The Indie Condition

August 16, 2010

I went to Freeplay Independent Game Festival in Melbourne, Australia on the weekend.  It was a good conference with inspirational talks and a great opportunity to catch up on many of my friends in the indie scene.  I noticed a trend among many indie developers I spoke to and wanted to raise some thoughts in this post.  Many indie developers were developing their first game with a common complaint being that they didn’t have enough time to work on it.  Today’s post is talking about this common condition and some thoughts on alleviating it.

What do you want to get out of your game?

Many indie’s are soldiering along in a multi-month (or multi-year) project without having clearly defined goals for their project.  When asking developers the common responses included:

  • Express creativity or artistic ability (e.g. I just have to be making games all the time, to stop the voices in my head)
  • To make enough money so I can quit my day job and go indie full time (often accompanied by a long tirade of complaining about current boss)
  • Bootstrapping a larger game company
  • To get girls!

If you haven’t already, stop and list the top 5 goals you want to get out of your current game.  Do this for each individual team member, as well as the team as a whole.  Make sure each team member is compatible and make sure the goals are realistic.  More importantly, look at whether the game you are making is the best way of achieving your set of goals. 

Write this list on a piece of paper and put it on the wall.  Every time you (or your team) have a question or are unsure of a direction to take, use this list to help with the difficult decision.  It’s crucial that everything you do is driving you towards these goals otherwise you will not reach them.  This is particularly important if you are making your independent game in your spare time (as most people I spoke to are).  The less time you have, the more productive your limited resources must be.

We’re all on the same team: share, learn and collaborate

Unlike mainstream game development, we are not competing with each other.  When making small, low priced games, there’s less competition than between the big developers.  Gamers can easily buy many awesome indie games released on the iPhone for less than the cost of a single full priced AAA title.  It’s not you OR another indie, it’s you AND another indie.  As people start to enjoy games from indie developers they are more likely to buy more indie games.

Everyone has their own strengths and weaknesses.  This also goes for small teams.  Unlike large developers we can’t just hire in the top talent to do a specific area of development.  However within the indie community there will usually be someone with the specific skill you are after.  By maintaining an open relationship between indie developers we can tap into a larger pool of resources to help with specific problems.

Finish SOMETHING

Get out there and finish something.  Many indie developers I spoke to were in the middle of working on their first indie game.  Some developers had been doing this for months or even years and still hadn’t released their first game.  Common reasons for this included:

  • Stopping work on a project to start on a smaller game (which is often still too ambitious)
  • Getting bored with an idea and moving on
  • The entire game was one big feature creep where it would never be finished
  • Far too ambitious for the team size and skill

Pick something extremely small and make itAdam Atomic gave one of the keynotes at Freeplay and commented on how Canabalt took him five days to create.  While he may be an exception, it goes to show that small, successful games can be created in a short period of time.

For your first game, I recommend giving yourself one month and creating whatever you can in that time.  Aim to complete the game in three weeks with one week of polish.  It’s important that you release something.  Like building a deck in Magic: The Gathering, it’s a lot of fun making a game, however until you’ve released it, you haven’t fully experienced game development.

It’s the best way to learn.  You can talk to as many developers as you want, go to as many conferences or read as many books as you can find.  Nothing compares to the experience of releasing a game.  You’ll learn a lot about yourself, your team and your players.  This ranges from time taken for polish to headaches with distributing your game after it’s complete.  It will also make your next game better…

Finish something GOOD

The next largest group of indie developers I spoke to were those that had released a small game that had reached little success.  Many of these games were (almost) direct copies of existing games.  If you want to have a successful game, you need to make something that stands out.  Put yourself in the shoes of your player.  Why would they buy your game?  What value do you add to their gaming life?  If this isn’t an easy question to answer then you need to stop and re-assess your main goals.

Conclusion

Are you working on your first indie game?  How long have you been working on it, how do you keep motivation and what are your top five goals from the project?

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  • http://lostdecadegames.com/ richtaur

    Yes, I am working on my first indie game! Been working on it for about 6 weeks now. We stay motivated by keeping our milestones concise. For example, right now we’re just getting whatever we can in by September 1st, when we’re essentially feature complete no matter what.

    I guess my goal from this game is: to get the experience of going through the whole stack, from inception to development to commercial release. Which feels like 4-5 bullet points to me ;)

  • http://www.doolwind.com Doolwind

    richtaur-

    Thanks for letting us know how you are going. Having a fixed deadline is a great way to keep you focussed on making something small and manageable. Experiencing the full stack is the best way I’ve seen people learn (including myself) from the pitfalls and joys of game development.

    Good luck and let us know when it’s finished.

  • http://topsy.com/www.doolwind.com/blog/the-indie-condition/?utm_source=pingback&utm_campaign=L2 Tweets that mention The Indie Condition – Doolwind’s Game Coding Blog — Topsy.com

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  • http://zomgindie.com ZOMGIndie

    While I’m not making my own game (yet!), I do tend to be one of those people who will start a project, but never get close enough to releasing it.

    Game development competitions could also be another good way to get you used to the idea of releasing or developing under a deadline. Competitions like the Ludum Dare 48 competition or Reddit’s fledgeling indie competition ca be great. The competitions aren’t there to earn you money – they’re there to get you making a game.

    Farbs also said during the “Million Ideas” talk that it’s okay to make a bad game, which I think is another good thought to keep in mind. Your game will never be perfect, so stop obsessing!

    Very good post, by the way.

  • http://Arowx.com Arowx

    Yep very good post, I tend to find I wander off on tangents too easily and end up with loads of game ideas in various stages of design/deveopment!

    I think why games stall would be an interesting area as I think it’s a design issue, once you hit a level of complexity that your design framework can’t abstract away you can get stuck or seriously bogged down.

    I’ve written a few simple indie/casual games for the PC and Mac even a couple of quick web games using flixel and have the problem of figuring out which platforms to target.

    Mind you Adam Atomic seems to develope and release in flash and then convert to iPhone, and there was an article a while back by Lost Garden about releaseing quick to develope games in flash then monitoring their populariy and taking them further.

    A technique Big Fish were using, taking their popular web games and developing them as downloadable versions.

    So I’m trying to write a Flixel to BlitzMax code converter, see if I can knock out quick flash games get fast feedback and then convert the best games and make HD versions for the PC and Mac.

    At least until I can figure out how to convert from Flixel to iPhone? ;o)

  • http://www.askingdev.com QnA site for developers

    ’ve written a few simple indie/casual games for the PC and Mac even a couple of quick web games using flixel and have the problem of figuring out which platforms to target.

    Mind you Adam Atomic seems to develope and release in flash and then convert to iPhone, and there was an article a while back by Lost Garden about releaseing quick to develope games in flash then monitoring their populariy and taking them further.

    A technique Big Fish were using, taking their popular web games and developing them as downloadable versions.

  • http://gamerboom.com/archives/36576 谈独立开发者的处境以及相关解决方法 | GamerBoom.com 游戏邦

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