What Makes an Indie Game?

Good Morning Friends! This morning I am going to spin off of a topic that started on the Blaugust Discord. Side note and a bit of a plug… every single day there are discussions like this happening there. Ultimately a conversation thread spun up in the Post Discussion channel about what actually denotes the title “Indie Game” and to a lesser extent what makes something a “AAA Game”. These two terms are often times bandied about as opposite ends of some sliding spectrum. What I present to you today is that we often use terms with concrete certainty like “hardcore” or “casual” without them really having any concrete meaning associated with them. I feel the same is entirely true for what we think of as “Indie Games”. I first heard the term “indie” as referred to record labels or bands. I remember listening to a lot of great albums on Sub Pop or SST. Collectively it was agreed that this term meant any band or label that did not get big label support and as a result was not getting much in the way of airplay on the radio. This sort of music was largely relegated to college radio stations or other smaller independently owned stations that had programming other than “Top 40”. I still remember the weird feeling when Red Hot Chili Peppers crossed over from being a very underground phenomena to being on a major label and that you could find cassette singles in Walmart or hear them on the local rock radio station. However just as the fact that radio has no real relevance anymore, I would suggest that “Indie” doesn’t mean a whole lot in gaming terms either.
To illustrate this point, let’s have a thought experiment. I present to you four games that all have had fairly wide success. Which of these are independent games? How do you even quantify what independent means? I see lots of twitter accounts for example heralding that they only play Indie games to give Indie developers airtime… but what does that even mean really? Does “Indie” denote a design ethic or an art style, or does it simply mean an independently held studio not owned by a large publisher or first party platform? Let’s break down each of these four games and present the information we know about each of them.
  • Hades – Developed by Supergiant Games which is a studio of around 20 people. Supergiant originally had a publishing contract with Warner Bro.s Interactive Software, but more recently they entered into an exclusive publishing deal with Take-Two Interactive that relates specifically to physical game editions.
  • Valheim – Developed by Iron Gate Studio which at the time of creating the game had around 5 employees. This was published through Coffee Stain Publishing, which was acquired by Embracer Group in 2018.
  • Death Stranding – Developed by Kojima Productions LLC which is an independently held studio reformed out of the ashes of a similarly named studio once owned by Konami. It has around 80 employees and the development of Death Stranding was in part funded through a timed exclusive deal with Sony Interactive Entertainment. Additionally there is a publishing deal with 505 Games to handle the PC release only.
  • Cuphead – Developed by Studio MDHR with a staff of around 20 people. This was funded in part due to an exclusivity deal with Microsoft that lasted a little over a year.
So again I ask you, which of these games is an “Indie”? The truth is I really do not know. Before this thought experiment I would have said Death Stranding was not but Valheim was… however in truth the data could flip in the opposite direction given that Embracer Group is now one of the largest publishers. My original definition of what made an Indie studio would fall along these lines:
An Independent Games studio is any studio not owned exclusively by a first party platform or is not the exclusive subsidiary of one of the major games publishers.

So under that language if you were not owned by one of the platforms of publishers that held big ticket E3 shows… you were an Indie. By that specific verbiage every game in the above list would qualify as “Indie”. However I feel like that might be disingenuous as often times there is another criteria that folks bring into the mix. That of course is budget and the truth is I could not find any reasonable numbers surrounding the budget of any of the titles above. My gut reaction would be that Death Stranding had the highest production budget and Valheim the lowest… with the others taking the middle ground and probably Hades having a higher budget than Cuphead. I still say that right now, with the way that games work and publishing in general happens between the assorted platforms… that none of these titles have any real meaning. I would say the same is true with AAA games… which is a term I found out yesterday apparently comes from the ratings of financial bonds. We are going through a really weird phase, especially with Microsoft acquiring what used to be large publishers to turn them into semi-exclusive vassal states. I think in the coming years the differentiators between all of these terms will become more meaningless. While we as human beings love to classify things into silos, I submit that the only meaningful designation right now is “games I enjoyed” and “games I did not enjoy”. I know I am riding on the fumes of a discussion that has already died down on the Blaugust Discord, but if you have any more thoughts to add to the mix I would love to see them below. The post What Makes an Indie Game? appeared first on Tales of the Aggronaut.

Exploring Ancient Greece

I don’t have anything terribly exciting to talk about this morning. I spent my evening as I have spent a lot of evenings recently exploring ancient Greece. There is a kind of game that has rapidly become my favorite things to play, which is in the lineage of Witcher 3. Essentially I love wandering around these big sprawling worlds with lots of pockets of detail for me to navigate and explore. I like that they live in this duality of both being quest driven when I want to have structure, and completely open ended when I just want to run amok and take out a camp of soldiers. It feels like I am inhabiting the world and after a very “on rails” experience like Guardians of the Galaxy, it is refreshing to be able to get off the beaten path.
The thing is… there is an awful lot to see in these game worlds. While it is absolutely certain there is a lot of sameness, especially when it comes to set decoration… there is just enough variety to keep things feeling fresh for me. I especially love finding the vistas that serve as teleportation points in Assassin’s Creed games. They give you this big sweeping view of the world from the eyes of your bird and give you a better understanding of the lay of the land. Often times it is through these that I spot things off in the distance that I want to go explore later.
When I play a game like this I feel like I live in this constant tug of war. It creates this cycle of pushing forward the narrative of the main story quest, and then roaming around for awhile trying to make sure I have seen what there is to see in a specific area before pushing the narrative forward again. There is most definitely a feeling that you are at risk of missing something and that it is highly unlikely that you are going to make it back this way again as the story keeps moving you forward to new areas.
With Odyssey however I see this mix changing up a bit in ways that it did not in Origins. There was some online interaction between the game and the presence of other players. I remember there being targets that would spring up that you could kill to get revenge for another player. This time around there are player driven missions that have been created that you can explore, or you also have a series of daily and weekly bounties that you can partake in. This serves to further MMOize what was a largely single player experience. While there does not appear to be actual players roaming around the world with you, there is quite a bit of bleed over as the game resents you with screenshots that players have taken of specific areas.
If the discussion points that I have heard are to be believed, it sounds like maybe with Valhalla UbiSoft pushed this dynamic too far into the MMO direction. For now most of the things in Odyssey seem to have improved upon the things I liked from Origins. I am sure at some point I will make my way to Valhalla and it will be interesting to see how these dynamics have shifted again. Ultimately I am hoping to make Odyssey keep my attention for the next few weeks until Horizon Forbidden West rolls out. Greatly enjoying my evenings roaming around the ancient world. The post Exploring Ancient Greece appeared first on Tales of the Aggronaut.

Blizzard Survival Game

Yesterday Blizzard released a recruitment pitch looking for new talent to work on a currently unannounced survival game. We know almost nothing about this other than based on the concept art provided that it appears to be leaning into a more fantasy world/through the looking glass feel. Though at this stage I am doubting you can really read much into this one. It makes sense that Blizzard would be exploring this genre because it isn’t one that they have a game in. For decades the Blizzard model has been to take a game genre that is reaching maturity, and then release a highly polished version of it that leans on the best features of everything else out on the market. If the company still has any of its magic dust left, survival is absolutely a genre that could use coalescing into a better game.
One of the challenges with survival games as a whole is there are already a good number of pillars of that landscape. Ark, Rust, and The Forest are likely the biggest players, but you have a number of smaller games that have had their own “phenomena” moments like Valheim where everyone seemed to be playing them. Most recently New World has proven that there is still a lot of interest in the genre and that folks are looking for a more complete game experience. Unfortunately also in the case of New World it has been proven that players will not put up with a crappy game experience as its player base has dwindled to a peak of just under a million players to a current peak of just over seventy thousand.
New World however is a tale of mismanagement pure and simple. From the short sighted server design, to the history of patches that destroy entire chunks of the game, to the questionable reliance on a game ethos that appears to be counter to what the players wanted. I feel like if New World were a game that could support large communities and had an interesting progression that did not feel openly antagonistic towards its player base… it would have been a multi million player game. So if Blizzard can come along behind something like New World and learn from its mistakes, then I fully expect it would be a success. Pending of course that the company is able to deal with all of its hostile working conditions bullshit in a reasonable manner.
I do however wonder if this might be one of the first changes we have seen as a result of the Microsoft acquisition plans. No matter how successful a Blizzard Survival game might be, it was never going to be a success on the order of magnitude of the Call of Duty franchise. Activision Blizzard seemed to only care about games that would be that level of success, given how many studios were lashed to the support of that single franchise. Phil Spencer has already shown interest in breaking up that Call of Duty machine and letting studios create different sorts of games. So I am wondering if this is creating an environment where it is okay to move forward with smaller games. Based on some comments from Mike Ybarra it sounds like maybe this game has been in pre-production for a bit. I just wonder if the talk of the acquisition is creating breathing room for games that might be ideal for Game Pass.
It is way the hell too early to tell if I would be interested in a Blizzard Survival game, but I will say what I am very interested in is someone making good on the potential that New World had. Amazon Game Studios has proven time and time again that they do not have what it takes to make that game a success. Proof of this comes again within the last 24 hours when a patch has broken a good number of the games systems including storage and crafting and produced at last count 267 significant bugs. In addition to actual bugs they took measures to obfuscate the player count, so that the player base would have a harder time seeing drops in population which is never a good sign. So essentially I want someone to make good on the promise of this genre and present something that is stable and designed in a manner as not to fragment the player base and prevent us from all playing together.
When a survival game is good, it is this blissful experience of exploration and discovery. When it is bad it is a frustrating skinner box designed to focus grinding of the player base and create a flytrap of forced engagement. I would love to see Blizzard bring with them knowledge they have learned from other genres and produce a leap forward in the survival game genre. I am just not entirely certain if I believe that Blizzard is still a company that can do this. Shadowlands has been a miserable experience, and I have serious doubts about if Diablo 4 is going to be the game I hope it might be. I am still holding out a glimmer of hope though that the Microsoft Acquisition will create a lot of net positive effects within the company that will ultimately improve the quality of their products. So what are your thoughts about the prospect of a Blizzard Survival Game? Drop me a line below. The post Blizzard Survival Game appeared first on Tales of the Aggronaut.

Kassandra the Pirate

Traditionally I had never really been a fan of the Assassin’s Creed franchise, but that changed in 2017 when the entire thing pivoted hard. I feel like the modern incarnation of the series is very much UbiSoft attempting to capture the magic of The Witcher 3 and duplicate it. So if you too had bounced off early titles, but also love big open world adventures… then maybe AC is a series you should check out again. It took me awhile to really attach fully to Origins, but when I finally did I loved the game and greatly enjoyed playing as Bayak of Siwa. Then the sequel released and brought us to Ancient Greece and while I picked it up… I never actually got around to playing it.
Since I seem to be rolling through a series of single player games and after coming off Guardians of the Galaxy, I decided to remedy never getting around to this game. I had started the game but never really got very far into it, so I picked up from the original save and kept going. I had heard from many people that Kassandra is the far better option as far as the game goes, and is a more interesting character. I’m already a big fan and I am looking forward to see how this character evolves over the course of the game. I had some “free” outfits waiting on me, so I have dressed my Kassandra is Norse outfits that I am guessing I got around the launch of the next title in the AC series.
I am not super far into the game but have essentially completed most of “tutorial island”. There are a lot of things about the game that feel like they have improved since the previous outing. There are quality life life improvements like the ability to just crank up your walk speed to where you are running all of the time. Essentially in an open world game like this… I don’t love using horses. I am not sure what it is about horses, but I always just end up running around everywhere and my pinky finger gets tired mashing the shift key. I think part of it is that I feel like I miss a lot while mounted, because I live for random combat encounters as I move from point A to point B. Additionally it allows me to pick up all of the random iron and wood that I happen across along the path.
When I stopped playing for the night I was finally out on the open waters with my ship and crew. I learned how to do me some open water piracy and such. This series has always done a better than average job of ocean combat, and I greatly appreciate how they have improved a lot of aspects of it. For example you can just hit a hotkey to board the ship, and it will align the ship so you can jump across and do some deck to deck combat. Similarly you can just hit a hotkey to “dock” the boat when you get close to land. Things things were always somewhat fiddly in Origins and I am always on board for improvements. This is a pretty huge game, so I fully expect to be engaged in this one for awhile. Maybe even long enough for Horizon Forbidden West to come out next month. The post Kassandra the Pirate appeared first on Tales of the Aggronaut.