Indie Devs at GDC: The Path, the Process
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I spent the better part of the day checking out indie games. And I made a conclusion: I’ll never really get the indie scene until I learn to write code.
I reached that conclusion at the end of the Indie Game Developer’s Rant this morning at Moscone North. The highlight: final panelist Petri Purho used his five minutes of time, not to complain about publishers or tackle the “games are art” question, but to actually make a game. It was a rag doll/Peggle mash-up and it almost didn’t work until Cactus came up and helped him get it running. But nevertheless, we watched as he cut some code in one place and pasted it somewhere else and made a game before our very eyes. The crowd loved it.
Another experience: tonight I caught the launch party for The Path, the deliciously eerie horror game made by Tale of Tales, who also did that joint with the old lady in the graveyard. (Which is up for an award at the Independent Games Festival tomorrow night - and I’m right that IGF is truly Sundance for games now, no?)
The makers of The Path are artists first, technologists second. Auriea Harvey and MichaĆ«l Samyn set out to retell the tale of Little Red Ridinghood and her trip down the path to grandma’s house - and what happens when she decides to veer away and check out the woods instead. I put a couple of hours into it before I came to GDC, and that was nowhere near long enough to plumb the stories and horrors hidden in this game.
The party started at 6, and I made it to the Yerba Buena Center for the Arts just in time for the screening. And this was really a screening. While somebody - I think it was Harvey - steered us through the woods, two musicians sang and and triggered laptop samples of the score and a creaking swingset. One of the singers also gave a reading of the story of “Little Red Ridinghood,” with sexual undertones firmly inserted.
Harvey took us through a happy-case runthrough, where Ruby wanders off the path but is rescued by the girl in white. Then she triggered Rose’s story on the lake. I won’t ruin it except to say that it was powerful, affecting, and thoroughly terrifying …
… until the game crashed.
Right at the door of grandma’s bedroom, where something probably brain-scratchingly awful lay in store for us, the game hung. The cast covered up well; the musicians finished the performance and the reading, and Harvey came up and gave us a big thank you for coming. This isn’t the sort of thing anybody would really mind. But it’s one of the pitfalls of relying on so much, and such new technology.
Same goes for the Indie Games Rant panel this morning. When I read that a dozen or so of our brightest new minds in indie gaming would be sharing a talk, I expected big things. Big manifestos. Big controversies. And the panel did have its moments. Phil Fish called out the Independent Games Festival for nominating PixelJunk Eden, which was well-funded and already a big hit on Sony’s download store, when there are plenty of hard-working new gamers who can’t even scrape together the $100 to submit their game in the first place. He stirred the pot. Simon Carless even jumped onstage to correct one of his statements. Sparks flew.
But at the end, Fish caved and petered out. He admitted he didn’t know where he would set the threshold for what’s “indie” enough, and by the end he kind of wandered around and started driveling about, what is indie anyway, etc. This disappointed me. Maybe other indie gamemakers have a clearer concept of what indie means as an ethical and business concept. The indie music and indie comics scenes worked this out for themselves, and maybe gamemakers will too.
But why would they bother? Indie game developers are small businessmen waiting to happen. As soon as they get a name, they can start a studio, get a good industry job, or just take their lucrative coding skills to a lucrative coding job. Fish shouldn’t ask, “what is indie” so much as, “did I make sure to get a lawyer before I sign anything.”
The rest of the talks were, well, mostly a mess. Mark Johns tackled the “are games art” question by reminiscing about the time he told off Roger Ebert, who has argued that games can’t be art. But Ebert’s still sticking to his guns, and so are a lot of other people. “It’s just gonna take time for people like Ebert to die off,” Johns concluded.
Steve Swink, who organizes the IGF, gave a little plea for “ethical game design,” without giving any idea what that means. “If you’re going to make a game, don’t make a game that wastes people’s fucking time.” Well, that’s broad: should boss fights only last three minutes? Chris Lobay called for us to look for the auteurs in game development; good point, but we’ve been down that road too. And Flower’s Kellee Santiago called for gamers to … unite. “There are so many little flames out there,” she said (and by “little flames” she meant “all the game developers who aren’t basking in their hit stoner game”). She wants them to come together in a “big bonfire.” Well, isn’t that why everybody flew out here this week?
I did like Mare Sheppard’s mini-rant, which made the case that every single game should ship a demo. It costs more for the developers, but it’s the most ethical way to tell the customer what they’re getting and why they should pay for it. Yes, this is just a business point, but she posed it clearly and it had a lot of merit.
But Purho’s talk drew the biggest laughs, because everyone could relate to it. Everyone in the room was a coder, and everyone in the room had had their dev tools shit the bed on them. And in that sense, the indie developers that GDC has put in front of me - and again, this is just staring at the wolves in the zoo, not wrestling them in the wild - don’t have their stories straight yet. They’re still learning how to use their tools, and break their tools, and make something better than the tools were ever made to make. They’re learning to play with ideas that other people might be sick of. They’re taking a game that’s really an intriguing, creepy little piece of work and staging it like an independent film, just because that’s where their guts led them.
And yes, some indie gamers can strike a mission statement or take complicated, messy problems and cram them into a nutshell. They might even question the modes of production and all that snoozy Marx stuff. But if you want to reach indie gamemakers where they really live, I’m suspecting the way to their hearts is through their compilers.
26/03/2009 at 10:34 am Permalink
The Path is probably the first game I’ve seriously considered factoring in shoddy programming into the write-up. Between the graphical issues, the uneven controls, and clipping I’m forced to acknowledge that the game seriously needs some patching and tightening of the mechanism. David Lynch may not be able to explain his scripts very well, but he’s a master filmmaker.
Great write-up, by the way. I’m enjoying the personal tone of the coverage as opposed to the other websites trying to be neutral as they all incessantly report the exact same thing.
28/03/2009 at 1:44 pm Permalink
L.B., much thanks. It helps that I didn’t go to meetings or score invites to super-exclusive pressers. Someone else will have to get the scoops on say, how awesome it was to work with Jack Black on Brütal Legend.
07/04/2009 at 8:38 am Permalink
Hi - I enjoyed reading your write-ups on the GDC.
Just a small correction - The Path didn’t hang/crash. Auriea was using the keyboard, and she must have hit Shift a bunch of times, because the Windows StickyKeys window popped up and interrupted the game. Don’t need to know how to code to fix that problem
07/04/2009 at 9:39 am Permalink
Chris, thanks for swinging by!
I remember what you’re talking about - she accidentally switched back to the desktop because of the StickyKeys dialog - but didn’t the game also hang right at the door to grandmother’s room? Or is that how that story actually ends? Suppose there’s one way to find out …
08/04/2009 at 9:07 am Permalink
Ohhhh — I had forgotten about that. Honestly, I’m not sure! Guess this is a good excuse to buy it
(My understanding at the time was that this was the end of the story - but I remember some graphical weirdness happening at that point)
08/04/2009 at 11:44 am Permalink
I think maybe some of the weird, fragmented nature of the indie community is informed by how young and how fragmented it is. It’s held together almost as much by what it isn’t (not mainstream, not big-funded) as much as by what it is (people making games). Phil’s comments kicked off a giant thread at TIGSource going on about the same stuff - and no one really has an answer to what Indie is.
I kinda like it that way. In my heart of hearts, I know that indie games will go the way of most things like this eventually - the community will keep renewing, but we’ll also have some snobbiness set in as we get more rockstars, the whole “you’re not hip enough” thing. I think that once we get to the point where we have codified and sorted it all, we’ll be more than half-way towards calcifying what makes indie games awesome.
Take my thoughts with a grain of salt, though… I’m still finding my way around in these parts as well, to some extent.
21/04/2009 at 6:24 pm Permalink
As much as it may only make sense to some of us that people would go to GDC with a mind towards open collaboration, you might be surprised how often people meet that idea with a blank stare. Sometimes they look at you like you’re crazy for thinking that indies can afford to give away their secrets to each other.
I think this year’s GDC show a strong trend among indies towards a spirit of open collaboration, and that it is sometime we can’t talk about too much at this point. Kellee’s plea was a great start, as was Ron Carmel declaring “We are your friends; NOT your competition!” and inviting other indies to ask them for advice when needed.
The hardcore programmer culture among indie game devs certainly can be intimidating and/or alienating for some, but I believe that that too will ease with time. More and more, the artists and (less code-oriented) designers behind indie games are being recognized, sometimes even more so than their programming partners. Kim Swift comes to mind, for one, and from what I’ve seen, the designers and artists from student teams that “go indie” after graduation seem to get at least as much recognition as other teammates.