Freedom and Independence is an essay by Dan McDonald on the Game Tunnel website about the reasons so many people have been going indie.
With so many people becoming independent game developers, the question is, “Why?” What makes it so appealing?
McDonald thinks that being able to create a game the way you want to make it without worrying about appeasing Marketing or some third party investor should be the big reason. Being indie because you want to be indie.
He then argues that the goal of financial independence actually constrains you and makes you less indie. By allowing your game design and creation to be dictated by the bottom line, you necessarily restrict what you might develop. Perhaps, but there is no denying that worrying about the Marketing Department is completely different from worrying about marketing. When you’re indie AND trying to make a living, your customers matter most rather than a checklist provided by a separate group in your company.
On the other hand, maybe the definition of “indie” has been stretched. Is the freeware developer who makes whatever he wants any more indie than the shareware developer who makes what his customers want? It’s one way of looking at it.
McDonald finishes the essay with the following plea:
So to new independent developers, I encourage you to enjoy your freedom and make something you are passionate about. Like most things in life, if you follow your passion you will eventually find financial success. It’s not a valid business plan, but there is enjoyment and significance to be found in creating games with passion. The potential for those kinds of games is why sites like this exist. Do you think they really want to review another game packed full of casual mechanics and themes (or whatever else is the hot selling trend of the day)? No, they exist because they want to support developers who are free to create games that are expressions of their own appreciations and personality instead of what everyone else who’s bound to the almighty dollar is doing.
When I was younger, I wanted to make video games, but I never thought it would be to specifically make clones and derivative works. I’m sure most people wanted to make the “best-RPG-ever!!!!”, or some incredibly involved simulation game. Some people have gone on to make such games. Others might have forgotten to even think about what their dream game would be…
/me adds “Decide on dream game idea” to New Year’s Resolutions.










I think for most people financial independence outweighs creative freedom. Its basically a compromise between a variety of factors. One man or a small team on a limited budget cannot realistically make “teh greatest RPG evar” as most people envision it when they’re kids or teenagers that want to make games. So unless you have a lot of financial backing you can’t make whatever game you want to.
This gives most people two real options. You either work on smaller experimental games in your spare time, or you work on casual games and try to develop a stable business that can support you financially. Time and time again its been proven that smaller more innovative games are just not as financially sucessful. Most people work on casual games because its “easy” money. You also can make small fun games that people enjoy playing and appreciate.
A third option, is just to make “teh greatest game evar” to the best of your potential. I’m seriously considering this. The problem is, I’ve made so many bad semi-finished games over the years and the reactions (consistently coming in almost last in LD48 competitions, having people tell you how bad your game is, or just knowing that the game sucks) have just made me afraid to do it. I just don’t have the ego to put months or years into some project that is completely unknown. At this point I barely even have the ego to release games that I think are pretty good. I’ve been thinking about covering it up a little by starting a blog and calling it a “game prototyping blog” or something, so even if the final product sucks ass people will still get some value from the blog. I imagine a lot of developers working on these types of projects feel the same way. They have tons of unfinished “dream games” that they can’t release because they are just bad.
Most indie game developers are nostalgic retro gamers, so their “dream game” is actually within scope of their skill set. I’m a graphics whore\programmer so my dream game would require content beyond my skill set and beyond what a single person could make.
I’d like to hear your dream game idea. For some reason I’m thinking has to do with space :).
Left by Impossible on January 20th, 2006