Meiam said:
I think quantity does beget quality, but not because of collaboration or anything but just shear number. Lets say 5% of all indie game are quality one, well if you have 10 000 more indie game you'll have 500 more quality title. I'd say democratization of the tool is bringing far more people in, but its probably also lowering the percentage of quality game, so we'll get more quality but we'll have to shovel even more crap to get to them. Just look at all the JRPG made with RPG maker that dot the steam landscape.
Collaboration is also pretty strange, at what point does multiple small studio banding together under the same umbrella stop being indie?
Honestly I'm not as enamored with the indie industry as most seem to be. There's lot of great game coming out of it, but here again I think its mostly due to raw number. Also that there copying different stuff, in the AAA world everyone copy the successful AAA game, so its very stale. In indie they just copy the successful indie stuff and occasionally the retro stuff. This mean that until not so long ago we were getting lots of new stuff because there wasn't much indie game to copy so people innovated (and the retro game were fresh since we didn't get any like those in years). But now the indie market seems just as stagnant as the AAA, we see troves and troves of minecraft clone, of gone home wanabe and retro platformer. I've been looking at every new release on steam everyday for the pass 5 years, and I'm not really seeing any increase in quantity over quality, there's just more stuff.
Fair points all. There's certainly something to be said about the statistics approach. We've certainly got more devs which translate to more games, which, assuming a similar percentage of quality games, does bring a larger number of quality titles to market. It's definitely a factor here, but I'm not sure at this point whether it's the dominant force.
I think at the outset, and new set of tools will bring out a slew of low-end creators trying their hands at the craft. It's an odd comparison, but I think it's akin to the Magic: the Gathering metagame when a new set comes out. It offers new tools, which people are still learning the nuances of, so frequently the simplest decks will win the first few tournaments, until the more innovative deck builders have had a chance to really learn the new tools, and create the next big thing. I think as more advanced dev studios start pushing the envelope on quality, they'll force out the filler. It's anecdotal and speculative, but I think it's a theory worth considering.
As to the stagnation, there's some truth to that, but I've definitely noticed a lot of new ideas in the past few months, as well as well-executed adaptations of some of the tired genres/clones you mentioned. I finally got Circa Infinity written up today, which is, as far as I've seen, an entirely novel approach to platforming. It should be live shortly, if you want to check it out. Earlier this year was Hand of Fate, which pulled well-used elements from a variety of games and genres, but assembled them in a unique way. Leap of Fate is set up oddly similarly to Hand of Fate, though the dev at the show stated they were already in development when the Hand of Fate Kickstarter went up, so, despite the hyper-similar game design, they were ostensibly designed in separate parallel. (http://www.escapistmagazine.com/articles/view/video-games/conferences/pax-prime-2015/14495-Leap-of-Fate-Preview-PAX-Prime-2015-Indie-Rogue-Lite )
I covered Conflicks recently, which is a small-scale RTS with Angry Birds-style navigation, which are again both known concepts, but combined in a unique formula. Also, their dedication to the space chicken gimmick was beautiful.
I'm absolutely not suggesting that there isn't a glut of minecraft clones, retro platformers, etc. and I'm as tired as everybody else in the world of hearing "roguelike" or "procedural" as a game's biggest selling point. I've just seen some unique genre blending, interesting applications of well-known mechanics, as well as wholly new mechanics that strike me as important to furthering the industry's innovation.
The question of when an indie collective stops being "indie," I don't have an answer to that. It's like the "when does stubble become a beard" question, which doesn't really have a good answer. I think the definition of "indie" will continue to evolve over time, but whether it becomes more inclusive or less remains to be seen. "Triple-I" has already been coined to describe the more successful and better funded indie studios, which might be where we start seeing a distinction, or we may well just end up seeing a move towards a category in between AAA and Indie. All that said, does being able to ask a colleague from another studio for code suggestions or whatever actually change the status of the studio? It's not really any different than me asking another writer to help with wording a sentence. It's an interesting philosophical question, for sure. I don't have a good answer. Yet.