"Indie Game: the Movie" is an awarded documentary about three small teams (consisting of 1 to 3 people only!) developing their own dream titles. They struggle with the lack of money, time pressure and promotion issues. Although they have to face emotional breakdowns and the vision of their hard work falling into pieces, they managed to make games good enough to make them famous all around the world.
One of those games is called FEZ and it's an interesting platformer based on the idea of rotating the whole map in order to find every secret passage and collect golden cubes. Seems pretty simple, but the beautiful music, graphic design and locations we visit with our little white character make this game unforgettable. Nostalgia is a very strong factor here - what we have here is a pixel-art platformer, and it's a genre absolutely forgotten by the biggest game producers. That's why indie developers usually "break the rules" and try to come back in time to the era of good gameplay being more important than realistic graphics.
One of the most interesting stories about indie developers comes from the life of Dean Hall, an ex-soldier and the creator of the famous modification called DayZ. Basically, he took the game that was supposed to resemble the most realistic battlefield - Arma 2 - and made it into a zombie apocalypse simulator. And it's more serious than you think - you have to worry more about food and fresh water than about zombies wandering everywhere. It's more important to find a shelter during rain than to find a shooting weapon! You can die of hunger, thirst, flu, food poisoning or even sepsis - and yet, there are zombies trying to catch you everywhere and the worst nightmare ever: other players, who are often hostile towards you and would love to kill you for your backpack with two cans of baked beans. And the whole adventure takes place on the biggest map you can imagine - 225 square kilometres!
Source: http://dayzdb.com
(Looks like eastern Poland, right? Actually, it's based in the Czech Republic)
Dean Hall created the concept while he was a soldier in the New Zealand Army. He was inspired by experiences during jungle training, where he was badly injured in a survival skill exercise. Again, his project could only happen in the "indie" world - this game is simply too hard to be published by huge, commercial producers, as difficult games have smaller target when it comes to sales.
Now, Dean has his own studio and he's working on DayZ Standalone. From a soldier to a successful producer? Why not! See for yourself:
And, question time:
1. Is working alone on such a big project a good idea? What are the odds of success when you invest in a good team versus when you work alone/with your friends?
2. Would you rather work in a big company on a huge project made up by someone else or work alone on your own idea, facing the risk of failure?
3. Do you think indie is the future? Will individual, small studios take over the gaming, motion picture or television world serving more interesting ideas, or are they doomed to be a minor force?
1. Is working alone on such a big project a good idea? What are the odds of success when you invest in a good team versus when you work alone/with your friends?
ReplyDeleteWorking alone on such a big project is ALLWAYS a bad idea. Why? Obvious - only one point of view. Creating a game and seeing it only from one pair of eyes can create situation in which there can be errors that are ommited or problems that for one person are immposible to solve. Allways work with others.
2. Would you rather work in a big company on a huge project made up by someone else or work alone on your own idea, facing the risk of failure?
Huge company all the way. Working for bigger corporation does not allways mean that You will have to owrk on huge projects 100% of the time.
3. Do you think indie is the future? Will individual, small studios take over the gaming, motion picture or television world serving more interesting ideas, or are they doomed to be a minor force?
Indies can be fun. But looking at them from bigger perspective if it weren't for Humble bundle indies would not be even mentioned within bigger groups of people.
1. That depends. Still, working on a big project is very difficult, but not impossible. Although, sometimes you think, that something would be perfect idea, and then it comes out, that it's not. So help of the others, at least from a narrative point of view, should be welcomed.
ReplyDelete2. I would prefer to work on myself. At least I would know, that there's only one person responsible for either success or failure.
3. I don't know, actually. I don't think, that they're the future, but I don't think either, that they'll die natural death. I think they'll always be there somewhere, waiting to surprise us :)
Just like @armandstanczak said working alone on such a big project is never a good idea. In this case opinions, ideas and advice from others are very necessary and useful. When creating something on a large scale, wanting to get to the many potential customers, people need to support the opinions of others. It is not worth denying that “I can do it alone”. At such a large project very rarely one man is able to do everything as well as a group of people who shared the work. I can’t imagine that Dean Hall performed alone duties of all specialists, which we could see in the film. Even if so? How much time would have to spend to achieve the same effect? Reallocation of responsibilities to others is a natural step in the development of the project. If you plan big things you have to put aside "Zosia Samosia" syndrome. That is the basis of good time management.
ReplyDeleteI think that the job in a big company on a huge project is a perfect way to gain valuable experience. The method of time management, division of responsibilities, many new acquaintances. If obstacles arise, we can see how more experienced staff deal with them. Having already baggage of experience, is much easier to start to create something of your own. More or less you know to what issues and dangers you can hit. We also know what kind of work and management systems are the most effective. “Practice, the master of all things.”-Gaius Julius Caesar Octavianus Augustus . Own business always involves risks. The ability to take risks is a feature of the entrepreneur. As Winston Churchill said: “Success is the ability to go from one failure to another with no loss of enthusiasm.” I believe that gained earlier, on "safe ground", skills help to minimize, or at least better cope with future failures.
I think that indie is something different than anything. That's the point. Reach a specific group of players. Is it the future? It’s all depends on the player’s preference, so it’s hard say.
The fun thing to add is that Dean Hall actually made the Arma II mod himself and DayZ Standalone is created by a bigger team, but still gamers prefer the mod, as DayZ Standalone is still in Alpha stage and in two years of development they didn't manage to come even close to what Dean did before!
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ReplyDelete1. I actually don't think any of those games were created by one person alone. FEZ creator, although he is the programmer, level designer and graphic designer, still had a partner - which didn't end well, as shown in the movie. The genius creator of Braid had graphics made for the game by an outside person - but he still had major impact on them. I really think it's a good idea to create games in small teams - it enables them to put their ideas into reality without others interfering, work efficiently without any external management and learn in the process.
2. If I had a great idea for the game I would definitely go with creating a game indie style with my own hands, having full control over the process. But if I wanted to learn how to create games or just wanted to create something without any particular goal - I would choose a big company, just to be safe.
3. I wouldn't agree on indies being "the future". Creating such a game takes up way to much time and effort for people to do this a full-time job longterm. Hence not that many indie games will be created and they won't ever be "the future". But I sincerely hope that the indie movement won't die off completely as those games are often the most interesting, creative, amusing and entertaining titles that are available on the market.
It's very interesting what Martyna Zych wrote..Of course there are both pros and cons of working in a big group , the same is with working alone. I think that the success of Arma 2 , which Dean made by himself is connected with fascination of creator- he build his own world, a new, fresh world, what is always a big value.
ReplyDeleteIn my opinion working alone gives a person bigger opportunity to create such individual language. The question is if that created language, is enough for creator? I think that Dean needs to develop his idea, and without such a big team it would be impossible.
I myself work with my friend- I feel very comfortable about it. Of course we have a lot of work, but I love to develop my skills, watching DayZ team I had feeling that they also do it because they love it. Facing the risk of failure is, as for me, a big motivation.
In my opinion there's no war between big game producers and small indie studios. As I see it, both will work simultaneously.
It depends, if you have spare time and you know how to create such big project it is good idea, but if you would like to quit current job just to create game it could led you to bankruptcy even before you finish your game. I would rather work in a big company on a huge project which is someone else idea, because I could feel that I'm part of something unique and which could realy change the world and be delivered to many customers. Working alone on my own idea could give me satisfaction but range of it's influence would be much more smaller.
ReplyDeleteIn my opinion indie is not the future - it brings something new and fresh to the market, but there is small posibility that they will take over the gaming. Not everyone like indie and they are mostly created for the minority of gamers.
1. I think that those times when a single person was able to come up with an idea for a game, develop it later and sell it and became a multi-millionaire are far gone. And definitely, you can not try to start with a huge game. What can you do is to make up a really simple game, especially destined for a mobile devices, and it might, nut only might, become a success. I heard, that e.g. Angry Birds where 23th game the studio launched, and none of the previous ones was a success. So yes, keep trying, but be realistic.
ReplyDelete2. Personally, I am an individualist and I prefer to work on my own. I find much more motiviation when I feel that the product is my child. I have some expierience at a position in a big company and it was tiring for me.
3. Minor studios won't take over the gaming industry, but certainly there exists huge market share for them. There lots of people who like simple, non-involving games and in that sector they are able to be a competition for big studios.
I really like working in a team. During my studies I have made almost all of my projects in the company of my two friends. Sometimes we were working even in a bigger group. I think it’s good, because you can solve all problems faster. When working together you do not make so many breaks, because it is more exciting, and you do not get tired so quickly. During the final exams we were often able to study all night. When I was on my own, I was never able to study for so long. In a team of creative people who are eager to help each other, the work is a pure pleasure. And when the work is pleasant, it usually brings better results.
ReplyDeleteBuilding something from the ground is most lucrative aspect of creating in my opinion. Why? Being a part of sam big company working on tasks, even if they are important is not the same. People love to build and create world which is result some of their mind and this is the I think the key why they chose this style.
ReplyDeleteFriends are great we need them, but we are different, like our thoughts are different.We don't like produce things which are not our concept, or we think that our ideas are better.
Many big company now try to feel employees that them position is very responsible from start to the end. This is good because we can work in big project and we can feel that our work is our thoughts. I think small companies are creative companies. The will be always better at the beginnings, more interesting for audience. But big projects cant wait, and people need sleep. So we need more people and we lose concept of small companies.
1. Is working alone on such a big project a good idea? What are the odds of success when you invest in a good team versus when you work alone/with your friends?
ReplyDeleteDepends. If you have already formed an idea then the only thing you need is someone to make your vision happen. If you work great with friends then it's good for you, but sometimes working with friends isn't such a great idea.
2. Would you rather work in a big company on a huge project made up by someone else or work alone on your own idea, facing the risk of failure?
I don't have such a good ideas so I'd rather work for someone else.
3. Do you think indie is the future? Will individual, small studios take over the gaming, motion picture or television world serving more interesting ideas, or are they doomed to be a minor force?
Indies are ok, but small groups have their limitations. Even with the greatest ideas ever it's no use if you can't make them happen.
1.The situations always has advantages and disadvantages. For example if you work on such a big projec all by yoursefl you have a lot of work and no time for yourself along with huge responsibility but on the other hand when it is done onlu you can benefit from it both socially and finacially. The same with reverse situation - you can depend on other people but after you must also share a sucess. Plus when working with other you can always learn something new and get inspired pretty easy which is a good thing, summing up it depends on person and project.
ReplyDelete2.I think it is always good to work in a big corporation for few years to see how it is being done, to get the practical knowledge, to meet people and get connentions. After having done that one can be ready to start on his own. The responsibility is bigger but you can create almost whatever you want. - that's what I woul do.
3.I think the situation wwill be that small studios continue to come up but then they will become bigger and bigger...
1.The situations always has advantages and disadvantages. For example if you work on such a big projec all by yoursefl you have a lot of work and no time for yourself along with huge responsibility but on the other hand when it is done onlu you can benefit from it both socially and finacially. The same with reverse situation - you can depend on other people but after you must also share a sucess. Plus when working with other you can always learn something new and get inspired pretty easy which is a good thing, summing up it depends on person and project.
ReplyDelete2.I think it is always good to work in a big corporation for few years to see how it is being done, to get the practical knowledge, to meet people and get connentions. After having done that one can be ready to start on his own. The responsibility is bigger but you can create almost whatever you want. - that's what I woul do.
3.I think the situation wwill be that small studios continue to come up but then they will become bigger and bigger...
*The situation
ReplyDeleteTo me, most of those so-called 'indie games' are only known because of all the hype around indie gaming lately. Sometimes i think people will praise the most simple and buggy game just to keep the 'you've probably never heard of it' attitude.
ReplyDeleteAnd when it comes to actually working on those, well, that really depends on the type and the size of the project. There are some games simple enough to be completed by a single person - which is, by the way, my favorite way to do just about anything. Then there are those semi-big ones, which require a separate graphics artist, storywriter, etc. And of course the huge productions with hundreds of people working on all the details. It's not like a bunch of guys can make, let's say, Skyrim-like game in a few months. There's just to much to do. So there will always be room for all of those - the small studios, the big ones, and the single developers.