Two years ago, Swedish games programmer Markus Persson walked out of the development studio where he'd spent the last four years of his life making free-to-play flash games, went back to his apartment, and created Minecraft. His impulse was guided by the simple notion that game developers should only make games they care about. Less than two years after its release, Minecraft has been purchased by more than 1 million people around the world. There are more than half a million YouTube videos dedicated to the sandbox building game, numerous 24-hour live streams, and more than 3 million registered online community members. Not bad for a game made on a whim.

Given the growth of digital distribution, the rise of mobile platforms, industry-backed funding schemes, and a general feeling of competitive spirit, there has never been a better time for independent video game development. Innovation, creativity, and self-sufficiency are thriving in the global games industry; "indie" games are no longer approached with caution but are hailed as examples of brave, risky game making, led by a spirited wave of new creators who are embracing a DIY ethos. Minecraft, Super Meat Boy, Braid, and Limbo are examples of successful indie titles created by individuals or small teams that have managed to capture the attention of both the indie and mainstream space while retaining their creators' original vision. But for every Minecraft, Super Meat Boy, Braid, and Limbo, there are countless other titles--some just as innovative and spirited--that fall into obscurity and remain there, unnoticed and unappreciated. Given the means by which most indie games are published, unaided by the same marketing and promotion campaigns considered routine in the mainstream space, this is not all that surprising; nor is it surprising that luck plays such a big part in determining which indie titles "make it" and which don't. What does this unpredictability say about the future of independent game development? Can self-published games really continue to thrive in a space dominated by a handful of large studios whose overriding concern for financial gain leads them to repeat the same tired formula?
Minecraft and the key to indie success
The most astounding thing about Minecraft's success is that the game isn't even complete. Persson has kept it in beta stage until he's done implementing the various changes he has been working on since he came up with the idea for the game. It has been sold at various prices to date, according to Persson's progress; at the moment, you can buy Minecraft for €14.95 ($20.67) in beta stage. When it's finished, Persson plans to sell the game for €20 ($27.66). Take a second to reconsider the fact that the game has, to date, been purchased by more than 1 million people. Although Persson is better off financially now than the day he quit his programming job, he's no more enlightened about the reasons behind Minecraft's phenomenal popularity.
"I think it's a mixture of launching the game just as indie games were really taking off by pure luck, and the fact that people enjoy telling each other about what they make in the game," he says. "I think part of the label of 'indie' is that you make games for the sake of making good games rather than just to make money, so there's an inherent will there to be experimental and original. But as with any craft, I think it's important that you know why you're doing it. If you just want to express yourself or affect people, you shouldn't waste time trying to make business deals. Some of the time you can get lucky and find something new and exciting, but many times you just end up alienating the player unless you're very careful at exactly how you break the conventions. [In Minecraft], the combination of being able to create anything you want and the randomly generated worlds and encounters means there's a lot of room for personal stories."

This, perhaps more than anything else, is why Minecraft has gained the following it has. The game gives players freedom to leave their personal mark: there are no quests, goals, or rules; no linear story; and no guiding hand of the creator pushing players towards an inevitable end. Minecraft presents players with a sandbox world and lets them populate it with their own stories through engineering and a random combination of elements. Simplicity has a lot to do with it: building stuff out of blocks is something anyone can do. But more than that, it's the promise of possibility and depth that seems to be drawing players in. The Internet is buzzing with examples of the size, scope, and depth of Minecraft's world: a roller coaster; a topographically correct, albeit not to scale, rendering of Earth; and a highly detailed, full-scale version of the Enterprise from Star Trek: The Next Generation. Minecraft is doing something right. It's giving players what they want, and what they cannot seem to get from other gaming experiences. But what is that, exactly?
"I'm not so sure there's nothing indies can do that big studios can't," Persson says. "Valve took a chance with Portal but wisely chose not to spend too many resources on it, and it ended up being a huge success. I think it really comes down to risk management, where the almost guaranteed return of investment on a sequel to a popular game is more tempting than taking a chance on something more experimental. You can either try to replicate what someone else has done, and risk ending up drowning in the noise, or you can focus on making a game you yourself would enjoy playing."
"I choose to develop games I like to play myself, mostly because that's also the games I like making the most. I also happen to represent a fairly common demographic, so it works well. I think the current hype surrounding indie games will probably die out over time, and the more commercially successful companies might start to get more organized, but I see no reason why games can't continue to be made by small teams who make games for the sake of making good games, and still make a decent living doing so."
Whether it was more to do with luck than with timing, or whether it's simply a case of bringing together elements that players can't get from other gaming experiences, Minecraft has unwillingly set an example of how best to make it as an indie. You can almost hear the collective thoughts on independent game developers everywhere: "How do I do that?" Which leads to the bigger question of whether there really is a formula for success in the indie scene, or if it's merely about doing what you want and hoping for the best. Increasingly, the answer is pointing towards the latter, something that does not guarantee the indie golden age will last.
Journey, Monaco, and the role of publishers
By definition, independent video game development is the business of making games without the support of publishers. On the surface, the indie scene is about self-sustainability and creative control; underneath, it is guided by the same set of core values that have guided other independent movements before it. The Impressionist painters of the 19th century spearheaded one of the earliest indie movements in modern art: while artists had already begun to move towards self-sufficiency after the Renaissance in the 17th century, looking for alternative ways to fund themselves outside the patronage of the Catholic Church, it was the Impressionists that finally broke free from the established rules of academic painting and began to hold their own independent exhibitions.

The Impressionists were radicals, living by the principle that progress could be achieved only through the breaking of conventions. Their ideas were also part of the larger artistic, literary, and intellectual movement of Romanticism, whose roots lay in the aftermath of the Industrial Revolution; the art of the time was guided by a newfound sense of individuality and emotion, emphasizing realism and the plight of the average man and unified by a communal independence and spirit of rebellion. The term "art for art's sake" was coined during this period, a principle that has continued to guide independent movements from politics through to video games.
But while the very nature of "indie" implies a DIY approach, the ideas driving growth, evolution, and transformation are arguably more important than the methods by which they are achieved. Artists do not particularly like the idea of patronage, but have always depended on it to survive. This is an important distinction to make, for while it's in the nature of indie developers to stay away from publishers, the truth is that the indie movement could not have reached a golden age without their support. While mobile platforms are slowly growing and providing independent developers with an outlet to make small, cheap titles, it's big publishers like Microsoft, Sony, Nintendo, Apple, and Valve that have been the most influential in helping indies reach an audience. Platforms like Steam, XBLA, PSN, the App Store, and WiiWare have given indie games exposure and have served as a critical tool in helping audiences understand what indie games are all about. By doing this, publishers have provided indies with a much-needed audience. Click on the Next Page link to see the rest of the feature!



