Independent games viability

Interesting quote from Greg Costikyan: "fostering an independent games movement really requires solving three problems simultaneously: First, creating a desire among developers to do something different; second, finding a solution to the business issue of creating a viable channel for distribution of independent product; and third, changing gamer culture. By that I mean that people who like indie music and film are willing to accept lower production values in exchange for individual vision and creativity."

Imagine a world where you pay $15-$25 for games that last 2-3 hours. That would be the games equivalent of the modern DVD market. However, would the DVD market work at all without the big movie theater industry behind? Would the modern CD industry work without radio, MTV, clubs and live events?

Oh and let’s not forget that games platforms disappear after a few years, and the backwards compatibility efforts are not solid enough (even if that article is fairly inaccurate, the perception is what counts). At least, according to Jason Rubin, we’re approaching the end of the technological feature race – something that movies reached over 50 years ago. But with several competing platforms fighting for exclusives, the scope of the industry is in fact segregated in 3-5 sub-industries, with the corresponding reduction in awareness and overall power.

So the question is, how would this elusive "independent games industry" be, look, work like? The best I can think of are cable TV-like models for consoles; which is why I believe that Microsoft’s XBox Live project is the single most important weapon in their arsenal. But then, why did I never have any faith in the whole Phantom console thing? I guess because of the catalogue.

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