There's a thread at the 1up forums now about indie games and whether they're more sizzle than steak, so to speak - whether too many of them rely too much on high concepts and fall through on execution. Considering my recent experience with The Last Door, I thought I'd make like many of the posters in the thread and take stock of my satisfaction with the indies I've played.
Genuinely enjoyed; these were great: The cooking sim Cook, Serve, Delicious is one of the best games I played in its year, an immensely satisfying combination of planning and quick-hit, fast-fingered gaming with excellent art & sound assets that provide crucial sensory accentuation to the experience. Ib, likewise, is a sweet, imaginative children's horror adventure with a great premise, lovable characters, memorable visuals, genuinely scary moments, and really player-friendly save placement and game length. Puzzle Quest's Bejeweled-RPG mashup was daft yet inspired and addictive, and the game had a good sense of humor. (I haven't beaten its final boss to this day, though.)
I'm getting conflicting info on whether Chime is an indie game - its studio has handled some bigger 360 titles and shovelware but seems to dabble in smaller titles - but it's a sleek & terrific music puzzler nonetheless.
Not entirely successful but interesting: Kentucky Route Zero's artsy ambition and tendency to heap too much on its plate get in the way of it telling its human stories, but it sure is striking visually. Planet Stronghold makes some goofy decisions in a sort-of misguided pursuit of being sexy, but its combat engine did some genuinely interesting & challenging new things, and I took a shine to some of its characters; I'll be playing the sequel. I remember Yume Nikki more fondly as time goes on; it's formulaic in how it's assembled in parts and often too incoherent even for dream logic, but it's unlike anything else out there - it's genuinely surreal. Palette needed some reworking of its script, but I liked the premise and the visuals of the amnesiac protagonist piecing together her shattered memories (with yet-unidentified figures sketched in silhouette like chalk outlines) and trying to string them back into the missing story of her life.
I admired Home's smart commentary on how player freedom often clashes with telling a narrative, even though I gather from other players' experience that some possible routes showcase this theme better than others.
OK: I was obsessed witih Terraria once I finally got around its ridiculous save-eating problem (in short: play it only through the Steam client; do not download it separately), but after I finished with the game, I didn't feel the slightest need to go back to it; it's utterly disposable. The Crooked Man lacks inspiration, though it has solid work put into it. Wizorb's OK if you're using a mouse and arrrgh otherwise. Five Days a Stranger has some good puzzles and Trilby's Notes some deft cutscene direction (and the origin of Slenderman, if you care about that), but I like them and their uglier aspects less as time goes on and I become better-acquainted with their superior inspirations.
Groundbreaking experiments that are important but flawed: Gone Home is an interesting, exhaustive study of how to tell a story through documents and environment, and I like the story - which has really resonated with a lot of people - but my overriding sentiment to the game is still "that was not worth twenty bucks." Dear Esther: that story is a big bunch of hooey, but it did demonstrate, as one GameSpot reviewer put it, how "video games allow for pacing and discovery that would be impossible to reproduce elsewhere" - and those are dang purty caves. I respect what Depression Quest is trying to do, and it's smart in how it plays with game conventions to reproduce the mindset of depression - but it falls down a good bit when it comes to addressing how to treat the illness (byproduct of the designer living in a land of unlimited healthcare, I suppose), and the ridiculously, unrealistically sunshiny best ending makes the whole game ring a bit false.
Didn't work: Neverending Nightmares and The Last Door. Also Desert Nightmare and The Longing Ribbon. All of these are horror games, and all of them share, in different ways, a fatal callousness toward their horrific events. Good horror demands empathy.
Sword & Sworcery is near-entirely a delivery system for geddit-geddit memey humor that's not up my alley. Lone Survivor is too busy trying to elbow the player in her ribs with unsubtle Silent Hill references to notice the gapingly stupid game-killing flaws in its designs; wish it hadn't taken me over three hours to do so.
Hello? Hell...o? assembled a slew of interesting story gimmicks and completely forgot to write a story worth telling with them.
(Continuing from a couple categories above: 7 Days a Stranger and 6 Days a Sacrifice are largely ecch.)
Cannot play due to technical issues: I know Anna got critically drubbed, but I was intrigued by the setting - a dark but smallish and overgrown abandoned building located in a sunlit mountain range. I wanted to see if the designers could use this contrast of dark and light, and the overwhelming presence of nature, to their advantage. The camera just whips around at an utterly unplayable speed, though, and the frame rate is garbage. (My computer just might not be equipped to handle the game, though it's played seemingly more demanding games without a hitch.) I also downloaded the demo for Blueberry Garden a couple nights ago, but something about the character movement makes me nauseous. (I also can't figure out what the heck's going on in the game.)
Conclusions in this experiment:
- Indies are prone to trying too hard to be edgy or memey and thereby forgetting to be good. Horror titles are particularly susceptible to this.
- Many good indie titles, or at least good aspects of indie titles, are born out of coping with limitations (Gone Home: we don't have the budget to animate characters, so let's concentrate on telling a story through documents; Chime: we're blowing most of our budget on song licensing, so let's make sleekness a hallmark of our by-necessity streamlined interface & gameplay).
- The more ambitious and better-funded - or at least most expensive-looking - titles (Dear Esther, Kentucky Route Zero, Gone Home, Neverending Nightmares) often let their ambitions trip them up on the basics of either gameplay or storytelling.
- Across every category, in fact, there are mistakes made that wouldn't make it past the QA process of mainstream ventures (Terraria's lost saves; Lone Survivor's dead ends; Yume Nikki's...well, it's not a mistake, but I don't think anything in Yume Nikki would get through corporate).
- Not all of this experimentation pays off, at least in the game that introduced it, but it gets ideas into the market that wouldn't arrive there any other way. It's heartbreaking when great, original ideas don't deliver, but that's the nature of experimentation - not everything leaps into the marketplace fully-formed, golden & gleaming, like Athena out of Zeus's head.
- The variation in quality in a given gamer's indie game portfolio probably has a lot to do with buying habits, too. The minute barrier to entry presented by Steam-sale bargain prices and RPG Maker free-for-alls means that the average player is willing to take a good deal more risk and try stuff that wouldn't get by their purchase-vetting process normally. I didn't like Desert Nightmare at all, but I wouldn't have given it a second glance if it weren't free in the first place.
- Where indie games seem to succeed, mostly, is in introducing the market and audience to new ideas, which certainly isn't a bad thing. And, hey - at least in my experience, I've beaten Sturgeon's Law, at least. I can't say indie games are doing much worse than mainstream commercial titles for me this year (*coughcoughChronoCrossSeikenDensetsu3LegendofManacoughcough**).
My, those conclusions were original and illuminating! Most assuredly, they were worth all that rambling!
.
Genuinely enjoyed; these were great: The cooking sim Cook, Serve, Delicious is one of the best games I played in its year, an immensely satisfying combination of planning and quick-hit, fast-fingered gaming with excellent art & sound assets that provide crucial sensory accentuation to the experience. Ib, likewise, is a sweet, imaginative children's horror adventure with a great premise, lovable characters, memorable visuals, genuinely scary moments, and really player-friendly save placement and game length. Puzzle Quest's Bejeweled-RPG mashup was daft yet inspired and addictive, and the game had a good sense of humor. (I haven't beaten its final boss to this day, though.)
I'm getting conflicting info on whether Chime is an indie game - its studio has handled some bigger 360 titles and shovelware but seems to dabble in smaller titles - but it's a sleek & terrific music puzzler nonetheless.
Not entirely successful but interesting: Kentucky Route Zero's artsy ambition and tendency to heap too much on its plate get in the way of it telling its human stories, but it sure is striking visually. Planet Stronghold makes some goofy decisions in a sort-of misguided pursuit of being sexy, but its combat engine did some genuinely interesting & challenging new things, and I took a shine to some of its characters; I'll be playing the sequel. I remember Yume Nikki more fondly as time goes on; it's formulaic in how it's assembled in parts and often too incoherent even for dream logic, but it's unlike anything else out there - it's genuinely surreal. Palette needed some reworking of its script, but I liked the premise and the visuals of the amnesiac protagonist piecing together her shattered memories (with yet-unidentified figures sketched in silhouette like chalk outlines) and trying to string them back into the missing story of her life.
I admired Home's smart commentary on how player freedom often clashes with telling a narrative, even though I gather from other players' experience that some possible routes showcase this theme better than others.
OK: I was obsessed witih Terraria once I finally got around its ridiculous save-eating problem (in short: play it only through the Steam client; do not download it separately), but after I finished with the game, I didn't feel the slightest need to go back to it; it's utterly disposable. The Crooked Man lacks inspiration, though it has solid work put into it. Wizorb's OK if you're using a mouse and arrrgh otherwise. Five Days a Stranger has some good puzzles and Trilby's Notes some deft cutscene direction (and the origin of Slenderman, if you care about that), but I like them and their uglier aspects less as time goes on and I become better-acquainted with their superior inspirations.
Groundbreaking experiments that are important but flawed: Gone Home is an interesting, exhaustive study of how to tell a story through documents and environment, and I like the story - which has really resonated with a lot of people - but my overriding sentiment to the game is still "that was not worth twenty bucks." Dear Esther: that story is a big bunch of hooey, but it did demonstrate, as one GameSpot reviewer put it, how "video games allow for pacing and discovery that would be impossible to reproduce elsewhere" - and those are dang purty caves. I respect what Depression Quest is trying to do, and it's smart in how it plays with game conventions to reproduce the mindset of depression - but it falls down a good bit when it comes to addressing how to treat the illness (byproduct of the designer living in a land of unlimited healthcare, I suppose), and the ridiculously, unrealistically sunshiny best ending makes the whole game ring a bit false.
Didn't work: Neverending Nightmares and The Last Door. Also Desert Nightmare and The Longing Ribbon. All of these are horror games, and all of them share, in different ways, a fatal callousness toward their horrific events. Good horror demands empathy.
Sword & Sworcery is near-entirely a delivery system for geddit-geddit memey humor that's not up my alley. Lone Survivor is too busy trying to elbow the player in her ribs with unsubtle Silent Hill references to notice the gapingly stupid game-killing flaws in its designs; wish it hadn't taken me over three hours to do so.
Hello? Hell...o? assembled a slew of interesting story gimmicks and completely forgot to write a story worth telling with them.
(Continuing from a couple categories above: 7 Days a Stranger and 6 Days a Sacrifice are largely ecch.)
Cannot play due to technical issues: I know Anna got critically drubbed, but I was intrigued by the setting - a dark but smallish and overgrown abandoned building located in a sunlit mountain range. I wanted to see if the designers could use this contrast of dark and light, and the overwhelming presence of nature, to their advantage. The camera just whips around at an utterly unplayable speed, though, and the frame rate is garbage. (My computer just might not be equipped to handle the game, though it's played seemingly more demanding games without a hitch.) I also downloaded the demo for Blueberry Garden a couple nights ago, but something about the character movement makes me nauseous. (I also can't figure out what the heck's going on in the game.)
Conclusions in this experiment:
- Indies are prone to trying too hard to be edgy or memey and thereby forgetting to be good. Horror titles are particularly susceptible to this.
- Many good indie titles, or at least good aspects of indie titles, are born out of coping with limitations (Gone Home: we don't have the budget to animate characters, so let's concentrate on telling a story through documents; Chime: we're blowing most of our budget on song licensing, so let's make sleekness a hallmark of our by-necessity streamlined interface & gameplay).
- The more ambitious and better-funded - or at least most expensive-looking - titles (Dear Esther, Kentucky Route Zero, Gone Home, Neverending Nightmares) often let their ambitions trip them up on the basics of either gameplay or storytelling.
- Across every category, in fact, there are mistakes made that wouldn't make it past the QA process of mainstream ventures (Terraria's lost saves; Lone Survivor's dead ends; Yume Nikki's...well, it's not a mistake, but I don't think anything in Yume Nikki would get through corporate).
- Not all of this experimentation pays off, at least in the game that introduced it, but it gets ideas into the market that wouldn't arrive there any other way. It's heartbreaking when great, original ideas don't deliver, but that's the nature of experimentation - not everything leaps into the marketplace fully-formed, golden & gleaming, like Athena out of Zeus's head.
- The variation in quality in a given gamer's indie game portfolio probably has a lot to do with buying habits, too. The minute barrier to entry presented by Steam-sale bargain prices and RPG Maker free-for-alls means that the average player is willing to take a good deal more risk and try stuff that wouldn't get by their purchase-vetting process normally. I didn't like Desert Nightmare at all, but I wouldn't have given it a second glance if it weren't free in the first place.
- Where indie games seem to succeed, mostly, is in introducing the market and audience to new ideas, which certainly isn't a bad thing. And, hey - at least in my experience, I've beaten Sturgeon's Law, at least. I can't say indie games are doing much worse than mainstream commercial titles for me this year (*coughcoughChronoCrossSeikenDensetsu3LegendofManacoughcough**).
My, those conclusions were original and illuminating! Most assuredly, they were worth all that rambling!
.