007). The case of an entire company buying back their independence may leave doubt as to whether or not there are motives apart from a yearning for self-ownership and creative freedom, but it stands to reason that individuals leaving steady jobs and stable incomes are not motivated by financial gain or a need for security. Conversely, indie development is easily accessible to amateurs with little to no professional experience. One of these is American developer Messhof, creator of the 2011 IGF Nuovo Award-winning game Niddhog, who describes himself as “…a college student. I use pretty much entirely Game Maker and MSPaint for most of my games” (Indygamer, 2007). The same year‟s IGF award for Technical Excellence went to Amnesia: The Dark Descent was developed by Frictional Games, a company that was founded by Thomas Grip and Jens Nilsson as a hobby project: “I would say that Frictional Games started out 5 years ago (I think, feels like it was in another life), when Jens started to help out with sound effects for hobby project I was working on…”(Cook, 2010) It is evident that the motivation for becoming an indie developer varies, but is consistently rooted in a desire to develop games free of creative control. We thus recognize a particular type of production as being the core element in the understanding of indie. We see that the ambiguity of the discourse over indie is derived from the term‟s connotations within widely different aspects. In addition to the production aspect of indie we therefore identify an additional two implied meanings: aesthetics and culture. The first applies when indie is used to describe games as objects whereas the latter refers to its use as a description of indie as a community or subculture. Morten Svendsen, game designer at Tactile Entertainment, confirms that indie encompasses more than the independence of a publisher: 4 http://www.bungie.net/ 13 “…Indie is also a bit more than that in most people‟s world view. It has something to do with creative vision, taking chances or doing something really different than just making another Angry Birds. Of course it can look like another game. Limbo is a good example. It is a platformer, but it does so many things different and so many things right.” (M. Svendsen, personal communication, 2012)” This demonstrates that on an individual basis, indie is used to describe games and developers that diverge from the norms of gameplay, visuals and audio employed by larger titles. We identify this as the connotation of aesthetics. On the concept of artistry as a characteristic of independent development, Kellee Santiago, co-founder of Thatgamecompany and developer of Flow, Flower and Journey (Thatgamecompany, 2006, 2009, 2012), remarks, “Absolutely, I think that is the value of the indie scene” (K. Santiago, personal communication, 2012). In our view, this quote demonstrates the relationship between production, aesthetics and culture or, as Santiago calls it, scene. This view is supported by Pippin Barr, game scholar, critic and developer of a.o. The Artist Is Present (Barr, 2011), who states that it is to a large extent the community that passes judgment on whether or not a developer is to be called indie: “For me it's Twitter more than anything that connects me to the "scene" that is indie. So being considered "indie" comes down to other people, really, and my observations of how they might talk about my work and what I'm doing, whether that's on Twitter, in blog posts, magazine articles, and so on and so on.” (P. Barr, personal communication, 2012) He elaborates on the lack of a collective definition of the term, underlining the implications of production, aesthetics and culture in the use of the term: “I think for some people it means a financial position, in which you're not associated with the studio system, say, even though you might be making highly conventional games. For others, it seems to be more about a cultural scene, people making personal games or experimental games and so on.” (P. Barr, personal communication, 2012) To fully understand the implications the term carries, we will take a closer look at those three aspects in the following chapters. In the chapter on indie production we will analyze how indie games are 14 created, detailing production circumstances of indie games and profiling indie developers. Treating the game as object we will subsequently scrutinize indie aesthetics, attempting to characterize the way indie games look, sound and play. Finally, the chapter on indie culture will describe the subculture that has emerged from the composition of aforementioned production circumstances and game aesthetics. 15 In the following chapter we will investigate the indie game aesthetics we will try to decipher how an indie game looks, sounds and plays. First, we will establish what we mean by indie aesthetics and why these factors are important. Then we will go through each of the different aspects of these game aesthetics and relate them to the phenomenon of indie games, seeking to uncover and identify characteristics of the dominant aesthetic choices and values within indie games. Why is aesthetics important? When game developer Craig Stern5 goes through his reasons for a game to be indie, his focus is purely on the production conditions. Stern has a stern “... focus on material conditions during the course of development“ (Stern, 2012), which makes it clear that, to him, all factors in defining indie is production factors. This focus stems from the origin of the word “indie”, namely from independent, meaning being independent of publisher and other outside and/or commercial interests, as discussed elsewhere in this thesis. This underlines the importance of the production aspect in the question of indie. This chapter is seeking to expand the view of indie, to accommodate a whole meaning of the term, which better suits the understanding and use of indie. In his follow-up to his Scratchware manifesto6 from 2000, Greg Costikyan writes: “… in gaming, we have no indie aesthetic, no group of people (of any size at least) who prize independent vision and creativity over production values.” (Costikyan, 2005a) According to Stern, the aesthetics of an indie game is not important, and according to Costikyan, an indie game aesthetic does not even exist. Four years later, their fellow game developer Chris Delay7, in an interview with Gamasutra, juxtaposes this: Craig Stern made the RPG “Telepath” (Stern, 2012b). “A call to arms against the AAA industry” (Costikyan, 2000). 7 Chris Delay was the Creative Director on “Darwinia”(Intervision, 2005). 5 6 16 "I think there is an indie style, I mean, you can smell an indie game a mile off, can't you? The visual style is a very strong indie theme.“ (Denby, 2009) This highlights and matches our view of indie game aesthetics. The term indie might originate from a certain production practice, but for the final result, the game itself, it means so much more than merely independence of external control. Over time, the freedom of indie has rubbed off on the art direction of indie games and the phenomenon indie games has come to develop a certain style, as Delay talks about. Even though there is no defining factor in the aesthetics of a game to make it indie there exists an aesthetic style. This is also acknowledged by Lindsay Grace in his comparison between literature and indie games, which is focused on: “… the aesthetic structures of independent games that tie them together and distinguish them from nonindependent games and other forms of media.”(Grace, 2011) In the indie games out there, there is a definite visual and aural trend that makes these games instantly recognizable as indie and distinguishable from other games. It is these aesthetic trends that we seek to investigate further in this part of the thesis. The reason we find this important is the fact that when discussing and debating indie games, the missing common understanding of indie aesthetics limits the discussion to subjective observations of indie games. Indeed, just like a painting can look like anything from blank canvasses to colourful naturalistic depictions, games have an equal extreme range, from experimental aesthetic asceticism, like in 4‟338 by Petri Purho, to photorealistic AAA games. However, just like the different aesthetics within painting has been explored and identified in order to use discuss and challenge these, the different aesthetics of indie games must be explored. Objective The purpose of this chapter is to identify and discuss the aesthetic characteristics of indie games and through the collective understanding of these, shape an understanding of the indie style or styles. By characteristics we mean a certain aesthetic aspect that is overrepresented in indie games. This could potentially be everything http://www.kloonigames.com/blog/games/4mins33secs (acc. 01.12.2012) see chapter 4.3. 8 17 within the aforementioned definition of game aesthetics, so everything from graphics and sound to gameplay and controls. This will be concluded upon in the final part of this chapter. What are aesthetics? Visuals and sound are most commonly mentioned as aesthetics, but this is not the whole story to computer game aesthetics. One of the meanings or uses of the term computer game aesthetics uncovered by Simon Niedenthal is to: “ … refer to the sensory phenomenon that the player encounters in the game (visual, aural, haptic, embodied)” (Niedenthal, 2009). In this thesis we consider computer game aesthetics to sum up to a simple and very broad inclusion: “… all aspects of video games which are experienced by the player …” (Egenfeldt-Nielsen, Smith, & Tosca, 2008). Aesthetics of the object We have established what we identify as indie game aesthetics and we will now move into a more thorough analysis of the factual aesthetic choices made by indie game developers. First, we will investigate the indie game graphics to find out what visual indie style Chris Delay was talking about in the earlier cited quote. Second, we will look at the sounds of the indie game with the hope of finding an equally unifying style, or at least meaningful trends within the indie scene. Lastly, we will investigate the mechanics of indie game. We will not go into a lengthy discussion about what is to be considered mechanics, as opposed to rules for instance, but instead assume a very inclusive approach to this question. The visual aesthetics of indie games are, like almost every other aspect of indie games, constrained by the production conditions. This means that with a smaller budget, graphics will generally be made in a way to accommodate asset production with low cost. “If a creator has limited resources and wants to create something of quality, then the quantity or capacity of the featured aspects must be adjusted to compensate.” (Nealen, Saltsman, & Boxerman, 2011) 18 This is fairly self-evident, but it underlines the situation indie developers find themselves in. Almost all computer games rely heavily on the visuals for communication between the player and the game, and the production of very high quality, nearing photorealistic visuals, is costly. Still, the indie developer of course wants to produce “something of quality”. The above quote is from a design manual in minimalistic game design, and the visually oriented part of the minimalistic dogma is a way to produce a strong, visually coherent, graphical style in a game by choosing a very narrow palate and sticking to it. This, in our opinion, has influenced indie game visuals to a very large extend. Take the game Canabalt (Semi Secret Software, 2009) as an example of the minimalistic visuals (see Figure 1). In its extremely minimalistic gameplay, the player runs on top of and through large buildings, while they‟re collapsing. The buildings are simply grey squares, with black windows a few other details. These visuals depict the game simplistic and stylized - the essences of minimalism. The art direction of this game is straightforward, very consistent and a good example of minimalistic visuals. Hand-made An interesting parallel that highlights the aspect of the cost efficient minimalistic approach is the production of the corresponding indie scenes in the world of music and in the world of films. In music, the cheapest way to record a song is simply to record the whole track - all instruments including vocals - directly on one track. This gives a certain sound, with a certain rough quality, that could be described as handmade, and by extension real or honest. Figure 1 – Canabalt. This is of course a gross simplification, but serves to make a point. In the movie industry, the cheapest way to produce a scene or a whole film is to get a hand held camera and record the actors directly, with no expensive extra equipment or after-effects. The qualities of films recorded in this way are again followed by connotations of directness or honesty. In these cases, taken from other indie media, this certain quality of the products both connotes and, is our belief, is actually fostered by a focus on creativity over production values. This focus leads in these examples to a more rugged look or feel of the final product. As a prelude to the earlier quote, Greg Costikyan writes: “Indie rock fans may prefer somewhat muddy sound over some lushly-orchestrated, producer-massaged score; indie film fans may prefer quirky, low-budget titles over big-budget special FX extravaganzas”. (Costikyan, 2005a) 19 These aspects of production all leads back to notions of authenticity and authorship. In short, the works of art that assume this visual mantle is interpreted as being more directly from creator to receiver. This is simply because the perceived layer of production between the two is thinner, the works seems hand-made and more direct. Contrary, more streamlined and mathematically precise products with no visible flaws or signs of the human touch are naturally perceived as being more processed and fabricated - and the link between human creator and consumer seems a great deal longer. In game production this perceived visual causality is, in a way, directly opposite. In computer game production, it takes much more time and effort to move away from mathematic precision and towards an immediate hand-made art style. This is because in a digital media, the notion of straightforwardness in the production of computer games should be considered as hand-coded, which leads to a completely different aesthetic assumptions as hand-made does in other physical media forms. This aesthetic style is very opposite the expensive and time consuming photorealism, which AAA games have moved closer and closer towards. Indie games have traditionally been made in 2D, with highly minimalistic and stylized visuals. This is because these styles are reachable on a low budget, without an exclusively dedicated and wellstaffed art department. Firstly, because 3D engines have only recently been made available to smaller developers economical reach, and secondly, because asset production in a minimalistic visual environment is cheaper than asset production in a photorealistic visual environment. A minimalistic direction does however require a strong vision from the art director about the visual universe sought to be displayed in the game. When a hand-made aesthetic does feature in a game, it is often with a deliberate reason. Games like Machinarium (Amanita Design, 2009) have a distinct and deliberate hand-drawn, almost sketchy style, which is a part of the game‟s unique selling points (see Figure 2). Sometimes the style is even beyond mimicking photorealism, but is actual real video or photos, like the Claymation game The Dream Machine (Cockroach Inc, 2010). This is again a major point of the game itself and certainly an exception to the norm. Figure 2 – Machinarium. Nostalgia The technological advancements and the following accessibility of relatively cheap, easy-to-use 3D game development tools, like Unity 3D9 or the Unreal Development Kit 10, has made it much more 9 http://unity3d.com/ http://www.unrealengine.com/udk/ 10 20 affordably for small developers to adopt 3D graphics and even approach photorealism. Take Hard Reset (Flying Wild Hog, 2011) (see Figure 3) or Dear Esther (Thechineseroom, 2012) as examples. Both are games made on a relatively small budget, but who embraces an art style of almost complete photorealism. Figure 3 – Hard Reset. However, as the indie game scene has grown older, and with these technological advances, the before mentioned initially cost-efficient consideration of stylized graphics has remained and been maintained in indie games, despite photorealism and 3D being more accessible. Many iOS games, for instance, are very often extremely stylized, like Tiny Tower (Nimblebit, 2011) and Sword and Sworcery (Superbrothers, 2011) (see Figure 4). This is despite them being launched on a device that can easily handle impressive graphics, as shown in games like Infinity Blade II (Chair Entertainment & Epic Games, 2011). This persistence of stylization is for several reasons: Firstly, nostalgia is an important reason for indie games maintaining their stylized graphics. As blogger Becky Lang phrases it: “Nostalgia is at the core of indieness, because indie kids are postmodern, and postmodernism recognizes that everything artistic comes from a network of references to other things.”11 This is a remark made towards indie musicians cover artwork, but indeed the links between indieness and nostalgia, postmodernism and the attempt to be (or be considered) artistic exists in the indie gaming scene as well. However in games nostalgia is often more than just an attempt to be artistic, it is also a genuine longing back to the days, where all games were awesome. This is true on both sides of the fence, for both developers and audience. “…people (and especially gamers) are inherently nostalgic creatures, and we love to relive enjoyable past experiences whenever we have a chance.”12 Figure 4 – Sword and Sworcery. Whether these games were actually awesome, or the human condition of glorifying the past is making us think so, is for this point irrelevant. As the above quoted article, by Yaseen Dadabhay, goes on to point out, the nostalgia of gamers is also an effective marketing string to play. Some developers, like AckkStudios, when classifying their game Two Brothers, are even explicitly using this. They market their game as: http://beckylang.tumblr.com/post/534900508/image-report-indieaesthetics (acc. 09.10.2012) 12 http://www.yaseendadabhay.com/indie-games-marketing/indiegames-marketing-power-nostalgia/ (acc. 09.10.2012) 11 21 “… an Action/Adventure/Role playing/Nostalgia game. … Really, what we‟re trying to create is a game that we would have LOVED to have played as a kid.” 13 [Our underlining] The marketing aspect of nostalgia is even further highlighted by the way certain kick-starters promote themselves. Take Project Eternity14 as an example. Obsidian Entertainment is making the RPG Project Eternity and has this introduction to the game itself: “Project Eternity … pays homage to the great Infinity Engine games of years past: Baldur‟s Gate, Icewind Dale, and Planescape: Torment. Project Eternity aims to recapture the magic, imagination, depth, and nostalgia of classic RPG's that we enjoyed making - and playing. At Obsidian, we have the people responsible for many of those classic games and we want to bring those games back… and that‟s why we‟re here - we need your help to make it a reality!”15 [Our underlining] So nostalgia works on at least three levels in the development of games. 1) On a visually referential level, seeking to raise the artistic value of the game. 2) On a very real level, meaning that both the developer and the consumer actually longs for the past and its games. 3) On a marketing level, seeking to tie the game to gamers past enjoyable experiences, and by extension make them buy the game. Secondly, because stylized graphics, as discussed before, has now come to mean, or at least insinuate, hand-made in the computer game community. Like in other media forms, the audience can now recognize the absence of a large art department in the development of a game. So like the rugged edges of a hand-made bowl or the brush markings on a painting, developers now have no desire to move away from that particular graphic style, because it shows or connotes the human touch on the product, which emphasizes the connection between the creator of the game and the gamer. Thirdly, the stylized graphics of indie games might be upheld because of a desired minimalistic approach to games. http://forums.tigsource.com/index.php?topic=27256.0 (acc. 09.10.2012) 14 http://www.kickstarter.com/projects/obsidian/project-eternity (acc. 14.10.2012) 15 http://www.kickstarter.com/projects/obsidian/project-eternity (acc. 14.10.2012) 13 22 “A minimalist game is visually abstract … it provides the advantages of increased artistic and systemic freedom, and reduces the complexity of the required art.” (Nealen et al., 2011) The iPhone game Neon Zone (House On Fire, 2011) is a good example of this (see Figure 5). The game has a deliberate abstract and minimalistic art style. The developers account for this choice in the development log: “It‟s an abstract game, and instead of trying to hide that fact, we decided to try to emphasize it through the graphics.”16 Figure 5 – Neon Zone. The game is even marketed as having “minimalistic gameplay”17. It is clear here that the developers are deliberately trying to include the game in a minimalistic approach to games. This ties together well with the first level of nostalgic influence mentioned above, since minimalistic game design in itself in a way can be seen as precisely a historical longing for a time where games were simpler, because “… early videogame minimalism was a technological necessity” (Nealen et al., 2011). However, the nostalgic aspect is not the only truth about minimalistic game design. It can be considered an end in itself, as Nealen, Saltsman & Boxerman puts it: “… we would argue that the holistically minimal aesthetic of early videogames, induced by very real hardware constraints, was abandoned too soon in favor of modern day technofetishism” (Nealen et al., 2011). The minimalistic game design approach can be considered a movement or phenomenon, which game developers would want to join or approach by adopting a certain art style. From this, it seems that a formalized graphical indie trend would have to include stylized graphics. This is not to say that all indie games have stylized graphics, as we have seen with Hard Reset for example, but that for multiple reasons, it is the prevailing graphical style. Pixelation A certain way of having stylized graphics is by having pixelated graphics. Pixelated graphics has an iconic status among indie games, where it is often used deliberately for effect, so any investigation into the visuals of indie games would be incomplete without mentioning this. Pixelation originates from low resolution hardware constraints of 16 17 http://houseonfire.dk/neonzone/?page=Dev (acc. 09.10.2012) http://houseonfire.dk/neonzone/?page=Game (acc. 09.10.2012) 23 early computer games, the enemies in Space Invaders (Taito Corporation, 1978) is a good example (see Figure 6). The role of pixelated graphics in the indie games of today is one of choice though: “… blocky, pixelated graphics are back in vogue, sometimes as a deliberate nostalgic tip of the hat to the 8-bit games of yesteryear, and sometimes because it's just a lot less work to keep things simple.”18 In short, the pixelated graphics style is the epitome of minimalism, stylization and even production considerations discussed in the graphic section of this chapter. Graphical Conclusion Figure 6 – Space Invaders. As we have seen, there exist several reasons and influencing factors in the shaping of a graphical indie game style, as Chris Delay sought in the earlier quote. The vast majority of indie games follows a certain style with stylized, often even pixelated, graphics. However, in the recent years some games have been released, or are in production, that are quite contrary to this. Hard Reset and Dear Esther is previously mentioned examples, but also games as Reset (Theory Interactive, n.d.), which is still in production, have ventured new ways in indie graphics, namely towards the photorealistic. These games are few, though, and when they make their appearance, they spawn articles with headers such as: “Reset: a new standard for indie game graphics?”19. In the article, the creators of Reset, Alpo Oksaharju and Mikko Kallinen, cite their objective and inspiration: “Movies such as Moon and Cube, which cost next to nothing, still look like they have incredible production values. We thought that there has to be a way to do the same in games”20 Their aim is deliberately to create production values normally reserved for larger budgets and larger teams, even though they are a very small team on a very small budget. With reception such as Reset‟s, it is clear that this graphical style is something extraordinary, which breaks with expectations about what http://www.portagedailygraphic.com/2012/10/19/best-retro-indiegames (acc. 01.12.2012) 19 http://www.edge-online.com/features/reset-new-standard-indiegame-graphics/ (acc. 01.12.2012) 20 http://www.edge-online.com/features/reset-new-standard-indiegame-graphics/ (acc. 01.12.2012) 18 24 indie game graphics looks like. Furthermore, the staff of Theory Interactive has a professional background in creating 3D movies, and this kind of expertise is not likely to be found on a “normal” indie team. Games like these break with the indie style, which is reflected in the reception and articles about the games and the marketing behind the games. Khang Le, the art director of the game Hawken (Adhesive games, n.d.), another near photorealistic indie game, says that his focus was on creating the “…graphically intense vision he had for the game on a tight schedule and with triple-A quality”21. This illustrates that this kind of graphical style needs introduction when found in an indie game. We will not go as far as to say that these games are not indie, but we will say that these games do not adhere to the dominant aesthetic within indie games. In this section we will investigate sound in indie games. We will very briefly go through a small discussion about game sound and try to identify the key aspects to sound in indie games, as opposed to sound in non-indie games. Then we will delve further into the findings and try to find the characteristics of indie game sound. Game Sound There is distinct difference from the world of visuals to the world of sound. Even though the visuals are arguably one of the most important aspects of video games, it is exactly the communication between the game and the player that makes it so vitally important not necessarily the actual construction of the graphics, the actual colours and shapes. Thereby not saying that the actual composition of the graphics is without importance, but it is a different and less fundamental importance. The player needs to know what is going on in the game, what the player needs to react to, and how the game is responding to the player‟s inputs. This is, in the large majority of games, all communicated through graphics, and as we have seen, this is often done with a stylized art direction. The importance of the visuals is of course related to our very nature of understanding the world through our eyes, which devaluates our other senses. This could provide food for further investigation, but for this thesis we are satisfied with accepting this as a fact. Egenfeldt-Nielsen et al note the following in their take on game audio and identifies this problem in other media types as well: http://www.unrealengine.com/showcase/udk/hawken/ (acc. 09.10.2012) 21 25 One [problem] is a broad and embarrassing tradition of ignoring the audio side of audio-visual media. (Egenfeldt-Nielsen et al., 2008) Grant Tavinor puts it bluntly: “One could potentially play most videogames without their auditory or haptic elements, but playing almost any game without its visual elements would seem impossible.” (Tavinor, 2009) This is not to say that game audio is unimportant, far from it. “Whether we notice it or not, music and sound play a truly important role in game design.” (Egenfeldt-Nielsen et al., 2008). So if almost any game could theoretically be played perfectly without the audio, how can precisely the audio be so important? This is because it is important to another part of the game than the strict and functional playing of the game. “Sound and music is essential to enhancing the gaming experience. They do so mainly by informing the player about the state of the game world and by cuing emotions that enhance the immersiveness of the game.” (Egenfeldt-Nielsen et al., 2008) Indie sound Sounds and music is important in the creation of a game world. They are important in making the player connected to the game world, by providing a sense of causality. This illusion of causality and the creation of the game world is made through diegetic sounds that act as feedback on player actions and NPC actions in the game world, and by providing the emotional background of the game. It is important to the immersion of the player in the game world and important to the story-telling – emotional communication, if you will – between the player and the creator of the game. So the declared mission of the audio is to enforce whatever world the game is trying to create. This mission fulfils a role that fits very well with the core ambition of many indie game developers - to make games like they would make art and to tie games in with the art sphere. We will not go into whether games can, or even should, be considered art, but for this topic it is very interesting that indie developers at least try to do so. Sound, and especially music, can be seen as a relatively inexpensive way to connect a game to a context or tradition, for instance to connect a graphically stylized and simplistic game to an art-centred, visually minimalistic tradition. Sounds can also tie the game into a film tradition, where especially music is very widely used as a story-telling tool to communicate emotion. 26 It is our understanding that indie game developers are using sound and music: 1) Functionally, to create a sense of causality in the game through diegetic sounds or music. 2) Functionally, to communicate emotions by creating an emotional aural veil, through which the player can experience the game. 3) Referentially, to tie the game into a culture or tradition outside the world of the game itself. The first two uses of sound and music is almost the textbook definition of functional sounds in almost every other audio-visual medium, including non-indie games. In games there is an added functional layer, where for instance music can act quasi-diegetically as a feedback of a change in gameplay state, an example being when Mario picks up the star in the classic Super Mario Bros. (Nintendo, 1985), the game music changes from the normal soundtrack to a much more upbeat melody, signalling the new game state that Mario is invulnerable. The third use is interesting and it has developed through the life of indie games and on a myriad of levels, we will expand on this in the following. Music A great number of indie games have released their soundtracks as a product in itself, sometimes after the game has become popular, sometimes along with the game. In short, we can mention: Super Meat Boy (Team Meat, 2010)22, Bastion (Super Giant Games, 2011)23, Frozen Synapse (Mode 7 Games, 2011)24, Limbo (Playdead, 2010)25 or Braid (Blow, 2008)26, just to name a few. This highlights a tendency to make game music that can stand alone and apart from the game. AAA titles, of course, also have soundtracks released along with game releases, for instance Assassin‟s Creed (Ubisoft, 2007)27, but the fact that indie game developers, who are pressed on budget issues, prioritize accompanying their games with releasable music is interesting because of the added expenses connected to producing http://www.amazon.com/Super-Meat-Boy-OfficialSoundtrack/dp/B007A9IDYY (acc. 15.11.2012) 23 http://www.amazon.com/Music-from-Braid/dp/B003K5CJ2E/ (acc. 15.11.2012) 24 http://www.amazon.com/Frozen-Synapse-OriginalSoundtrack/dp/B009B50B6I (acc. 15.11.2012) 25 http://limbogame.org/2011/07/limbo-soundtrack-jubii/ (acc. 15.11.2012) 26 http://supergiantgames.bandcamp.com/ (acc. 15.11.2012) 27 http://www.amazon.com/Assassins-Creed-Original-GameSoundtrack/dp/B001YAFXA2 (acc. 15.11.2012) 22 27 music. Perhaps the most important reason for this is the fact that good music makes people relate to and remember the game. However, indie developers are finding ways of producing music for their games without it being a budgetary issue. For instance, in the case of Braid, the music was simply a licensing of existing tracks, which Jonathan Blow found at Magnatune.com, a record label who specializes in licensing music through the internet. Blow browsed their backlog and selected tracks, he deemed fitting to the game. The musicians themselves had never played the game, or even been in contact with Blow. In an interview with GameSpot.com, he is cited as saying that using licensed music, instead of in-house development, or at least commission, had two reasons: “… partly for budgetary concerns, and partly because he wanted it to have meant something to the composer.” 28 From the first part of this quote we can see that the production costs were definitely on his mind when choosing this method of asset acquiring for his game. Indie developers, like Blow, do normally not have the resources to hire musicians to compose directly to the game. Instead they have to incidentally have a gifted musician on the team, know them personally, or acquire it in some other way. The second part of the Jonathan Blow quote above illustrates an interesting point. Blow gives a description about what kind of musician he wanted to be the creator of the music of his game: “By real musician, I mean people who made the song because they cared absolutely about that song. They weren't making it for anything. They just made what they most wanted to make at that time…”29 This description almost seems like someone trying to describe an indie game developer - if you replace every instance of the word song with the word game. He even characterizes them as “real” developers of music, presumably opposed to more market-oriented musicians. It is, however, doubtful, in our opinion, that the second reason in this case outweighs the first. As another example, in the case of Bastion, Amir Rao, the game director of Bastion, knew the music director Darren Korb from childhood and college30. Since the studio itself funded the entire production of Bastion and Korb became a member of the studio, it is http://www.gamespot.com/news/spot-on-the-music-of-braid6197644 (acc. 19.11.2012) 29 http://www.gamespot.com/news/spot-on-the-music-of-braid6197644 (acc. 19.11.2012) 30 http://gamasutra.com/view/news/38160/#.UIFRCsUxrng (acc. 19.11.2012) 28 28 unlikely that he has received much until after its release. Nevertheless, the music of Bastion has been extremely well received and has been central to the games success. The larger indie developers are finding ways of including music in their games. They often prioritize music and a structure that can be released as a stand-alone product, for instance by orientating the soundtracks of the games around identifiable songs, pieces of roughly 2 minutes in length, that has a clear structure with chorus and verse, and often even lyrics. This is characteristic of indie games. The soundtracks of AAA titles often take a shape resembling film scores or grandiose classical works. Indie soundtracks that resemble more popular music works juxtapose this. We see this in the light of the third use of sound and music, highlighted earlier in this chapter, the referential use, to position the game in an existing culture or tradition outside the game itself, for instance the indie music culture or movie scene. A few AAA titles do have songs in them, like the Grand Theft Auto (Rockstar North, 1997) franchise radio feature or Battlefield: Vietnam (Electronic Arts, 2004) for precisely the same reasons, but these are used in a slightly different way. Instead of tying the game to a broad culture or overarching tradition in culture, these songs are used to position the game in exact historical situations - in these examples a gangster influenced metropolis and the Vietnam War - to increase the immersion in the game. The context sought to connect with is not external to the game itself, but precisely what the game is trying to simulate. 8-bit sound and nostalgia An aspect in the issue of tying a game to a context is 8-bit sound and music. Like the pixelated graphics, any investigation into the aesthetics of indie games would be incomplete without mention of this. 8-bit sound was the sound of the oldest computer games and was a consequence of hardware constraints, like the pixelated graphics was. Nostalgia therefore again has a huge role to play in the use of 8bit sounds in indie games. The nostalgia of 8-bit music has even spread to the popular culture to create a “new” art form, called chiptune music. Like the graphical counterpart, creating higher quality sound has become increasingly easier due to technological advances, but 8-bit sounds are being used for other purposes than mere functional issues, like feedback and the notion of causality. Because sound is so important to the perception of a game, 8-bit sound is ideally suited to tie a game into the indie contexts. 29 8 bit sounds and music is a way to accommodate two familiar considerations: Production concerns Nostalgic referentiality Explicitly exemplified in Cave Story (Studio Pixel, 2004), where the sole creator Daisuke Amaya talked about this in an interview with 1up31: “He arrived at the game's simple, retro style in part because of his love of classic games, but also because the minimalist look allowed him to develop a large volume of unique art on his own. […] Amaya feels that music, story, and atmosphere come together in games in a way that is at once memorable and unique from any other medium. "In good experiences, people tend to fall in love with music they hear repeatedly," he says. Thus effectively written game music can evoke memories and fondness from players in a way that other mediums can't duplicate.”32 It is very important to note that even though the use of 8-bit sound is a definite trait of indie aesthetic, many successful indie titles do not utilize this, for instance the games Limbo and Botanicula (Amanita Design, 2012). Limbo uses an extremely minimalistic approach to the soundtrack of the game, with very arythmical, acousmatic, somber and sometimes almost unnoticeable music. The music and sounds of Botanicula is perhaps as far from 8-bit as possible – almost every sound and musical sample is made by the human voice. The music of Fez (Polytron Corporation, 2012), however, does use 8-bit sounds and music, even using an 8-bit version of Chopin's Opus 28, number 4 as ending music, perhaps to tie the game into the sphere of classical music, thereby increasing the perceived artistic value of the game. Aural Conclusion The first identified characteristic of the aural indie aesthetics is the use of distinguishable songs as reference to a culture outside the game itself. It is, however, a somewhat doubtful member of the indie aesthetic, namely because music is also being used by AAA titles, even though it is in a slightly different way. However, we find that the tie between popular culture, most importantly “other” indie cultures, and indie games is important enough to justify that the use of music to www.1up.com – A gaming news and interview site owned by IGN Entertainment (acc. 19.11.2012) 32 http://www.1up.com/news/gdc-cave-story-triumph-pragmaticdesign (acc. 19.11.2012) 31 30 draw a game into these cultures is considered as a characteristics of the indie aesthetics. The use of 8-bit sounds and music is, like pixelated graphics, without doubt a characteristic of indie aesthetics. Especially when used together with pixelated graphics. We will now look into the heart and soul of any game, the mechanics. By mechanics we rely on a definition by Miguel Sicart: "Game mechanics are methods invoked by agents for interacting with the game world" (Sicart, 2008) The most important thing to notice here is the involvement of the player. The most interesting aspect of mechanics in this thesis is the gameplay, formed by the combined mechanics together with the rules of the game. The player interaction of an indie game can lie anywhere between the two extremes, the complicated or the minimalistic. The earlier mentioned game Canabalt is an example of the minimalistic control approach, as it is a game with only one button, which only has one function - Dig N‟ Rig (DigiPen, 2011) (see Figure 7) being an example of the complicated approach. Even though indie games are made with limited resources, this is often not reflected in the actual gameplay complexity. Figure 7 – Dig N‟ Rig. There is a tendency in the more successful indie games away from complexity and towards the minimalistic focus on one or a few core mechanics, as we will discuss later in this section, but this is far from the case in all indie games. As we argue in 3.1 the influences of investors and publishers orientate AAA game production towards the explicit objective of making money for the funders of the production. As indie games do not have the involvement of producers and investors, they are seemingly freer to experiment with gameplay, mechanics and controls. This generally leads to the notion that indie games contain more innovative features than AAA games. However, there are several problems in regarding innovation as a core feature of indie games as such. Stern raises one of those problems: “Every game ever created that wasn‟t just a straightforward clone of something else did something different. Whether or not that difference was “innovation” is entirely subjective, and not a firm 31 foundation for defining a category of games.” (Stern, 2012) The threshold between just doing something differently and true innovation is indeed vague and very subjective, as Stern points out. Another point also hinted in this quote is that many games, including both indie and AAA games, have features that could be described as innovative – it is far from exclusive to indie games. Indie games, however, do have a certain characteristic that seems to set them apart from other games. They have a certain attitude towards mechanics and gameplay. First of all, indie games are often born out of an interesting idea for player interaction. Consider the games Fez and VVVVVV (Distractionware, 2010). Fez is a basic 2D platformer33, with one exception: “The [player has the] ability to rotate the perceived 2D world in 90 degree increments, around the vertical (Y) axis of the screen. This reveals that the environment is fully 3D in nature”34. VVVVVV is a basic 2D platformer, with one exception: “There are no jump buttons (standard in most platformers) present. In order for the player to progress through the game, he must complete puzzles by moving around and using the flip button at the right time while avoiding obstacles (primarily spikes)”35. Both of these titles offer a seemingly unique mechanic, which is actually not innovative. The mechanics have been developed and used in non-indie games a long time before Fez or VVVVVV was developed. The exact mechanic from VVVVVV is also used in much older platform games, like Metal Storm (Irem Corporation, 1991).The mechanic from Fez is inspired by Crush (Kuju Entertainment, 2007) and Super Paper Mario (Nintendo, 2007). Phil Fish, the creator of Fez, talks about drawing inspiration from these games and compares them to Fez, while it was under development, in an interview 36 with 1up for IGF 2008. What are different about these indie games, compared to the games with the same mechanics that came before them, are the way they use the mechanics, and the way they shape the game around it. These games have taken the mechanics and centred the game on it, See the following section ”Platformers and Nostalgia” for elaboration on this genre. 34 http://www.giantbomb.com/fez/61-24768/ (acc. 01.12.2012) 35 http://www.giantbomb.com/vvvvvv/61-29745/ (acc. 01.12.2012) 36 http://www.youtube.com/watch?v=Te3H6KkYLJo (acc. 01.12.2012) 33 32 cutting out everything that isn‟t relevant to that mechanic, a very minimalistic approach to game design, which is, as we have seen, often mirrored in the graphical and aural style. The core of minimalistic game design is very much the same as in minimalistic graphical design: “… the idea is to strip away all unnecessary components, leaving only the parts one really needs” (Nealen et al., 2011) In game design, this mean focusing on one core mechanic and making sure that everything in the game supports that mechanic. In the VVVVVV gameplay you can only move left or right and invoke the gravity mechanic, nothing else. Terry Cavanagh, the creator of VVVVVV, says in an interview to the indiegames.com: “I'd seen it in games it was never really the core mechanic; I basically just wanted to try doing something where it was.”37 This exemplifies perfectly this aspect of indie games, the mechanic itself was not new, but to focus the game itself completely around this mechanic - and the way the game explores every meaningful way this mechanic can be used - is new. This is a consequence of the limited scope of the production. As mentioned, indie games are often based on one core idea - we could call it the game‟s unique selling point. When scope is limited, the production is forced to be centred on that core idea alone, with only as many additional features as allowed by the budget, which is very restricted. This focus could theoretically be on any kind of mechanic, but there is more to indie games than that. Even though the mechanics of Fez and VVVVVV were used before, they were not commonly utilized in the genre or had been thoroughly explored in other games. The same is true of the time manipulating mechanic in the game Braid. This mechanic had been used before, for instance in the game Prince of Persia: The Sands of Time (Ubisoft, 2003), but in no way to the same extent or with the same focus. We hypothesize that the mechanics chosen as the games thought to be truly indie in its gameplay, are not mechanics used commonly in the games in the respective genre. They must be unused or unexplored to at least some degree. Lindsay Grace offers an interesting aspect: 37 http://www.indiegames.com/2010/01/intervvvvvview_terry_cavanag h.html (acc. 01.12.2012) 33 “Independent games are interesting in their insistence to be free from standards and their effort to escape conventional play experiences.” (Grace, 2011) As we have seen indie games as a collective concept does not offer innovation as such, but it does offer something new – a minimalistic and exclusive focus on one or a few mechanics, which does not enforce a conventional play experience. This assumption has an interesting effect, which we will explore with the game Hard Reset as an example. Hard Reset is a first person shooter game with clear indie signs in production and culture - it is made by a team of ex-industry veterans, on a limited budget without outside interference in development, the team itself even states “We are a small indie studio…”38. The game is made in the spirit of nostalgia, with the explicit goal of re-creating the experiences of older shooter games. Michal Szustak, the CEO of the studio: “I believe many players around world miss those old days and old games. Players are growing up, so there‟s a big potential market in all those older gamers (and I‟m one of those too).”39 Naturally, the gameplay reflects this. There is none of the earlier mentioned focus on a particular mechanic - rather the focus has been put on the genre itself, enforcing existing gameplay traditions. The explicit goal of mimicking older games is the focus of this indie game, with no change of gameplay through uncommonly used mechanics or otherwise. This is exactly an affirmation of the established and conventional play experiences of older first person shooters, even a celebrated one. We do not seek to disproving Hard Reset as an indie game in general, but there is a point in differentiating between indie games. We wish to hereby be able to distinguish between the common understanding of indie games aesthetics and games that lack a certain aspect of that. Platformers, nostalgia and referentiality Like pixelated graphics and 8-bit sound, no investigation of indie game aesthetics would be complete without mention of the platformer. A platformer is a game genre that in its basic form revolves around http://www.strategyinformer.com/pc/hardreset/interviews.html (acc. 01.12.2012) 39 http://www.gamefront.com/hard-reset-focused-on-singleplayersuitably-old-school-interview/ (acc. 01.12.2012) 38 34 jumping between platforms, which includes one of the most famous games of all times, namely Super Mario Bros. Unlike pixelation and 8 bit sounds, the platformer was not born out of a technological constraint. The very first games were in fact not platformers. The interesting part about platformers is that it has become the incarnation of the indie game genre. Not thereby said that every indie game is a platformer in genre, but rather that if someone would imagine in most essentially indie game, they would probably imagine a platformer. The popularity of platformers persists to this day with titles such as the mentioned Limbo, Cave Story, Braid, Fez, Super Meat Boy, Canabalt, VVVVVV etc., and unlike 8-bit sound or pixelation, the genre of platformers cannot be said to have been surpassed by technological development, since it is not based on limited technology. Despite the differences between these specific aesthetic, it is at least partly the same reason, why they persists - nostalgia. Like all parts of indie games, the mechanics or gameplay is also influenced by the community‟s sense of nostalgia. An example of this is the former mentioned AckkStudios in their developers log about making the game Two Brothers: “As for the Gameplay, I wanted to stay true to a game that felt as if it could have existed on the system [the gameboy]”40 Here the developers are actively trying to design a gameplay experience that mimics similar games on the original platform and, like Hard Reset, trying to invoke and associate nostalgic feelings to their game. Nostalgia is indeed being used in the gameplay in the same way it is being used in graphics and sound. Like 8-bit and pixelation, there is also a consideration for the production budget behind the choice of platformers. Platformers are a very accessible format to code for indie developers, and therefore choosing the platformer genre lowers production cost and time. Furthermore, the platformer is easily recognized as a game and is very accessible for the players. Meaning that because the genre of platformers have been dominant in the history of computer games, players are often more than familiar with the run/jump mechanics of this genre, making tutorials less needed and peculiar mechanics easier introduced by the creator – and likewise identified and explored by the player. http://forums.tigsource.com/index.php?topic=27256.0 (acc. 01.12.2012) 40 35 The notion that the platformer should have any kind of special position in indie games stems can be more generally attributed to referentiality in gameplay. What we mean by this is specific mechanics in an indie game being included as a specific reference to a certain game or genre. It is essentially this characteristic that makes the platformer seem like anything special in the indie genre, since the platformer is essentially a reference in controls (and other aesthetics factors) to games idolized by the community. Mechanics Conclusion As we touched upon early in this section, pure complexity, or rather a lack thereof, cannot meaningfully be said to be included in the indie aesthetic. However, our further examination of focus towards singular mechanics is in our eyes predominant within indie games. We believe that this exclusive focus on, or refinement of an uncommon mechanic, is in fact at the core of the indie aesthetic. We could also try to classify the genre of platformers as belonging to the dominant indie aesthetic, but this would be missing the point. Even though the platformer is seen as a very dominant genre within indie games, a platformer game has no real ties to the indie aesthetic based on that choice of gameplay alone. Note that this is different from the visual and aural parallels, 8-bit sound and pixelation, the use of which is actually specifically included in the dominant indie aesthetic. More so, a more general aspect of referentiality in the gameplay It is a problematic endeavour to define the indie aesthetic that Chris Delay believe we all can smell in the beginning of this chapter. We have set out to investigate a set of aesthetic choices, called indie aesthetics, primarily based on a predetermined set of production constraints, called indie production. We then matched the two very disparate aspects, on the defining side is production and on the investigated side is aesthetics, in the hope of finding meaningful answers to the question of exactly and factually what it is that Delay can smell. We did not have the ambition to prove or disprove a game‟s core indieness through aesthetics, rather we wanted to be able to determine whether or not a game followed the dominating indie aesthetic tradition, thereby being more central to the phenomenon of indie. For each aesthetic area, we found general aspects and specific characteristics. Above these, one concept continuously returned to our attention, namely nostalgia. A nostalgic longing is affecting all aspects 36 of the indie aesthetic and even spreads into the general discourse and marketing of the indie games. An overview of our findings concerning the overall aspects of the dominant indie aesthetic is as follows: Overall: Generally: nostalgia through referentiality. Graphics: Generally: stylization. Specifically: pixelation. Sound: Generally: cultural referentiality41. Specifically: 8-bit sounds and music. Mechanics: Generally: a thorough focus on an uncommon and interesting mechanic. Specifically: referentiality in gameplay. We will conclude that a game needs to contain at least one of these to be a part of the dominant indie aesthetics. However, we are not blind to the fact that this chapter on indie aesthetics tries to tackle a subject that is far larger than possibly analyzed in the available space, so we do not presume this to be an exhaustive list. Additionally, we are aware of the subjectivity in the connotations of specific aesthetics, which should be noted in the further use of the III model 42. However, this is an analysis and formalization of the current and dominant indie aesthetics within the indie culture. The indie games are generally aurally referential towards the popular music culture, specifically the indie music culture. 42 See the conclusion to the 3. chapter. 41 37 This chapter will attempt to identify the production characteristics of indie game development and describe the causes and effects thereof. Furthermore, it will investigate the factors that have caused the emergence of the state that indie development finds itself in with its structure of labor in opposition to that of corporate game development. This outline of the state of the indie production is intended to lay the foundation for an understanding of what the future holds for independent development. Doing so will help shape an informed, subjective opinion on which development of the industry is beneficial to not only indie games, but the game industry as a whole. A glance at indie productions reveals approaches to game development ranging from hobbyism to high degrees of professionalism, but consistently distinguished by a deep enthusiasm for game development as a creative field. To describe the details of this type of production as well as to identify how it can be coupled with an increasing market share in relation to the greater game industry it is crucial to understand the speedy development in production methods within the game industry in the past decade. In recent years, independent development has witnessed an explosive growth in popularity, both developer and customer wise. There are a number of reasons that have come together to create this interest in indie games as an opposition to the established corporate game industry. In order to understand what characterizes the production of indie games and to discern it from what one might call conventional production methods and circumstances, it is necessary to line up the background of the indie boom. In 2003 Hector Postigo noted that game development as a hobby, exemplified mainly by modding, was on the rise and that there was a tendency to alter existing games in increasingly diverse ways. “The predominance of „high-tech‟ production, the rise of the Internet, and the cultural capital associated with computerization all have contributed to the rise of hobbyist software developers that currently tinker with commercial video games and freely add to them increasing levels of sophistication.” (Postigo, 2003) 38 Pinpointing the origins of indie is not the purpose here, but one of the apparent characteristics of the indie production is its similarities with hobby development – and Postigo‟s note on hobby developers demonstrating increasing levels of sophistication is a clear precursor to that which we today understand as “indie”. Since then, conditions have come about that have spawned a new generation of game developers to whom turning their hobby into their profession is substantially more realistic than it would have been in 2003. AAA developers have had their share in the cultivation of amateur development by making their titles increasingly modifiable. Needless to say this has been motivated by a desire to boost the lifespan and thus also the profitability of their own games, but doing so also has also supported and directly encouraged modding. “With an increasing prevalence of digital distribution of free SDKs, the design of games with built-in level editors and other customization tools, and social networks becoming incorporated into games and game production itself, it is difficult to draw effective lines between what is production or consumption in gamework.”(Martin & Deuze, 2009) Since 2003, the IGF has awarded prizes for best student entries and in 2006 and 2007 modding was granted a separate award. This may seem counterintuitive as there are things about modding that perhaps do not resonate well with the concept of an independent game festival, but it is a clear indication that Postigo‟s observation on innovation in amateur and hobby development in 2003 was to become a trend. That the game industry has grown to meet the expanding market in the past decade or so is also reflected in the availability of gamerelated study programmes worldwide. Industry growth will cause an increase in the demand for qualified labor and the establishment of educational institutions that specialize in various disciplines of game development is only a natural response to this. Since 2000, game development strongholds such as the US, the UK, Germany and even Denmark have witnessed an explosive increase in the number of study programmes, courses and workshops43. The single biggest factor in the rise of independent development, however, is the change in the platforms and distribution channels that A few examples of educational institutions with game development programmes include the HAW (Hamburg, Germany), DigiPen (Redmond, USA as well as Singapore and Bilbao, Spain) and the ITU (Copenhagen, Denmark). 43 39 the global game industry operates on. The use, availability and prevalence of these have changed and are continuously changing to the advantage of smaller developers: “Platforms such as mobile phones, browser-based Internet sites, digital distribution networks on the major game consoles, and the market for handheld games all provide new opportunities for low-risk entry into game development. At the same time, the multiplication of avenues for (digital) game distribution lend themselves toward much smaller scale (or even individual), artistdriven type of authorship that resonates with the beginnings of game development, where production was dominated by hobbyist, fan, artist, and amateur mentalities.” (Martin & Deuze, 2009) In short, numerous developments have come together and created the increasingly accessible and attractive profession that we know as indie game development. Today, anyone can produce a game in his single room apartment and make it available through the same channels that multi-million dollar projects are distributed. Digital distribution and a plethora of effective, cheap (sometimes even free) and easy-to-use development tools have made game development and publishing an entirely different ballgame than it was, say, 10 years ago: “We can view the rise of indie development in part as the very product of an increasingly globally differentiated market, fueled by the rise and availability of cheap and easy-to-use development and distribution technologies. As indie games have moved to take advantage of these spaces, they are in turn proving the financial viability of these markets.” (Martin & Deuze, 2009) This combination of factors has created the financial viability that is the reason why hobbyism becomes more and more likely to evolve into a viable profession. The key to understanding the indie production, however, is that before it reaches the professional level and the money that comes with it, it always starts out with hobbyism and the lack of money that is inevitably associated with it. Martin & Deuze deduct that indie developers can be divided into two groups; those who leave the greater game industry and thereby the aforementioned publisher-controlled environment to pursue a type of development with a higher degree of creative freedom and the pure amateurs who decide to grasp one of the many new ways of entering game development. “There are two predominant ways of coming into professional indie game development. One method is as 40 an amateur. Having no experience in the games industry, someone will start a game or a game company if they have the idea and inspiration and will create and produce their game individually or among a small team of varying degrees of professionalism. The second is through experience working in some degree in the greater games industry and then choosing to form an independent studio out of dissatisfaction with the current company culture or industry content. “(Martin & Deuze, 2009) Whether a developer has a professional background or not, it is evident from the examples mentioned in chapter 3 that creative aspirations and, in the professional‟s case, a willingness to accept a less attractive position in respect to finance and stability are prerequisites for entering independent development. Regardless of their background, indie developers have a passion for making games as a channel for creativity. In their view, the benefits of being devoted to this passion outweigh the stability and financial benefits of the established industry which is funded by publishers and investors. Working in the greater game industry likely means working on a game in a well-established genre and probably within a franchise. Although franchises in indie development do exist (e.g. Nicklas Nygren‟s series of Knytt games (Nygren, 2006)) and the occasional indie FPS sees the light of day, independent game productions are characterized by a much higher level of diversity than the uniform mass of AAA titles. “…the game industry is dominated by just a few globally operating publishers (a.o. EA, Sony, Vivendi Universal, Microsoft) who, despite the range of seemingly recurring genre, franchise, and license titles, supply commercial retailers so successfully that independent game developers and publishers can hardly participate in this profitable market.” (Jahn-Sudmann, 2008) The money injected into the greater game industry by said publishers and investors is what makes the production of the major retail titles possible, but it is also the one paramount factor that puts the business and production models of the industry on a collision course with experimental development and creative freedom. Investments often place executive power with investors rather than with the developers themselves and it is to avoid this situation that developers involve themselves in indie productions running on much more diminutive budgets. 41 The notion that investors and publishers smother innovation and creativity in order to secure a profit is nothing new. In the 2000 Scratchware Manifesto, Greg Costikyan and other developers raged against the state of the industry and warned of a future which greatly resembles the game industry of the present. “Each executive knows that greenlighting something offbeat that fails will lose him his job. So they greenlight the same old crap, imitations of what‟s on the list this month, simply to cover their own quivering asses. No one will fire them for going with the tried and true. An industry that was once the most innovative and exciting artistic field on the planet has become a morass of drudgery and imitation.”(Costikyan, 2000) Looking at the major titles coming out of today‟s greater game industry we get a very clear picture of a risk-averse industry controlled by a handful of large-scale corporate publishers – the exact thing that Costikyan called to arms against 12 years ago. What has changed, however, is that his call has been heard and that the AAA industry does not hold a monopoly. Indeed, scratchware now does exist as a counterweight to what Costikyan plainly calls the same old crap. Only now we don‟t call it scratchware, we call it indie. Five years after his manifesto, in 2005, Costikyan published a followup in which he re-evaluated the state of the industry. Gone was the term scratchware – at this point independent development was on the rise and it was clear that indie had become the answer to his appeal. Unable to circumvent the publishing pipeline, he noted that indie development was at this point still hindered by the lack of feasible distribution options. “What do we want? What would be ideal? A market that serves creative vision instead of suppressing it. An audience that prizes gameplay over glitz. A business that allows niche product to be commercially successful - not necessarily or even ideally on the same scale as the conventional market, but on a much more modest one: profitability with sales of a few tens of thousands of units, not millions.”(Costikyan, 2005a) With the dawn of efficient digital distribution, we see that the predictions made on the viability of indie games were accurate. When comparing the form of the production and the distribution pipeline employed in indie development today to those described in Costikyan‟s writings of both 2000 and 2005 it becomes evident that 42 indie games are the embodiment of the wish for an opposition to the AAA industry. The existence of digital distribution channels and a wish on the developers‟ side to produce non-mainstream games for publishing through these channels is not enough to make these games profitable. It all comes down to whether or not the distribution chain‟s final link, the consumer, shows interest in and is willing to pay for the products available. Developers cannot sustain themselves within an industry that does not have a customer base that generates a sufficient flow of money into it. That the customer base of indie games only recently was still too small to be viably commercialized was excellently demonstrated in mid2009 when Manifesto Games, a company serving as an online retailer and publisher with an exclusive focus on indie games, shut down. The company, founded by Costikyan in September 2005, cited a lack of support by independent developers, failure to raise sufficient venture money, marketing problems and general recession as closure grounds (Costikyan, 2009). When putting this company‟s decline in the perspective of indie games vs. the greater game industry it becomes clear that, effectively, Manifesto Games targeted their services at an immature market. At the time of Manifesto Games‟ founding, indie games had not yet gained a commercial breakthrough and were therefore in many ways competing directly against major titles for a customer base that had not embraced the alternative to AAA titles in the same way it has today. Generally, 2008 is considered the year that saw the first major commercial successes of indie games. In Indie Game – The Movie (Pajot & Swirsky, 2012), Ron Carmel, developer of i.a. World of Goo (Gabler & Carmel, 2008), describes the indie breakthrough: “2008 was the first year that indie games started to do really well. Audiosurf came out on Steam, then Castle Crashers and Braid and World of Goo. Osmos did really well in 2009, 2010. Then Limbo came out and broke records. And Minecraft came out as well - Actually, it came out much earlier, but then it really built up and blew those records away.” It took the massive sales of early successes, Braid (Blow, 2008) being the perhaps most notable of these, to open the eyes of the consumer for indie games, thereby demonstrating the viability of indie games. These games paved the road for more recent indie hits such as 43 MineCraft (Mojang, 2011), Fez (Polytron Corporation, 2012) and Hotline Miami (Dennaton Games, 2012). Today, production circumstances have changed in a way that allows a highly commercial and professional approach to the production of games in aesthetical and gameplay-wise opposition to AAA titles to succeed. Distributors and publishers are in the process of adjusting to this fairly young market where it is entirely legitimate for very small teams, one-man studios included, to undertake commercially oriented productions. One often hears the (un)romantic terms basement programmer or garage studio used about indie developers. While they are arguably most often used for the purpose of supporting their grassroot image rather than to factually describe their working conditions they most definitely do have an element of truth to them. They hint at auterism and a rebellious attitude toward the established industry, but most of all they indicate that very often indie development is synonymous with a small budget that neither allows for, nor requires pompous offices or, perhaps more frequently, any offices at all. This resonates well with the observation that indie developers take a hobbyistic approach to game development. By setting out to make a game to satisfy one‟s own creative drive they voluntarily remove themselves from the competition with the blockbuster titles on their home ground. This is not to say that indie games are never developed with the intention of securing a profit or garnering a purchase from a customer who would have otherwise bought a AAA title, but the constraints of indie development inhibit direct competition between indie and AAA games. From choosing to not cater to the market it logically follows that these games have a much smaller audience. Often, indie developers knowingly and intentionally create niche products. Such a game can of course not expect to reach 6-figure sales and must therefore be profitable with much lower sales figures. These prerequisites have a series of implications for the development process, all of which function as cause as well as effect within the indie production. Independent development is often characterized by modest team sizes. Developer counts span from one-man projects to studios with somewhat larger team sizes, but the vast majority of indie games are developed by no more than a handful of people. While this can be traced back to the lack of money for hiring additional team members it also fits the indie development template very well. One can only talk of staff shortage if the lack of manpower to complete development tasks 44 becomes a bottleneck. By adjusting their games‟ scopes, developers effectively avoid this problem. The demand and scope of the production adjusts to meet the supply of developers, i.e. the number of team members that the budget allows. The team size aspect of development does a good job of exhibiting the contrasts between indie productions and publisher-funded games as the causality of latter tends to be the inverse of indie productions. Having a game concept greenlighted by a publisher or investor implies that the budget set aside for paying the development team has been accepted. In that sense, it is largely the scope of the game that defines the team size required for it to be completed. It is in the developer‟s interest to get as big a budget as possible approved for development in order to assign maximum manpower to the production. From the argument that an individual‟s impact on production and budget is inversely dependent on team size it follows that smaller teams are more likely to steer clear of the tendency to adhere to the mechanisms of popular culture (Cowen & Tabarrok, 2000). As previously outlined, the artistic fulfillment made possible by this is one of the main reasons for getting into indie development. This makes team size not only an effect, but also a cause for working on a low budget. The limited resources also mean that indie games cannot focus on massive amounts of content, but have to rely on their form by pinpointing and stressing the exact thing about them that most accurately conveys the game‟s concept – be it a game mechanic, an art style, an experimental form of interaction or something else entirely. The manpower limitations springing from the rejection of creative control through funding thus ultimately become the root of the indie aesthetic. To create a game under these constraints that successfully stands out from the crowd requires innovation, creativity, ambition and a clear vision. Costikyan‟s Scratchware Manifesto rages against the AAA production‟s inability to embrace innovation by saying that “…it must involve so many talents, and so much labor, that no single creative vision can survive” (Costikyan, 2000). Contrarily, because it always starts with the creative vision of one man or a very small team, the indie game is able to do exactly that. In any indie production there will be someone who refers to it as my game. One of many examples of this is found in one of the promotional trailers of Sportsfriends (Wilson, n.d.), a compilation of four sports-themes indie titles. The developers, all of them individuals, introduce themselves with words along the lines of “I am the creator of…”, demonstrating the close creative tie between developer and game that is characteristic of indie productions. Moreover, when describing his relationship to Fez, 2012 45 IGF grand prize winner Phil Fish expresses the very core of the indie spirit: “It‟s not just a game. I‟m so closely attached to it. This is my identity, it‟s Fez. I‟m the guy making Fez.”(Pajot & Swirsky, 2012) Fish‟s statement exemplifies another characteristic of indie production; that developers accept being on the line. Not being employed means putting oneself at stake not only in an artistic or creative sense, but financially as well. Indie developers invest their own time and money in the game and there is therefore no one else to take the fall should it turn out a flop. The financial loss incurred by low sales is of course subject to the amount of (always noncontrolling) money raised for development, but the investment of the developer‟s creative identity stands in clear opposition to that of the worker employed in the greater game industry. Obviously, the more people working on a game, the harder it will be to maintain control of the vision and the more likely the end product is to deviate from the initial idea that the game arose from. Underlining the general perception that indie games are strongly vision-driven, Chris Dahlen of Kill Screen sums up the relationship between creator and creation very well by stating that: “Independent games are any game that a small team or an individual creator worked on to their own vision, something that they just felt like making and coding and finishing.” (Pajot & Swirsky, 2012) Because of the highly creative nature of game development, team size is an important factor in shaping the game from conceptualization phase to final product. Indie teams are inherently small as the lack of economic backing from publishers or investors will keep team sizes to a minimum. While this obviously limits the scope of the games that indie developers can hope to undertake, it can also be highly beneficial to the production. Working in small, socially situated teams potentially strengthens productivity, facilitates a particular kind of self-reinforcing creativity and creates an involvement of the individual that large-scale productions cannot hope to achieve. Expenses and complications grow in accordance with a company‟s size while smaller developers can enjoy the benefits of increased sparring, better sociability, flexible office hours, higher ease of communication and less organizational overhead. These are all things that allow more space and time for what it‟s all about: designing and developing games. Manpower constraints can therefore be of great advantage as long as the developers succeed in creating a game that fits this size of production. 46 Today there is an abundance of development tools that make it possible for small studies to get a head start on development by not having to start out from scratch. As described in chapter 3, the existence of these tools is one of the contributors to the viability of indie game development. It is not uncommon for top range indie productions such as Limbo (Playdead, 2010) to partially or in whole write their own engines, but the vast majority of indie productions rely on the use of cheap or free third party software such as Unity (e.g. used for the development of Castle Story (Sauropod Studio, n.d.) and MaK (Verge Game Studio, n.d.)), RPG Maker (used for To The Moon (Freebird Games, 2011)), XNA (the engine originally behind Fez) or Messhof‟s tool of choice, GameMaker. Moreover, our interviews revealed Nicklas Nygren to be a first hand example of a developer who relies on third party tools as a central element in development: “I use very high level middleware. I don't build the engine up from C++ or anything, I use Multimedia Fusion. It's like a visual scripting kind of thing.” (N. Nygren, personal communication, 20.11.2012) In addition to a reduction of the workload on experienced developers, middleware lowers the computer skill barrier of entry needed for picking up game development, adding to the accessibility of the hobbyist end of the indie developer spectrum. The need to cut corners in production has repercussions throughout all aspects of our understanding of indie. Using the same third party tools as other developers makes internet communities the natural choice for self-education, something that undoubtedly lays some foundation for the forming of an indie scene, thereby adding to the identity of the indie culture. Moreover, technical production constraints have a crucial impact on a game‟s look and feel and challenge developers on their creativity as it demands optimal interplay between game design and the technology at hand. The game design must therefore adhere to constraints, much like the production‟s scope must adjust to available manpower, thereby defining the game‟s aesthetics. It seems fair to say that the audience of indie titles generally have a higher affinity for games and perhaps a greater openness toward gameplay novelty than AAA titles and therefore live up to Costikyan‟s description of “…an audience that prizes gameplay over glitz”. Furthermore, the presence of digital distribution has brought about “…a market where games would be profitable with modest sales” (Costikyan, 2005b) and these two things in combination, an audience and a means of reaching it, have proven indie games viable. 47 Retail distribution of indie games is irrelevant for various reasons. Indie developers have come to find an audience that does not require a marketing offensive to be made aware of the existence of new titles, but instead actively engage themselves in the community surrounding the games. The costs of manufacturing and shipping games would often exceed the price of the game itself. And, of course, the last nail in the coffin is the lack of publisher funding that makes retail publishing virtually unthinkable and underline digital distribution as the only feasible channel for marketing indie games. However, digital distribution as it stands today carries with it a rough correlation between a game‟s accessibility and exposure to the market and the need for the developer to compromise, share revenue and adhere to the rules of the owner of the channel‟s owner. Console manufacturers reside in the strictest end of the scale with their platforms dictating distribution channel, developer licenses and software while at the same time making approval a requirement for publishing. Mobile games are also generally only available through a single channel, but can be developed in a range of environments. The real freedom of choice in distribution and development, however, and therefore also the highest abundance of indie titles, lies in development for desktop computers. The possibility of free distribution and a development that does not require pricy licenses makes this the only real choice for the vast majority of indie titles. Indie titles range from tiny, browser-based games with a playtime of only a few minutes to massive projects that have obvious commercial intentions and involve several people and years of development. While games of are frequently put up for direct sale from a website, larger indie titles such as Limbo, Braid or Super Meat Boy would not be developed without the certainty that a viable means of distribution were available. The owners of the distribution channels and the terms and conditions they provide for the developers are therefore of great importance for the games that rely on them. Smaller games with effectively no market potential are arguably only affected by this to a limited degree, but larger indie productions are forced to relinquish a substantial share of the game‟s profits in order to access the customer base that digital distribution channels offer. Online distribution services such as Steam, Desura or the App Store generally charge 30% of a game‟s revenue in exchange for making it available to the service‟s users. While the importance of digital distribution for the viability of indie games in indisputable, one might argue that there are certain problematic similarities in the impact on production between a publisher and an entity holding the right to refuse distribution while at the same time claiming close to one third 48 of a game‟s revenue. Although digital distributors exercise no direct creative control during production they do make the sales needed for profitability considerably less modest in reference to Costikyan‟s observation. The distribution platform is therefore highly determinative for the production in terms of e.g. development platform, game genre and intended target group vs. target group available through that particular channel. Consequently, certain games that might have been lucrative had they had cheaper distribution options of the same quality may not even be profitable through these channels. Moreover, before allowing distribution, channel owners set an undefined, subjective quality barrier that is essentially an assessment on their part of the game‟s quality and marketability. Interestingly, distributors have adjusted to the popularity of indie games by catering for indie audiences through e.g. indie game bundles, compilations of usually no more than a handful indie games sold at a reduced price. “The point of Indie Royale is to put the spotlight on those indie titles which provide fantastic experiences, but may well have been passed over by a good portion of the mainstream gaming public.” (IndieRoyale, 2012) This concept constitutes an example of the industry‟s attempt at compensating for the lack of marketing usually provided by publishers. Without promotion, a stand-alone indie title may have difficulties in garnering the traction needed for profitability. Multiple titles in combination, however, can benefit from their mutual ability to sell at a very low price, thus creating a game bundle that, without a dramatic increase in cost, appears much more attractive to the customer than a single game. With the breakthrough of indie games to the consumer base of the greater game industry independent developers found a whole new, vastly increased commercial potential. While the easy access to a large amount of purchasers means that indie developers can perform commercially with increasingly obscure titles it also means that it is becomes entirely realistic for indie studios to undertake increasingly ambitious projects. This has diversified indie productions greatly as their potential target audience has expanded from only few years ago being connoisseurs on home computers to today easily reaching casual and hardcore gamers alike through digital distribution channels across multiple platforms. 49 The absence of publishers and investors is still the characteristic that in the broadest sense determines whether or not a developer is considered independent. However, the establishment of titles that do not look and play similar to already proven genres as financially viable appears to have brought about a willingness on investors‟ side to back independent productions. Indie titles are therefore produced with financial support of publishers as well as investors, but the distinguishing factor in these cases is the placement of creative control. Only when the presence of stakeholders does not bring limitations and directions on decisions regarding creative content, genre, means of expression and target audience can a game production be said to be independent. The independence in production must therefore be not in ownership, but in creativity. Overall, indie productions work under very tight budget constraints regardless of whether the developer is supported by a publisher or not. This is most significantly reflected in the small team sizes that in turn create a very close tie between game and developer due to the immediacy of the game in relation to the individual developer. Furthermore, the revenue received by independent developers often depends directly on the game‟s sales figures, a mechanism that further strengthens the sense of authorship. In perspective, the reliance on digital distribution channels for a direct link between developers and customers can be seen as problematic. New ways of approaching the issue of dependency on funding and distribution constantly surface, but any costly link between developer and consumer will inherently be limiting for complete independence of game developers. In summary, the image of the indie developer as a creative venture working on a shoestring holds true to a wide extent. The growing market potential, however, creates ever more favorable commercial prospects and, should the developer have the required dedication, makes a highly professional approach to independent development possible. This may blur the lines of what types of production can be considered truly independent. In order to more effectively distinguish indie developers and titles it is therefore necessary to widen the outlook to include the games themselves, the market they feed and the digital culture in which they are to be understood. 50 As outlined above, indie games do not only set itself apart from the game as object, but the indie game phenomenon has to be seen from a wider angle. In this chapter, we outline why and how especially indie games benefit and grow out of the culture that surrounds them. We highlight how the games are inserted into the world and how indie developers are perceived by each other and their audience. In his article The Pleasure of the Playable Text: Towards an Aesthetics Theory of Computer Games, Lauteren states that games research should not only happen within their poetics (and thus focus on the material level), but should also focus on the aesthetics, as such investigate “the use of games as a cultural commodity”. In line with the argumentation presented by Martin and Deuze in “The Independent Production of Culture: A Digital Games Case Study”, in this chapter we enlarge our focus from the games and their production circumstances to the ways in which indie developers shape and give meaning to their own works, as part of the games industry and in relation to their audience. The (indie-) game developers and the people which consume and engage with their products are interconnected to an extent in which they mutually define “…what it means to be independent, corporate, alternative or mainstream” (Martin & Deuze, 2009). Subsequently, the ways in which indie developers define the term indie, and how this is perceived by their audience, influences the content of the games. We will investigate why indie developers choose to work as indie developers, how they interact amongst each other within their communities, and how they present themselves and interact with the outside world. As described in the Chapter 3, the indie community gained a lot of momentum and formed due to various circumstances. From a socioeconomic perspective, as described by Pedercini, we face a softrevolution of creative workers that are not satisfied with the current working conditions, as there is “…a creativity that exceeds the ability of the capital to commodify it”(Pedercini, 2012). The indie scene developed as (mostly skilled) workers intentionally left corporate structures, to directly or indirectly compete against those. As demonstrated in Chapter 3.0., this scene mainly formed for rewards not exclusively monetary such as fame, creative satisfaction, reputation, friendship, personal empowerment and critical praise (Cowen & Tabarrok, 2000; Pedercini, 2012). As reasoned by Pedercini, the capital (i.e. the AAA games industry) reacts to this 51 development and restructures itself in order to benefit from the newly created cultural products (see Figure 8). Distribution channels such as XBLA (Xbox Live Arcade), WiiWare, Playstation Network, Steam or the Apple AppStore are testament to this evolution, resulting in a situation where the old dependency from publishers is exchanged with a new form of dependency from corporate entities (Pedercini, 2012). Nonetheless, at the core of the indie concept is the ability to work on a game with total and all-encompassing creative freedom at the hand of the developer himself. Akin to auteur theory, game developers can distinguish themselves, as individuals or indie studios, with their works (Ashcraft, 2010). Games by Edmund McMillen, creator of Super Meat Boy (Team Meat, 2010) or Messhoff44 feature a distinctive style throughout the range of their creations. While to some extent observed in the greater games industry with personalities such as Sid Meier or Shigeru Miyamoto, the liberated working conditions and smaller team sizes, as described in the previous chapter, greatly leverage the ability of indie games to express their creator‟s unique style and vision. During our interviews, Morten Svendsen from Tactile Entertainment gave testament to this by stating: “So for example with Thirst, our wolf game, it was very much like we creatively, we have one person kind of in charge of the project (…) he had a clear artistic vision for the game, so you can say that the production in itself is perhaps more oriented in making his piece of art, than actually making something that‟s all about earning a lot of money.” (M. Svendsen, personal communication, 2012) Figure 8 - Evolution of indie and capital (Pedercini, 2012) Thus indie developers, in opposition to large parts of the games industry, are not willing to compromise their own vision in order to reach a larger audience with their games. Indie developers do not to let the target audience of a game influence the aesthetics of their game, but will instead seek to create the game they envision and let the game define its audience itself. As soon as a developer accommodates conventions or practices that will make his game appeal to a larger audience or enable it to employ certain business strategies at the expense of the intended vision and aesthetics, he ceases being indie. As expressed by Tommey Refenes in Indie Game the Movie (Pajot & Swirsky, 2012): “In Super Meat Boy we sort of get to do whatever we want. We don‟t have a publisher, we don‟t have an investor and we don‟t answer to anybody.” As the overall market size of the game industry grows, indie developers are faced with a situation in which they are one among 44 www.messhof.com 52 many to develop games, worldwide distribution is only a click away and more and more distinguishing gamers emerge. Under these circumstances, it is easier than ever to find an audience with an interest in the experiences that indie developers outside the AAA games industry devise. Indie game development has surfaced as an extensive notion, and thus gave birth to a certain way of thinking and behavior among indie developers and games; activities and practices specifically revolving around indie games. Being a part of a community, especially the indie community, gives great advantages to indie developers. As part of an indie scene or community, they belong to a social movement which shared interest in the work they are doing. In the paper „Cultures of independent game production: Examining the relationship between community and labor. “ by Orlando Guevara-Villalobos (Guevara-Villalobos, 2011), the author investigates the close connection between indie game developers and the community they move in. Being an active part of a community by participating in various activities helps indie developers to leverage their games production in different ways. An important benefit for indie developers is to share their networks and contacts with each other. As indie developers follow the same ideals, exercising activities within the community helps building a bond within their networks that enables indie developers to attain knowledge that would be otherwise difficult to obtain. This knowledge exchange can be of a technological nature, through direct advice or by sharing code, but also information pertaining business opportunities, marketing strategies and other experiences. These practices can be seen as part of the „indie ethos‟ that shapes the community and gives the developers a sense of identity and moral support. Being indie is, on this cultural level, affiliated with a distinct non-competitive approach to each other‟s work. (Guevara-Villalobos, 2011) As expressed by Nicklas Nygren, creator of indie games such as Knytt (Nygren, 2006) or NightSky (Nifflas, 2011): “The really cool thing is I have this really awesome community. Lots of people there who want to help me out with stuff too. So in Knytt Underground I got loads of help from people submitting extra graphics and cool stuff like that.” (N. Nygren, personal communication, 2012) Ideally, this playful attitude distinguishes the indie community, in which the creation of games is primarily attributed to the sake of the 53 game making process itself and only secondary for monetary reasons, as shown above. As outlined in the previous Chapter, the skill requirements to game development have been lowered in the past few years, while at the same time the total amount of people playing videogames has risen. Naturally, the indie game community has grown alongside the industry to a global movement. To help grow and foster the community, there are a lot of practices and activities that indie developers share and take part in. As the most prominent example, the idea and form of a game jam embodies and reflects on this indie mindset in the best possible way. Taken from Wikipedia, “a game jam is a gathering of developers, artists, and other creatives over a short time during which a collective effort is made to make one or more games.”(Wikipedia, 2012). Game jams can be organized by different networks or communities and can take on various shapes and sizes. Hold yearly and with more than 10,000 participants across the whole world, the Global Game Jam45 grew to one of the most well-known events of its kind. Within 48hours, often arbitrary, teams create a game from scratch based on a given theme. As defined by the Global Game Jam, the format encourages the participants to rapidly prototype game designs, whereas the brief time span is meant to stimulate creative thinking to result in small but innovative and experimental games (Global Game Jam, 2012). “Designed to encourage experimentation and innovation in the game industry”(“Indie Game Jam,” 2012), this prototyping focus and mindset to explore video game ideas strongly reverberates with the ideal and ethos of the indie developer community on a whole. Most vocal to audiences outside those of the development community, various indie game festivals build a stage for indie game developers and their games within the game industry and the public on a nationand worldwide level. Among the most noticeable, the Independent Game Festival46 or IndieCade47 established themselves to create exposure for independent games and game developers in the vein of festivals seen within the movie industry, such as the Sundance Film Festival48. The mission statements of the aforementioned festivals highlight very similar intentions (Independent Games Festival, 2012; IndieCade, 2012; Sundance Institute, 2012). As the IndieCade website states, “It encourages, publicizes, and cultivates innovation and artistry in interactive media, helping to create a public perception of games as rich, diverse, artistic, and culturally significant.”(IndieCade, 2012). Often in the form of competitions, most indie game festivals select and showcase the best games that were submitted to them. In http://globalgamejam.org/ IGF, www.igf.com 47 www.indiecade.com 48 http://www.sundance.org/festival/ 45 46 54 the case of the IGF, a total price-money of 61,000 US$ will be awarded in 2013. As the indie festivals have different criteria for taking the contestants into consideration, not everyone is eligible to participate by submitting their game. The IGF is shying away from giving their own definition of an indie developer, and requires each entrant to answer the question of being an indie developer by and for themselves while holding “the right to refuse any game at its sole discretion.”(Independent Games Festival, 2012). IndieCade excludes entrants which are funded by a big publisher based on the list of members of the ESA49(IndieCade, 2012). Winning and participating in such a festival can mean a lot to the developers. As independent developers have limited opportunities to show their wares and build a community with other innovators in the field, it helps marketing their game and possibly enables the developers to release their game to big online distribution platforms. Apart from honoring the best indie games, festivals widen their focus to host other activities for the indie game community. As the IGF takes place as part of the Game Developers Conference50, the Independent Games Summit is a series of lectures that “…represents the voice of the independent game developer at GDC” (“Game Developers Conference,” 2012). Not only do indie developers stay in contact with their peers, a lot of indie developers seek to directly interact with their audience for various reasons. Firstly, it helps the developers to build a relationship with their customers, even during the development of a game. Customarily without a marketing budget, building a community is vital around a product that, to a great extent, relies on coverage through word of mouth. Through direct distribution, the distance between developers and consumers decreases, to the point where consumers can take an active role in the game developing process by providing feedback and ideas for further development. This positions indie games as part of the citizen‟s media model by Rodriguez (2001), “where the empowerment of audience‟s voices as codevelopers is seen as central“(Martin & Deuze, 2009). The openness of the development levels hierarchical differences and makes the difference between developer and gamer less relevant (Martin & Deuze, 2009). In most cases, indie developers do not have a marketing budget. There are various tips and guidelines available throughout the internet, helping developers creating attention for their games. Interestingly enough, there is a high emphasis on the importance of being part of a community and presenting oneself to the audience (Joubert, 2009; Entertainment Software Association, http://www.theesa.com/about/members.asp 50 www.gdconf.com 49 55 Rose, 2009; Rosen, 2009). As an indie developer, it is good practice to show an outspoken behavior. One of the most endorsed methods to do this is by keeping a development blog, trying to create interest not only in the game itself, but providing interesting content for returning visitors. There are other often commended ways to create interest (Twitter, Facebook and other social media sites), which we will not go into detail here. The bottom line is that for indie developers, apart from developing their games, it is of high importance to be involved with the community in order to leverage their production. Furthermore, the audience won can become direct financiers of games through paid early access or crowd funding schemes. Still, indie developers keep their artistic integrity, since they cater for a niche audience they can create their own games without compromising, and do not adjust to the customer‟s ( i.e. the community‟s) taste. These reasons reinforce the indie spirit, as the indie developer makes the game he sets out to, in the process seeking the niche audience that is interested in the project at hand. We argue that a social approach to games, rooted within their aesthetics, yields interesting results if brought in connection with indie games. We hypothesize that, similar to the artistic movements of avant-garde or art-house, being involved in the indie culture as both contributor or consumer, gives participants a feeling of shared identity and social status among other gamers. As pointed out by Lauteren and Niedenthal, an aesthetic approach to game research and design is not commonly employed by game design scholars (Lauteren, 2002; Niedenthal, 2009). Framing games through the term playable text, Lauteren tries to answer the question as to why we enjoy playing games. He analyses three different aspects of pleasure: the psychoanalytical, the social and the physical. In regards to our research on indie games, his ideas of pleasure and social identity are of particular interest in this context: the form of pleasure rooted within the social domain. Building on the work from Fiske and other culture studies theorists, he argues that we can draw pleasure from rejecting the “dominant reading” of a text, in other words bringing ourselves in opposition to the understanding of a text as seen by the ideal viewer. We can develop an affinity towards certain games or game genres, not unlike the development of a certain taste for particular movies and moviegenres. In line with Barthes concept of plaisir (1974), “games facilitate the affirmation of one‟s social identity”. We derive pleasure from positioning ourselves to the devices of social control, in such as we 56 produce meaning from a cultural text in accordance with our social disposition, or habitus. (Lauteren, 2002) In this context, it highlights the reprehensible position of some gamers and game developers towards AAA titles. Games such as Battlefield 3(EA DICE, 2011) or Call of Duty: Modern Warfare 3 (Infinity Ward, 2011) are seen to be mundane experiences, frowned upon for their simple and repetitive game design. Social games playable on Facebook, such as developed by Zynga (http://zynga.com/), are shunned by cultivated gamers for their simplicity and their blatant monetization methods. The pleasure derived from this process confirms our identity, not necessarily in line with the paramount ideology, and creates a powerful cohesion among peers and the community they move in. Citing Fiske (1992), Lauteren further differentiates the pleasure of popular culture and that of critical and aesthetics distance. He goes on to state that the socially and culturally disempowered draw pleasure from the materiality of everyday life, the pleasure of popular culture. As such, we enjoy games for being a spectacular pastime alone, for providing light entertainment. The mass audience & popular culture does not question how the experience came to be. The focus is in the act of playing and the experience it creates. In opposition, the socially and culturally empowered “tend to emphasize the difference of a cultural text from the historic and material conditions of its production”(Lauteren, 2002). It is here where we can see a connection to the notion of indie. Throughout the discourse in regards to indie games and their materiality, we are often presented with a position of individuals dismissing the importance of visual representation for the overall game experience. It is thus hypothesized that indie gamers and developers have developed the aesthetic distance needed to scrutinize the substance of a given game to enter in social discourse, i.e. by distinguishing between production values rooted in materiality and the quality of game design and design intentions. There is a pleasure for the self-proclaimed indie game connoisseurs forfeiting to play AAA games, or in a form of emergent play, mocking them for their stringent and cinematic aesthetics. The well-versed gamer or game maker sees behind the veil of smoke and mirrors put forward by photorealistic graphics and enormous marketing budget. As suggested by the arguments above, some gamers are seen to gain social pleasure out of playing indie games due to affirmation of their social habitus, putting themselves in the group of the culturally empowered, and opposite of that of the disempowered, main-stream consumers. This social practice of aesthetic distancing is easier achieved on the semiotic and narrative level of a given game rather than on a (game-) mechanical level, which has to be experienced through the act of playing the game itself (Lauteren, 2002). However, as indie games are 57 often minimalistic in their design and easy accessible through digital distribution, they can more easily be judged on their utilization of game mechanics. Indie game developers are in the position to scrutinize the inner workings of AAA games, analyzing it on the layer of aesthetics on which they are directly competing themselves: game mechanics (as shown in Chapter 3.2.). The focus of a lot of indie games and developers is thus shifted from this materiality towards the craftsmanship and intention with which a given game was created. Indie gamers and developers take pride in exploring aesthetics apart from that of the mainstream, as being part of the educated few who are open-minded and in a position to acknowledge the innovative gameplay, emotional experiences and stylized graphics that indie games can offer in contrast with the rest of the gaming industry. Not only are indie games constantly assessed in relation to the greater industry (Martin & Deuze, 2009), but also within the social and intertextual context of art and art consumption. As such, games as cultural products are “subject to the same processes of judgment, classification, and categorization as other artistic products”(Kirkland, 2010). As indie games explore new themes, and evoke a variety of emotions within their players, an artistic ambition of indie developers becomes apparent. In the article “Discursively Constructing the Art of Silent Hill” Kirkland considers the way in which art and artistic ambition is found through the craftsmanship of making games. To him, artistry arises as the game “reproduces certain styles of production, evokes particular consumption practices, and encourages specific critical responses traditionally regarded in this manner“(Kirkland, 2010). As is shown by the example of the Silent Hill game series (Konami; Team Silent, 1999, 2001), the developers took established practices from fine art or art-house and applied them to the series, raising its acknowledgment as a product of cultural artistry in the process. Kirkland outlines the same rejection of conventionalism and commercialism in his paper which we observe within the indie scene. The intertextual discourse about games, as exemplified by Kirkland in the case of the Silent Hill series, shares a bulk of values with that of other, established, art cultures. Akin to those art cultures, indie games focus on individual authorship, experimentalism, emotional affect and deeper moral and philosophical meaning. This reverberates with the intentions that indie developers have for creating games , and with Graces indie game definition, as she claims that “indie games are 58 interesting in their insistence to be free from standards and their effort to escape conventional play experiences”(Grace, 2011). Indie games mimic this artistic mindset, through employing their own styles of production they are catering for a distinct (indie-) audience, possibly abiding by consumption practices characteristic to them (refer to Chapter 3.2.). Artistic expression and strive is one of the driving forces that push indie games outside the boundaries of pop culture and the associated mainstream games that are targeted at mass audiences (Grace, 2011). This is beneficiary for the developer, not only for intrinsic and non-pecuniary reasons (see above), but also to augment the significance and value of a given game as it is perceived by its audience, and thus the developer itself. The association of art to any object is a value driver in itself, or as Kirkland states: “the mantel of „„art‟‟ inflates the importance of both the culture labeled as such and the individuals who consume it”(Kirkland, 2010). It thus comes naturally that indie developers seek to use the ideological freedom in their productions to add artistic value to the game, raising its general worth. Coming back to Kirkland, he shows that the documentary accompanying Silent Hill 2 exemplifies the way in which intertextual references made by the creators themselves can foster the game series claim to be considered video game art, and how it gives rise to notions of artistry in continuation of the game. More significantly, he validates the importance of authorship in works of higher artistic ambition by drawing on the work of Penley and Bergstrom (1972), Pam Cook (1981) and Bordwell (1979). According to Kirkland, this emphasis on authorship is likewise found in avant-garde filmmaking, focusing on the expression of the individual artist, outside that of familiar industry & commercial practices. Again, this is highly pursuant to the indie scene, as a counterpart to a AAA industry in which individual persons (or studios) are not able to put their distinct mark on their games. As is shown by Nifflas, “To me, what indie is, is where every person involved in a project has the chance to express him or herself within that barrier. It is a lot about it not being an industry.”(N.Nygren, personal communication, 2012) As well as picked up by Kellee Santiago when talking about thatgamecompany51: “I think we were considered and are considered an independent studio because the games that we made were motivated by our own personal desires around what we wanted to communicate in the game and 51 http://thatgamecompany.com/ 59 nothing else.” (K. Santiago, personal communication, 2012) The importance of the individual game creator emerges for multiple reasons. Artistic authorship allows receiving of critical praise and fame which individuals seek, aside monetary benefits, as creators of culturally noteworthy products. Furthermore, as has been argued above, indie developers rely on an audience and community to market their games, presenting themselves as creators and artists of their products and as participants within the indie scene. In presenting their original and distinctive approach, shaped through selfexpressionism and their own creative voices, indie developers, consciously or not, establish authenticity for themselves (Jones, Anand, & Alvarez, 2005). This authenticity augments the feeling of social identity within the indie community, and helps to attract the attention of customers, critics and other developers. As the nature of independence is contingent on an audience‟s perception of indie authenticity (Martin & Deuze, 2009), in an indie scene that grows bigger and more influential, authenticity might become one of the differentiating factor as to what is considered indie or not (Plante, 2012). As is shown in the previous chapter on indie game production, the production circumstances of indie games are intertwined with the abovementioned artistic intention of game developers. As has been shown, talking about indie games and indie game developers while disregarding the communities and cultural backgrounds would not do the term justice. The mindset of the individual developer, born from his will for creative freedom, has a big impact on the content of game production and the cultural meaning of indie game development. Within this cultural domain the border between which game might be considered indie, and which game is not considered indie, becomes blurred and subject to interpretation. As part of the audience, there is no little way of knowing the cause behind a developer‟s actions and intentions, it is up to everyone to judge the integrity of a developer, and this his status as being indie on a cultural level. In the end, it falls to the audience and game journalists to judge an indie developers authenticity. In addition to the individual‟s intention and self-expressionism, indie developers rely greatly on their communities and audience to help market their games. There is an ample importance of networking among peers and the greater indie community. In order to be recognized be the wider indie community, indie games have to pique the interest of the community. This is best achieved by creating 60 something perceived as new or innovative, by trying out new design paradigms and visual styles. Uncompromising visions, evident artistic ambition and strive for experimentalism are cherished by the culturally empowered indie community, and it is these attributes that are often necessary to gather peers and successfully enter festivals and competitions. The Indie Fund52, a funding source for independent developers, underpins this by the fact that indie developers can not directly apply for support, but in order to receive funding are advised to capture the attention of the fund by partaking in festivals, talking to press and attending other community events such as conferences or game jams. Apart from building an interesting game, the developer‟s personal stories can be of interest as well, and the persons involvement within his indie community. In the end there has to be something worth spreading news about in order to be recognized within the indie community. The indie game movement grew and has become part of the greater games industry. Interesting are Pedercini‟s thoughts on this revolution and the reaction of capital (i.e. AAA game industry) to the revolution: by installing themselves as gatekeepers, controlling not the workers but the distribution systems through which the games are sold, publishers create a new form of dependency for the indie developer. Claiming indie status has been successfully utilized by countless developers, and even bigger corporations tried to (miss-) use the term for marketing purposes53. The growth of the overall indie industry and market lead to publishers accommodating to the situation, developers relying on new distribution channels, the feasibility of becoming an indie developer as a means of sustaining oneself, the possibility of becoming exceptionally rich in the case of landing the new indie hit: These aspects can be seen as incentives for developers to exploit the concept of indie culture, deliberately taking advantage of the benefits an indie status brings along. In this light, guides to indie marketing, deliberately mimicking trends and riding the wave of nostalgia in order to maximize sales are inherently contradictory to the idea of indie culture. In analogy to the indie music scene, indie developers are able to “sell-out” by aligning their creative and artistic aspirations with those of the market wishes and needs. Noteworthy is the fact that this does not automatically lead to a development which is diametrically opposite to the understanding of indie games. The wishes of the indie audience often align or overlap those of marketability, as the market is to a great deal made up of the direct audience itself. What is lost is the pure ideal of the indie spirit, the wish to develop games for the sake of http://indie-fund.com/apply/ See: http://www.gamasutra.com/view/news/169719/EA_Indie_Bundle_r uffles_feathers.php 52 53 61 making games and expressing oneself. Ultimately, it is this authenticity of a developer‟s intentions that has the power to differentiate indie developers among each other, distinguishing between true indie developers and tag-along indie developers in regards to the cultural scene they are set in. On the other hand, even culturally indie developers that develop games without compromising for monetary reason are not necessarily independent in all of their actions. As is shown, active involvement the indie “scene” is imperative as a means to garner recognition or critical appraise for ones games outside of commercial interests. We do not believe that indie developers can be regarded as avantgarde. Disregarding that the term avant-garde is highly debatable due to its ambiguous definition in itself, it is a fact that the indie scene does not “include an oppositional logic that is explicitly recognizable as negation or challenge of mainstream game forms” (Jahn-sudmann, 2008). Figure 9 - Modified from Pedercini (2012): Nirvana cover art next to Phil Fish, creator of Fez 62 The term indie, derived from independence, has long since outgrown its original meaning and today carries connotations and associations more plentiful than ever, reaching far beyond the initial defining independence of a publisher. The analysis chapter has therefore investigated not only indie developers‟ relations to publishers and investors, but instead divided indie into three branches: the aesthetics of indie games, their production and, finally, the culture surrounding indie games and indie developers. Rather than considering indie as a label that is binarily applicable to potentially any game, an analytical and relativistic view on the notion of indie permits to expose the defining properties of each aspect. In our opinion, this disassembly of the high level concept broadens our understanding of it in a way that a more general approach would not allow, enabling us to approach formalization. We define the three aspects of indie as being: Indie aesthetics Indie production Indie culture Each aspect has been examined in separation from the others. Aesthetics: In our focus on indie aesthetics we have considered only the game itself, understanding the game as object, without making references to its creation and only referentially include the cultural perspective. This has provided an understanding of how to distinguish indie games amongst each other and how to distinguish them from other games, investigating what they look, sound and play like. Production: Not only looking at games themselves as isolated objects, but looking at the way they are created, we expand our view to indie production. We investigated their methods and characteristics, the differences between indie developers and the greater game industry in terms of production. Culture: In yet another addition to our focus we included the culture surrounding indie games and indie developers. It is shown how indie games are inserted into the world, and how indie games and their developers presently find their place in the greater video game culture. We outline how indie games are perceived in relation to culture at 63 large and how indies draw meaning and identity from their work. This cultural approach is the top level aspect of our view on indie that displays the significance to games and developers alike in the eyes of themselves and the communities in which they partake. However, to describe how aesthetics, production and culture come together to create a higher understanding of indie, one must acknowledge that these aspects are interwoven and influence each other to a great extent. Chapter 3.2 is a prominent example of this in its description of the production circumstances‟ effect on an indie game‟s visuals. Many recurring visual styles present in indie games can be traced back to e.g. the minimum of budget and manpower available for its completion. This and other cases of mutual dependencies are recognizable throughout all aspects of the indie development. In order to approach a formalization to understand the indie concept at large, we propose the introduction of the iii-model as a tool for categorizational thinking. The aim of the iii-Model is not to develop a distinct taxonomy between indie games and not-indie games, as it is not in our intention or capability to accurately delimit the two. Instead, we consider the model a tool for reflection on the implied meanings of indie, and for describing the classification process that, consciously or not, invariably takes place when exposed to a game. In accordance with the original understanding of the term indie, a small team and the absence of a publisher are still some of the most important indicators of indie. However, we are proposing to include indie aesthetics and indie culture which, through the consistent connotation with the term indie, have become parts of defining indie. Through the inclusion and differentiation between indie production as well as indie aesthetics and indie culture, the model allows formalizing the various characteristics of indie, and is able to provide an answer to the question of why some games, though all independently produced, may resonate more clearly with the perceived notion of indie than others. In our understanding, indie is not a label that can be binarily applied to any given game, but it operates on a gradient based on the three indie aspects. In line with the concept of independence expressed by Pedercini, the question answered is not only “Is it indie?”, but rather “How indie is it” (Pedercini, 2012)? Looking at the three aspects of indie, some are agreeably easier to categorize than others. Whether or not a game is indie within these 64 aspects is ultimately a subjective decision, as they rely on information not objectively accessible and appraisable. Moreover, when talking about concepts such as influence or motivation it becomes apparent that judgment is in the eye of the beholder. This is the reason why authenticity and the culture surrounding indie games play such an important role in grasping the concept of indie. It is also the reason why the border between indie and not-indie should not be considered a question of true or false, but rather a gradient, as Pedercini rightly assessed. The iii-Model has to be seen in this light: it does not analyze a given game to compute an indie score, but allows its users to judge and value a game and their developers in a formalized and grounded way. In the following, we offer arguments and considerations to be made when assessing a game on its status as being indie within the three aspects. Figure 10 – The III model Trying to tighten our understanding of indie games, it becomes apparent that the production circumstances and influence from parties outside the developer play a huge role in defining indie. In many ways, indie production is what facilitated the formation of indie aesthetics and culture. In order to investigate whether a given game is recognizable as indie, the first look should thus be at the circumstances under which the developer has produced the game. The most crucial point to make 65 here is the realization that in order to classify a game as an indie game, no external interference is exerted on the development process, The developer is the only instance that has creative control over the product. This is why working with a publisher is often seen in opposition to being indie. In our view, a publisher, investor or any other stakeholder may well be involved in the development process of a game to be considered indie, as long as the developer does not relinquish creative control over his game in any way. This is exemplified by Nicklas Nygren during our interview, developer of Night Sky and Knytt(Nygren, 2006): Talking about the design of his upcoming game Knytt Underground, he states he does “…not design the game differently” since he started collaborating with his publisher, and that the publisher in no way influenced the final game (N.Nygren, personal communication, 2012). He goes on to state: “Personally I am for a very not strict definition of the word [sic]. If indie becomes this very anal thing about "You cannot be signed to a publisher then you cannot be part of our indie club", then I do not actually want to be indie, if it becomes a rule that limits what you can and cannot do.” (N.Nygren, personal communication, 2012) Furthermore, in line with Stern‟s definition of indie games we follow the thought that an indie game is “…created by a single developer or a small team” (Stern, 2012). As stated in Chapter 3.4., we believe that an indie game is a work displaying individual authorship. In order to be able to do this, the team size has to be small enough to allow every individual to have the possibility to influence the creative vision of the game. As the influence of the individual on the game diminishes with an increasing team size, so does the claim to be indie. The personal attachment of the individual developer to a game, along with the possibility for all other individuals‟ part of the development team to have a personal impact on the game, is a defining characteristic of indie production. The developer‟s indie affiliation will inevitably fade if his or her games are no longer able to reflect a sense of authorship. In an attempt to create a formalized definition, and within the context of the iii-Model, the first step to categorize a game as indie is therefore to determine that the game under observation is: (i) A game that is developed to completion without any external control, and created by a single developer or a small team. 66 In our view, a game that fulfills the abovementioned criteria can be considered indie. The above rightly delimits large productions and big independent studios such as Epic Games from the indie field, but would also include most casual browser-based flash games or smaller commercial titles for mobile devices. However, as explained above, there are additional implied layers of meaning to the term indie. They are not to be seen essential for a game‟s status as indie, but to sharpen our view on the ideal of indie, we propose two additional parameters in order to classify a game as iii (speak: triple-i). Looking at indie culture, the motivation of the individual or team for creating a game is of importance. As outlined in Chapter 3.4., indie developers are not willing to compromise their own vision of a game in order to reach a larger audience or reap monetary rewards. The developer has an (artistic) ambition to realize a goal that is of import to him. It is this creative drive and unwillingness to compromise that has created the gaming culture that surrounds indie games, pushing the boundaries of indie games and games in general. Whether this goal is culturally relevant to the indie community or culture at large by realizing (perceived) innovative game designs or artistic styles is irrelevant to the ideal of indie culture itself. Evidently, creating something of interest to the community increases the likelihood of being recognized. Similar to indie production, a developer ceases being indie in a cultural sense if he adheres to conventions or practices that will purposefully make his game appeal to larger audiences or enable it to employ certain business strategies at the expense of the author‟s intended vision and aesthetics. This is the fundamental insight that allows indie developers to freely create the games and experiences they envision outside the monetary obligations and target audiences of the AAA industry. Consequently, the audience tends to choose an indie game rather than the developer targeting an audience with the purpose of appealing to a particular, commercial group. We feel this best describes the often cited, but seldom understood indie spirit without which the open, experimental and progressive indie scene would not exist. Thus a game is part of indie culture, if it was (ii) Created to completion to reach a self-governed, nonpecuniary goal without compromising it 67 The role of aesthetics in the definition of indie is not a straight forward one - even establishing that there is indeed an indie aesthetic has its problems. Never the less we find that different factors have worked to create and shape a large amount of common aesthetic ground between indie games. It is our belief that the most important among these factors were: Production considerations Nostalgia Referentiality Production considerations are of course important because the large majority of indie games are on a very tight budget. This forces indie game developers to take aesthetic choices, which has low asset production cost - and the fact that these choices were predominant within indie games, created a style or, if you will, an indie aesthetic. The most important contribution of this first factor in the creation of the indie aesthetic is graphical stylization and the innovative focus on gameplay mechanics, but the aspect of production considerations is visible in almost any part the indie aesthetic. There exists a deep and outspoken longing in gamers, thereby both developers and consumers of games, towards the games yesteryear, which in the eyes of them had a certain higher quality. This fact makes nostalgia both an important motivational factor in creating indie games, an effective marketing parameter and - important here - very influential on the design of the aesthetics of the games themselves. Everything from sounds, to graphics, to gameplay challenges are being shaped by nostalgic notions. An example of gameplay being shaped by nostalgia, the final boss of Super Meat Boy can be mentioned. The way of defeating the final boss, after navigating a nigh impossible obstacle course, is by luring him onto a bridge, and then pulling a lever to remove the bridge, making the boss fall to his death. This example leads us on to the final factor in the shaping of the indie aesthetic, referentiality. When this boss is shaped this way, it is a clear and outspoken reference to Super Mario Bros., where the final boss was defeated in an almost identical fashion. 68 Figure 11 – Super Meat Boy final boss. The difference between nostalgia and referentiality, is analogized in the difference between inspiration and a quote. For instance Braid is nostalgic in the platforming gameplay, but is referential in its use of the sentence “the princess is in another castle” after each level. Like nostalgia, referentiality isn‟t restricted to gameplay either, sound and graphics are also affected as described in chapter 3.2. Because of the nature of this subject, précising what is needed to be included in indie aesthetics is very difficult and the end result will inevitable be very inclusive. Aesthetics can be said to contain three main areas, as discussed in the aesthetics chapter, a game could be said to share any or all of those parts. It is thus concluded that a games lies within the Indie Aesthetics, if it (ii) shares dominant indie characteristics in its aesthetics. Conclusively, we recognize that there are varying degrees of indie. In accordance with our observation that indie can be broken down into three different aspects we propose the following categorization as a means of approaching a new definition of indie: (i) (ii) A game that is developed to completion without any external control created by a single developer or a small team. A game that is developed to completion without any external control created by a single developer or a small team AND either A) to reach a self-governed, non- 69 (iii) pecuniary goal without compromising it or B) sharing dominant indie aesthetics. A game that is developed to completion without any external control, created by a single developer or a small team to reach a self-governed, non-pecuniary goal without compromising it and sharing dominant indie aesthetics. In the following chapter we will conduct case studies by applying this model to a selection of games that challenge a definition of indie. 70 In the following chapter we will describe the empirical work carried out in relation to this thesis. This consists of (1) the assembly of a database containing a subjective, yet diverse selection of indie games, (2) the development of Bearadise Hotel, a game intended to fit the III model‟s concept of a III game and (3) a series of case studies employing the III model. The database and the development of Bearadise Hotel served primarily as a preparation for the analysis leading up to the proposal of the III model. This chapter will discuss their influence on this analysis. The case studies will apply the III model to a selection of games that exemplify the categorization of indie games in accordance with the model. In seeing the III model as our hypothesis, this part of our empirical analysis will serve as the validation of our thesis and demonstrate its applicability. With this we will eventually proceed to conclude on the overall findings of our work and discuss their perspective. 71 At the beginning of our research we set out to create a database of indie games to analyze formal aspects, trends and customary concepts of indie games. Building a database enables us to identify common characteristics and helps understanding how indie games could be different from other games, and how they share common values on a mostly formal level. Not only does the database serve as a source of data for analysis, but as part of a continuous thought process of formalization which helps to grasp what the term indie entails. To validly make assumptions about indie games (our population under analysis) through a sample group, we would ideally need to able to employ probability sampling. Statistically speaking, in the case of indie games this poses a number of problems. As there is no clear definition on how an indie game is different from other games, our population itself is not clearly defined. We limited our population to indie games available for Windows as a download, neglecting indie games that have solely been developed for other platforms or are only available as browser based games. This allows us to sharpen our assertion of the population as defined above, as we are able to gather a more representative sample within the given resources and timeframe. Nonetheless, there is no viable way to determine an accurate sample frame – the vast amount and dispensed distribution of indie games does not allow the construction of a reasonable sample list of indie games out of the population at hand. Due to these reasons we have to establish our sample through means of non-probability sampling, specifically judgmental sampling, in which we selected the sample based on our knowledge and professional assessment. As such, we gathered the sample units from our own knowledge of games, preliminary research, indie festival nominees and indie hit lists. Strictly speaking, as is the case with non-probability sampling, any results stemming from the analysis of our sample (i.e. the database) cannot be applied to our population, as an unknown proportion of the entire population was not sampled. In differentiation to an ideal sample, it is very likely that in our sample more prominent and commercial indie games are overrepresented. 72 There are myriads of self-distributed indie games available throughout the internet, for example accessible through collections such as these of the global game jam54. It is unclear in which way the results of an ideal sample would differ from the results gathered through our research. The games were categorized in the following categories. 54 Release Date: This was included to identify trends in indie games based on release date. Developer: Name of the Developer Publisher: Name of the Publisher Publisher/Self Published: The distinction between having a publisher and being selfpublished. Note that whether a game is digitally distributed by a third party or not does in no way infer the connection to a publisher. Price/Free: Is there a difference between games that are freeware and games that cost money? And how much money does a commercial indie game most likely cost? If applicable, we took the non-discounted price on Steam into consideration. If not, we looked at the individual‟s game direct sale price, and then other distribution platforms. 0 = Free, 1 = 1-5 €, 2 = 6-10€, 3 = 11-15€, 4 = 16-20€, 5 = > 21€ Based on IP: How many indie games are based on (any) external IP? 0 = no IP; 1 = other IP; 2 = game franchise Platforms: We surveyed which platforms a game is available for besides Windows. In a multi-response design, we gathered information on the following platforms: Browser, Consoles (Xbox 360, PS3, Wii), Mobile (iOS, Android), Tablet (iPad, http://archive.globalgamejam.org/ 73 Blackberry Playbook, other Android tablet), Handheld (PSP/ PSVita, Nintendo 3D/3DS). 55 Gaming Genre: Is there a correlation between certain genres and indie games? And are certain kinds of indie games overrepresented in certain genres? As only one genre was coded for each entry, we decided on the most prominent focus in design. For instance, Blocks that matter55is a two-dimensional indie puzzle platformer. As it contains strong puzzle elements, it was coded as a puzzle game for their defining influence on the game. 0 = Platformer, 1 = FPS, 3 = Other Action, 4 = Adventure, 5 = RPG, 6 = Sport/Simulation, 7 = Strategy, 8 = Puzzle Gameplay Dimensions: Describes spatial movement of the player avatar within the game space. 0 was coded for games having no game space at all, such as text adventures or management games. 1 is coded in games where the player interacts with the gameworld in only one dimension (e.g. Pong, or simple arcade racing games). 2 dimensional is for two dimensional movement (e.g. left/right/up/down, e.g. traditional platformer), and 3 for 3 dimensional movement (e.g. first person shooters such as Quake). 0 = no spatial gamespace , 1 = one dimensional, 2 = two dimensional3 = three dimensional Game Perspective: Describes how a games camera is looking at the player‟s avatar, or in general from which perspective the game is perceived by the player. In case a game has multiple perspectives, the most prominent one was coded. 0 = other, 1 = side view, 2 = top down, 3 = third person, 4 = first person Predominant Visual Aesthetic Style: Created to determine how many indie games are pixelated, and how many employ a distinctive hand-drawn style often associated with indie games. 0 = other, 1 = pixelated, 2 = hand-drawn Visual level of abstraction: http://www.swingswingsubmarine.com/games/blocks-that-matter/ 74 Created to investigate the visual level of abstraction indie games employ, regardless of the visual aesthetic it employs. For instance, Gemini Rue56 employs a pixelated style, but tries to recreate photorealistic imagery using proportional shapes, shadows and gradients. Stylized games still carry meaning within their representations, while abstract games do not reference actual objects. 0 = realistic, 1 = stylized, 2 = abstract Distribution Channels: How are indie games digitally distributed? Direct Sale refers to games solely sold through a/ the developers own own Website. Digital distribution platform refers to the various third party platforms such as Steam, Desura XBLA and the like. Combined indicates that a game is sold both through a developers website and digital distribution platforms. 1 = Digital Distribution Platform, 2 = Direct Sale, 3 = Combined In our research, we examined 77 individual indie games. We can divide the chosen games based on their production in order to examine how they are distributed and sold and on their aesthetical characteristics in order to examine the games themselves. Indie game production characteristics Figure 12 – Distribution channels. Figure 13 – Franchise. In order to learn something about the way indie games are created and distributed, we coded the categories distribution channel, price, publisher, platforms and franchise. These characteristics do not tell us anything about the game itself, but allow us to view how and in which way it reaches its audience In regards to the analysis of the games under question, we evaluated how games are distributed and whether they have been distributed with publisher support or without. Of the games in our database, 67% (N=52) were published without a publisher affiliated in any way. Even though this number might be around what was expected, the number of games sold solely from a developer‟s website is extremely small. Only two games did not rely on a digital distribution platform: Minecraft and Telepath RPG. The majority (85, 72%) of indie games employ third party digital distribution channels such as Steam, Desura or XBLA to reach their audience. These numbers might confirm the thoughts as presented by Pedercini: the indie developer gained independence from traditional publishers in exchange for another 56 http://wadjeteyegames.com/gemini-rue.html 75 form of dependency, one in which the developers is dependent on established distribution channels (Pedercini, 2012). Obviously, this number is very likely to change when the sample size and frame change. It can be hypothesized that a large number of non-commercial indie games are very unlikely to rely on third party publishing as a distribution channel. Figure 14 – Price. Talking about release platforms, 55,84% (N=43) of games are only available for PC incl. Mac and/or Linux, whereas 37,66% (N = 29) are exclusively available for Windows PC. This might indicate the predominance of the PC platform in regards to indie games, but a definite call is not justifiable looking at the selection of our sample. Still it hints towards the PCs significance, while in other words we can deduct that 44,15% of games under observation are also released for other platforms. From looking at the different platforms, it can be seen that a fair amount of games are ported to platforms other than PC (see Table 1). The main platform which games are ported from or ported to are consoles, with 32,5% of all games under consideration are also released for consoles. Both tablet and mobile on which we can find 9,1% of the considered games. Looking at the technological advances of mobile and tablet devices and the interoperability on different platforms of major games engines such as Unity or Unreal in between Apple iOS, Windows, Adobe Flash, Google Android, Microsoft Xbox 360, Mac OS, Sony PlayStation 3, and Nintendo Wii U, the availability of indie games through different channels is likely to increase. As demonstrated by Figure 14, the indie games in consideration are to a large extend commercial (89,61 %). Noticeable is that over half of the games are within the price range from 6-10€, in total 72,73 % are sold for more than five €. From this we can hypothesize that as soon as the quality of an indie game is high enough to warrant a commercial exploitation, game developers do not settle for the lowest price range. Nonetheless, this finding has to be seen within the context of sales and bundles, in which indie games make reportedly the most of their earnings. As Nifflas explained in the interview with us: “But the thing that changed it was several bundles, not really big ones, but a bunch of steam sales together with some other indie games. That worked out really well. I made so much more money from sales and stuff like that than I made from the game release itself.”(N. Nygren, personal communication, 20.11.2012) In regards to franchises, a total of 18,19 % are associated with an existing intellectual property or other kind of franchises. Only three games in our sample employ external references: The Cat and the 76 Coup is a documentary videogame describing the CIA engineered coup leading to the fall of Dr. Mohammed Mossadegh, the first democratically elected Prime Minister of Iran. Cthulhu Saves the World is based on the works of H.P. Lovecraft whereas I wanna be the Guy heavily references various other games. The remaining 14,29 % of games are coded as indie gam franchises, in the sense that successful indie games bring about sequels and related projects. Responses Figure 17 - Level of abstraction. Additional Platform N Percent Percent of Cases PC download 77 63,1% 100,0% Browser 2 1,6% 2,6% Console 25 20,5% 32,5% Mobile 7 5,7% 9,1% Tablet 7 5,7% 9,1% Handheld 4 3,3% 5,2% 122 100,0% 158,4% Total Table 1 – Game platforms. Indie game aesthetic characteristics Figure 16 – Genre. In order to gain information about indie game characteristics, we coded the categories genre, perspective, spatial movement, level of abstraction and predominant visual style. Table 2 shows that indie games are represented through a variety of genres, and that there is not necessarily a predominant genre. However, it stands out that First-person-shooters (FPS), Strategy and Role-Playing-Games (RPG) hold a relatively share, while Sport/Simulation games are not present at all within the sample. It is hypothesized that this is based on the higher production costs those genres entail. FPS and most Sport/Simulation games have the need for a three dimensional environment, which is generally more time consuming than the creation of two dimensional assets, and indie productions are unlikely to be able to match the graphical fidelity of AAA produced games those genres are most known for. Likewise, both Figure 15 – Predominant aesthetics style. visual 77 Strategy and RPG games are usually rather complex and extensive in content, again making them difficult to be developed by smaller indie studios. As might be expected, the largest group within the genre dimension is Other Action, followed by Adventure and Platformer. These results are somewhat expected, as platformers and other action games, such as side-scrolling action games, automatically spring to mind when thinking about indie games. Predominant visual style Genre Distribution Figure 18 – Perspective. The image of the typical indie game is mirrored when looking at the spatial movement within the gamespace and the predominant perspective. Over 80 % of indie games feature two-dimensional movement within the game. In terms of the predominant perspectives in indie games, 49 % employ a side view, whereas 25% display the events from a top down perspective. Again, we hypothesize that these characteristics can be traced back to the limited production capabilities of indie game studios. Side view and top down perspectives often utilize a fixed camera, which circumvents the need for comparable costly to create three dimensional assets. Other Pixelated Handdrawn Platformer 6 8 1 15 FPS 3 0 0 3 Other Action 12 5 6 23 Adventure 7 6 4 17 RPG 1 3 1 5 Strategy 3 1 1 5 Puzzle 6 0 3 9 Total 38 23 16 77 Total Table 2 – Predominant visual style * Genre Distribution cross tabulation Looking at the level of abstraction of indie games yields interesting results in regards to the visual style most indie games are set in. In total 60,53 % of indie games are highly stylized or abstract games, it goes on to show how a lot of indie game developers make a virtue out of necessity in order to create something visually attractive within 78 limited production circumstances. Interestingly enough 30,26 % of indie games have a pixelated visual style, while 19,74 % use a decisive hand-drawn style. From cross tabulating the categories predominant visual aesthetics and genre distribution (see Table 2) we can infer that there is no strong correlation between genre and visual aesthetic style. However, 10,3% of the games under study are pixelated platformers, second largest group within our sample. Figure 19 – Dimensions. In conclusion, we can infer that the indie games of our sample are stronger represented in the aesthetic categories that are prone to lower production costs. A generally high level of abstraction, and relatively easy to create two dimensional gameplay and visuals are aesthetic characteristics of indie games that go hand-in hand with the limited production circumstances. Furthermore, it is hypothesized that these characteristics are most likely contrasting the predominant aesthetics of AAA productions. The creation of the database and determination of the different categories provided very valuable to serve as an entry point into the indie topic. In doing so, we were able to question what could be considered to be identifiers and characteristics of indie games, as has been later worked out in the chapter on indie aesthetics as well as indie production. In such, it is methodologically relevant for the process of this thesis. Moreover, it becomes apparent that the focus on the formal aspects of games does not allow to encapsulate the entire meaning of indie games. In general, on a solely empirical level, the value of the results in the database is questionable due to the abovementioned statistical weaknesses. However, the analysis of the data at hand provided some interesting insights. Looking at the aesthetically relevant categories, we can hypothesize that indie games do have a focus on technically and artistically easier to realize aspects. Furthermore, it might be concluded that indie games are a very varied group of games. The breadth and width of this thesis did not allow further expanding and on the empirical research to give the database more statistical validity. For example, the necessary limitation of one genre per title does often preclude games that play to a combination of genres, likewise as the coding of just two visual styles. The small sample size does not allow to validly recognize trends in cross tabulations. Even with more resources spend on developing the database, as a case in point, the problem of an undefined and nearly limitless population remains, disregarding how many indie games would be coded. However, there are a few things to consider in the case of a 79 continuation of the work as presented here. Tnext logical step would be to code a variety of AAA games in order to put the findings on indie games into perspective. This would allow us to compare the differences between the two groups of games, and contrast differences across all categories. 80 In accordance with our method and in order to comprehend the significance of culture for a game‟s production process, we joined a game jam with the intention of letting the outcome, experience and game alike, serve as part of the empirical basis of this thesis. With this game as our access pass we have involved ourselves in the local indie community and thereby first hand experienced its structure of perpetual PR efforts, networking and exchange of experience and contributions. Figure 20 – Concept art for Bearadise Hotel. The game was developed with a style of gameplay and visuals (see Figure 20) that deliberately mimics that which we know as indie. We have thereby attempted to the best of our ability to create a game that adheres to the iii model‟s characterization of a III game. This chapter will describe the experience of developing the game and, primarily on a cultural level, how the development process has contributed to our understanding of the indie game industry. Bearadise Hotel is a 2-4 player competitive, yet humoristic top-down 2D game with a strong focus on social interaction between its players. It uses Xbox controllers connected to a pc and is a local multiplayer game, i.e. all players play at the same pc at the same time. Its setting is a teddy bear beach resort inhabited by identical teddy bears, bustling with activity at the peak of the season. Unfortunately, one of the resort guests is a vampire. Figure 21 – End of round, vampire wins. In the game, players each control one shotgun-wielding teddy bear. At the start of a round, one player‟s Xbox controller will rumble, indicating that this player will be the vampire for that round. It is the vampire‟s mission to kill as many teddy bears as possible, either by using the shotgun or the stealthier eating feature before he is identified and shot by the remaining players (see Figure 22). When the vampire is killed the round is over and a new round will start with another playing assuming the role of vampire. The round will also end if the vampire succeeds in killing all other teddies (see Figure 21). After a set amount of rounds the scores are calculated and a winner is found. In addition to moving, shooting and (in the vampire‟s case) eating, players have one last mechanic available: Revealing. As all moving characters on screen are identical, one cannot easily identify one‟s own 81 character, let alone the characters of others. By tapping the A button on the controller, players can therefore choose to temporarily highlight their player on screen. This, however, reveals that teddy as a human player and makes him an easier target for the vampire. We entered development with the goal of creating a game that would adhere to the guidelines identified in chapter 3.1 while involving ourselves in, and thereby hopefully creating a game of relevance to, indie culture. Of the dominant characteristics established in our investigation of indie aesthetics we chose to focus strongly on only one of them: Game mechanics. With all three team members – ourselves – having a main focus on game design and no core skills in either graphics or sound design, this was a choice made out of desire as well as need. Figure 22 – In-game screenshot of Bearadise Hotel. The gameplay of Bearadise Hotel, despite it being a very humorous game, revolves around secrecy and uncertainty. Without going into specifics, this, in combination with the scoring system, proved to be an obstacle in optimizing the game‟s usability and accessibility. Several core elements of the game rely on the absence of information, something which inherently reduces accessibility. The first obstacle is the identification of the player‟s character on screen. As no player will want to reveal himself to the other players, either in order to secretly eat teddies or to avoid being spotted by the vampire, players will learn that blending in with the crowd is a favorable strategy in the first phase of the game. This lasts until suspicions have been formed and one or more teddies come under suspicion of being player-controlled, after which shooting is likely to set in. Another usability problem manifested itself in the communication of the game‟s scoring system. Generally, the death of a teddy scores points for the vampire and negative points for the remaining players. However, this cannot be reflected on screen in a way that would allow new players to make a mental connection between his action, his character and the change in score. Indicating any of these would give away the identity, the position, or both, of the vampire and thereby disrupt the balance of secrecy of the vampire and protection of the AIcontrolled teddies. These, among other issues, exemplify why its game design causes Bearadise Hotel to have a rather high barrier of entry that makes it inaccessible to new players. However, this is an issue in regard to new players only. Once players have grasped the rules and the game‟s emergent mechanics, our playtests show that play flows easily. There 82 is room for improvement in several aspects of the game‟s interface, but visual feedback creating a link between player actions and the game‟s rules has proven a necessity for novice players. Much in accordance with the idea that indie aesthetics are defined by production circumstances, the need to focus thoroughly on game mechanics rather than visuals or audio was defined by our team‟s lack of an artist and an audio designer. Furthermore, we chose to develop in Unity as this was the tool with which we had the most experience and thereby were most likely to obtain better results faster. Being a 3D engine, obtaining a pure 2D look in order to adhere to indie trends to a higher degree (as quantified in chapter 4.1) would involve more work than simply sticking to Unity‟s default 3D look. Figure 23 – Bearadise Hotel in development during Exile Game Jam 2012. Game defines team Team defines game AAA Indie Gamejam Figure 24 – Teams are assembled for AAA prodcutions whereas games are assembled by indie or, to an even higher degree, by gamejam teams. As described in chapter 3.1, the developer‟s authenticity and integrity is paramount for a game‟s chances to compete in indie culture. Beyond this initial delimitation, its relevance is in turn reflected in the game‟s overall quality, its level of innovation or its value as a remark on gaming culture. Maintaining an uncompromising attitude toward one‟s creative vision is one thing, but creating a game that is picked up on by the indie community as being of relevance is no easy feat. We do not pretend to have been able to develop a game with the potential to do this. However, the development of Bearadise Hotel and the participation in a game jam (see Figure 23) has given us valuable insights into the interplay between production, aesthetics and culture. Production-wise, game development during a game jam can be regarded as the antithesis of AAA development. While AAA productions are distinctly defined by the intended game, jam games are distinctly defined by the skills of the team. Impromptu teams are forced to make do with that which the often randomly composed team can provide. There is no time to make additions or alterations to the team in order to accommodate a particular game concept within 48 hours, the most common duration of a game jam. As Figure 24 seeks to explain, AAA productions invert this model, tending to hire talent as needed on a project basis in order to adjust to the type of development needed for a game. In that sense, the team is adjusted to meet the demands of the game while the game jam‟s hobbyist-like development approach operates reciprocally. Indie developers at large can be situated anywhere in the range between game and team as determinant, but often lean toward team-definesgame for monetary reasons as explained in chapter 3.2. The participation in a game jam, in essence an example of highly condensed indie development, in this manner underlines the 83 differences in development between indie and AAA. This connection between team and game is strongly manifested in jam games‟ aesthetics, proving them to be the direct output of the available production input. It is essentially a rapid prototyping development technique in a very short time span. On a cultural level, the hands-on development demonstrated the importance for developers of continuous participation in the indie community. First, developers benefit from participation in form of awareness. Costly marketing is out of scope for unpublished games and developers thus resort to self-marketing in the form of continuous public relations work in order to spread the word about their games. The absence of commercial marketing is a very prominent characteristic of the indie games and developers that have not reached a certain level of notoriety. Second, the shared passion for game development makes contributions to the community in the form of mutual favors highly beneficial for all parts. Intensive networking allows indie developers to recruit help, thereby shifting their determinant from team toward game (see Figure 24) at low cost or, ideally, for free: “I would say I am a sole game developer who gets lots of guest help. Lots and lots of guest help.” (N. Nygren, personal communication, 2012) This exchange of talent in turn creates greater freedom for indie developers working with limited resources as they can increase production value without adding to their own workload or being limited by their own skillset. The benefits of social networking are very particularly prominent within indie development as there is a pronounced convergence between userbase, developers and community. This strong dependence on free press coverage and word of mouth naturally leads to the formation of hierarchies within indie culture, even on a very local scale. A game that is endorsed by an individual or a website with a large community outreach, e.g. a large Twitter following or a large amount of users, is very likely to be directly benefited in terms of awareness and, accordingly, sales. MineCraft developer Markus Persson‟s endorsement of the CastleStory KickStarter campaign that lead to it reaching its $80,000 goal in less than five hours (KickStarter, 2012) is an example of endorsement by a high profile indie developer that garnered attention which translated directly into a monetary reward. This example, albeit far from the workings of local indie communities, demonstrates how the mechanisms of 84 contribution, endorsement and notoriety work both ways and how it therefore pays off as a developer to engage oneself in the community. The development of Bearadise Hotel equipped us with insights pertaining to all aspects of indie game development on a very local basis. This served as a useful contrast to the high notoriety usually characteristic of the games that achieve exposure in prominent digital media. The hands-on experience increases the appreciation of the type of dedication and skill that goes into the development and selfpublishing of an indie game. It has furthermore underlined the selfreinforcing chain of cause and effect that connects the indie production, aesthetics and culture and added to the understanding needed to develop the III model. 85 In this chapter we will attempt to formally categorize a selection of indie games through the III model. Through the analysis preceding this chapter we have shaped the model in a merge between our personal observations, interviews and theoretic analysis. This application of the model to a series of real cases will serve to validate our hypothesis by grounding it in empirical data. The games chosen demonstrate characteristics that exemplify why unclarity may arise around a term such as indie whose definition is in a constant process of change. It is also an important point here to emphasize that even though we‟re using a model and placing games within this, this model in itself is not an attempt at actually placing games with certain coordinates of that model to specify exactly how much indie production, indie aesthetics or indie culture a game has. It is here merely the point whether or not a game meaningfully could be said to belong, in a socially constructive way, to the term indie and placed within the III model. Figure 25 – The III model applied to Interstellar Marines. Aesthetics: Interstellar marines57 (Zero Point Software, n.d.) is an atypical indie game, which is emphasized by the creators when stating that their “goal is to deliver a polished AAA game experience”, hereby actively trying to differentiate the game from the expected indie game experience. If we look at the aesthetic detail, the unreleased Interstellar Marines employs photorealistic graphics, a classical filmic score, naturalistic sound and traditional first person shooter gameplay. In no part of the shown gameplay, or other marketing, are there any references made, neither is there any play on nostalgia nor can we see a focus on any uncommon or innovative mechanics. It is safe to say that Interstellar Marines shares very little with the dominant indie aesthetics; neither does the developer seem to aim to do so. Production: Interstellar Marines is developed by Zero Point Software, a small two-man team from Denmark, which has “assembled a core roster of extremely talented people who have all worked on the project at some point”. They have no publisher, but are currently trying to raise money through kickstarter.com. They fulfill All citations are from http://www.kickstarter.com/projects/zeropointsoftware/interstellarmarines-prologue. 57 86 our definition of indie production, as to our knowledge they are in no way influenced by anyone on the decisions they take. Culture: Zero Point Software is developing their game with a method they call Open Door Development. Open Door Development is centered on the developers and they are actively trying to include the community in the development process. For instance, their prototypes are made available to play and give feedback upon. This approach is common within the indie community at large, and creates the authenticity on the creator‟s side to build an audience around the game. It could be interpreted as compromising to the creator‟s creative control, especially since the method is being presented as “building the best game humanly possible, in collaboration with you!” However, we rather regard it as form of playtesting in which the users are being involved in the perfection of already planned out mechanics and/or the inclusion of consumers to create a higher degree of commitment to the game, without the game itself actually being radically affected. There is really no way for us to know this, as is often the case. However, the fact is that regardless of the reason behind the Open Door Development, Zero Point Software does not seem to compromise their vision of the game, even if the community is involved to some extent. It is still the creator who makes any and all decisions on his own terms; this fact makes the indie culture applicable in this case. Figure 26 – The III model applied to Kingdom Rush. Aesthetics: Kingdom Rush (Ironhide Games, 2011) is a tower defense game, with very sparse focus on uncommon mechanics. The typical tower defense game contains a path and allows the player to build attacking towers, either on that path or besides it, to kill approaching enemies. Kingdom Rush expands this by having mouseactivated spells and personified heroes. These mechanics aren‟t revolutionizing in the genre, but are very scarcely used. However, the game is not built around these mechanics, rather they are a small expansion to the gameplay, which still revolves around the building and upgrading of towers to stop enemies. Regarding graphics and sound, Kingdom Rush has cartoony, stylized graphics and nonreferential or 8-bit sound - clear consideration seems to have been paid to asset production cost. Kingdom Rush does have some very weak ties to indie aesthetics through the stylized graphics and the general low cost asset production, but for our purpose it is not enough to consider it as having indie aesthetics. Production: Kingdom Rush is developed by Ironhide Game studios, which is “an independent game studio based in Uruguay”58. Ironhide 58 http://www.ironhidegames.com/ 87 Games studio is comprised of three people. They do have a publisher for Kingdom Rush, namely Armor Games, a website “that hosts free Flash-based browser games”59. It is very likely that Ironhide Game studios developed Kingdom Rush first, and was only later joined by the publisher. The publisher can in that case not have exercised any influence on the development of the game itself, and therefore it is our estimate Kingdom Rush has had an indie production. Culture: Kingdom Rush is a flash game, designed to be released precisely on websites like armorgames.com or kongregate.com. These websites are predominately frequented by casual gamers, which is also the perceived target audience for this game genre. The game does not show any distinctive authorship in its design or approach to the genre. It presents itself as an extremely streamlined and well executed game, but in our opinion it does clearly not try to achieve feats of deviation from the status quo of other games within the same genre. Put plainly, while it may be a pleasing experience to play the game, it is not an interesting case that contributes to indie culture in any way. Based on these observations, we assume that the developers purposefully developed the game to cater for casual audiences. Due to this, we conclude that it does not fit well on an Indie Cultural level. Figure 27 – The III model applied to 4‟33”. Aesthetics: When you run 4‟33” (Kloonigames, 2009), a black screen appears that is slowly and gradually being colored white by a line moving from left to right. It will take the screen 4 minutes and 33 seconds to turn completely white. During this time period the game will immediately shut down if anyone else anywhere in the world (the game requires internet access to run) starts the game. Therefore only one game can be running at any given moment. It is only if your game runs for 4 minutes and 33 seconds without anyone opening the game somewhere else, that you win the game. Beside the black and white transition and the naïvely drawn win screen there are no conventional aesthetics to speak of - Neither graphics, sound or mechanics. The game is a deliberate attempt to challenge the definitions of a game by not having any controls or other aesthetics in the game itself. We do not have the time or space to justify a thorough analysis of 4‟33”, it is sufficient to say that it cannot meaningfully be said to contain characteristics of the dominant indie aesthetics, neither does it attempt to. It is trying to challenge assumptions about game aesthetics in itself and that should not be misinterpreted as uninteresting to the aesthetical field, even though we situate it outside the aesthetical circle. 59 http://en.wikipedia.org/wiki/Armor_Games 88 Production: 4‟33” is a very small game made for the Nordic Game Jam in 2009. It is safe to say that the production of this game was indie. Culture: 4‟33” is outspokenly a reference to John Cages „musical‟ art piece of similar name, in which the sounds of the concert hall, the audience etc., are the music during the musicians not-playing. Without going into this extremely interesting game, it is clear that it was made with an intended purpose in mind, thus expressing and questioning what a game is and what it constitutes. It is thus culturally interesting, as it challenges the perception of digital games as such. As it might not be even be a game in itself, this cultural relevance towards the game places it within the indie cultural circle. Figure 28 – The III model applied to Journey. Aesthetics: In Journey (Thatgamecompany, 2012) you must travel from your starting location to a tall mountain far in the distance, running, sliding and flying/hovering. The game has a multiplayer part where the game connects you with other players, and you can then follow and help each other through the game, with use of a very limited communication system of only two different abstract signs. Journey is a very stylized game - In visuals, but also in gameplay and multiplayer communication. It has a very distinct focus on atmosphere, movement and using the multiplayer aspect in an innovative way. Journey is also explicitly trying to expand the notion of games as art, through the aesthetics, incl. mechanics, and the experience of playing it. Journey is definitely in our eyes within the indie aesthetics, because of its stylized visuals, it experimental gameplay and, more dubious and interesting, the way to challenges the status quo of games and art through aesthetics. Production: Journey is the third game made by Thatgamecompany: “"Journey" is our third project in a 3-game deal with PlayStation, ... . When we were poor kids out of college, Sony offered to fund three games from us, which was a dream come true. There's no way we could have made "flOw" or "Flower" or "Journey". The catch is - they are all exclusive to the PS3”60 Thatgamecompany was founded on the basis of its creators signing a partnership with Sony, one of the biggest actors in the game industry. There is no question that Sony influenced the game - but in a way that is very different to what anyone would expect from collaboration between a very small game developer and such a big company like 60 http://thatgamecompany.com/games/journey/ 89 Sony. As seen above, one of Sonys demands was platform, Journey had to be exclusively released on Playstation. “Our relationship with Sony influenced the development of the company in many ways, first of all we knew our game would be on PS3, so that was a technical consideration on our games that have already been solved, we didn‟t have to question it. We didn‟t have to think, “Oh, is this game going to be better on the iPad or the Xbox”. We know it‟s gonna be on PS3, so we got to make a game that will work there.” (K. Santiago, Personal communication, 2012) As Santiago also points out in the same interview, it is hard to determine how Journey was actually influenced by the collaboration with Sony. It is certain though, that for the choice of platform, control was given to Sony, which may or may not have influenced the game. As quoted, the developers were not able to question whether Journey would have been “better” on a different platform. Another demand Sony made was a certain degree of polish. “They pushed us to deliver games that were at a very high level of polish and quality, I don‟t know if we would have done this on our own, there would also have been a very real factor of money and time.” (K. Santiago, Personal Communication, 2012) In our opinion this is aspect differs from the choice of platform in a key area – Sony might simply be enabling the team to do what they want to do, through their funding, even if it is a demand, there might not be a difference between what the team wants and what Sony wants. Given the choice of words, “polish and quality” and the stated hypothetical delimiting factor of money and time, we assume that this is the case. Differently, with the choice of platform, this was made before the concept of the game was even thought of, because the deal with Sony came with the development of flOw (thatgamecompany, 2007), so the game was built upon this premise, which constitutes external creative control. Therefore, it cannot be said that Journey had an indie production. Culture: This is where the case of Journey becomes very interesting. While simultaneously assuming that the production was under external creative control from demands from Sony, we assume that Journey indeed was developed under indie culture. The process of conceptualizing Journey may have been based on the premise of a certain platform, but the process itself: … “… started with: “what do we want to communicate to our players?” and every decision we made about the 90 game was around that.” communication, 2012) (K. Santiago, personal So in forming the vision and concept of the game, the team was in fact creatively free, if you disregard the choice of platform. This freedom was far from trivial, as Santiago explains when asked if the relationship with Sony made them to be more free: “I think so … as much I would have liked to say that Jenova and I would have been very courageous developers regardless … certainly the fact that we were in a relationship where we had a development deal, which meant that our royalties where mainly going go to Sony … on the flipside, it‟s a loan that you never have to pay back, in another way, so it encouraged everyone working on our games to put everything on the line… it was like, let‟s take the biggest risk that we possibly can let‟s do the thing that we couldn‟t do otherwise …” (K. Santiago, personal communication, 2012) So because of the financial security Thatgamecompany received from Sony, Journey was in fact developed with creative freedom. On the premise demanded by Sony, they built a vision and a design of a game that they did not compromise. They realized the vision to an extent that would not have been possible without the deal with Sony, according to Santiago. This leads us to believe that Journey can in fact meaningfully be said to have indie culture. Figure 29 – A selection of games as they fit in the III model. These examples are included to show the III model in effect. This is our best assumptions about these games. It is not an attempt to pass judgment on these games objectively, because the assumptions about the individual parameters might differ. However, it is our claim that the judgment itself should be based on these parameters, for the term indie to be used meaningfully. We have placed a few other games in the model, for inspirational purposes (see Figure 29). 91 In this thesis we have investigated, analyzed and formulated the meaning and the use of the term indie. Based on the division of the concept into production, aesthetics and culture we have proposed the III model (see Figure 30) as a tool for approaching a formalized discourse on indie games. The III model helps in understanding the significance of context in the classification process that, consciously or not, takes place when engaging in discourse on indie. It enables a formalized opinion forming process by offering descriptive arguments and considerations in regards to the categorization of indie games. Figure 30 – The III model. It is not the intention of the III model to pass objective judgment on any game beyond the minimal definition of indie production. Independence in game development is a concept in continuous aesthetical and cultural evolution and the model‟s categorization of indie relies on a subjective assessment of all its aspects. As explained in chapter 3.4, the production aspect is at the core of indie. We therefore argue that a game that does not exhibit an indie production cannot be classified as an indie game. Accordingly, we use the distinct characteristics of the indie production to define an indie game as: (i) A game that is developed to completion without any external control, and created by a single developer or small team. In order to categorize games that fall within the indie spectrum based on the above definition we define their aesthetical and cultural aspects. As assessment of these, often based on the subjectively identifiable features of the game, allow us to define a game belonging to the II tier of the III model as: (ii) A game that is developed to completion without any external control by a single developer or a small team AND either A) to reach a self-governed, uncompromised non-pecuniary goal or B) sharing dominant indie aesthetics. We accordingly place games that exhibit all of the abovementioned features at the center of the model, defining a III indie game as: (iii) A game that shares dominant indie aesthetics and is developed to completion without any external control by a single developer or a small team to reach a self-governed, uncompromised, non-pecuniary goal. 92 Discussing the model, games like Fez (Polytron Corporation, 2012) and You Have To Burn The Rope (Bashiri, 2008) lie within the same (III) category. However, it is clear that both games draw their significance from different parts of the model. Fez is intended to be an enjoyable game in itself, a game that is firmly rooted in dominant characteristic indie aesthetics and to be played and understood as a game, played for the sake of its aesthetics. In opposition, You Have To Burn The Rope, while drawing on indie aesthetics as well, is interesting because of its commenting value to the state of game culture, and the games industry at large, the subtext of the game is what signifies its existence. If a game is described as III, it fulfills all of the following criteria. In this way, despite the individual and continuously changing perception of the term indie, we have attempted to identify current, meaningful and important characteristics in both aesthetics and culture, which we have substantiated throughout the thesis to give a complete and useable picture of the phenomenon of indie 93 Adhesive games. (n.d.). Hawken. Amanita Design. (2009). Machinarium. Amanita Design. (2012). Botanicula. Anthropy, A. (2012). Rise of the Videogame Zinesters. Seven Stories Press. Ashcraft, B. (2010). The Search For The Video Game Auteurs. Kotaku. Retrieved from http://kotaku.com/5477174/the-search-for-thevideo-game-auteurs Barr, P. (2011). 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