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The Harsh Reality of Indie Game Success


The Harsh Reality of Indie Game Success — Key Lessons for Developers
Indie game developers brainstorming ideas
Indie developers face unique challenges on their journey to success.

This briefing document summarizes the key themes and important insights from the IGN article, "The Harsh Reality of Indie Game Success." It explores the unique challenges, motivations, and financial realities faced by independent game developers, even those who achieve critical or commercial success.

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Main Themes and Key Insights

1. The Elusive Nature of "Indie" and the Spectrum of Independence

Indie vs publisher spectrum
The spectrum of independence for indie game creators.

The definition of "indie" is fluid and often debated within the community. While self-funding and creative control are common aspirations, the degree to which developers achieve these varies significantly.

⦁ Self-Funding and Creative Control:

Supergiant Games (Bastion, Transistor) prioritized self-funding and maintaining creative control, even turning down publisher offers. Greg Kasavin stated, "We self-funded Bastion and we're self-funding Transistor… in fact we turned down offers for publisher money, because maintaining creative control, keeping the intellectual property, and remaining independent are all very important to us.” This allowed them to make design choices like recording voice work in a closet to cut costs.

⦁ Publisher Involvement vs. "Pure" Indie:

Some argue that even partially self-funded games with a publisher (like Bastion) don't fully count as "indie," while others believe putting too much personal cash down also disqualifies a game.

⦁ Publisher-Funded Indie (with Creative Control):

Thatgamecompany (Journey) had Sony fund all their projects (Flow, Flower, Journey), granting them creative control but retaining most of the revenue. Jenova Chen noted, "Even though it’s technically a first party game, we felt like it was still indie because no one told us what to do. We still had creative control.”

2. Financial Precarity and the Disconnect Between Success and Wealth

Empty wallet and game controller
The financial precarity many indie developers face.

Even highly successful indie games do not always translate into significant financial reward for the developers, particularly in the short term. The article highlights the often-stark reality of low wages and ongoing financial struggles.

⦁ Post-Hit Financial Reality:

Despite Bastion's success, Supergiant Games was still only "now paying ourselves above poverty-level wages and working in a small studio instead of a living room.“

⦁ Team Meat's Transformation:

Edmund McMillen and Tommy Refenes (Super Meat Boy) went from significant debt and low income ($36,000 gross in McMillen's best pre-SMB year) to financial stability after their hit. McMillen stated, "I’m at a point where I don’t have to worry about money. I don’t have to fight that fight again and I can just be creative and be happy.” However, they are described as "one of the few, the very few" to achieve this.

⦁ Publisher-Assumed Risk, Developer's Low Pay:

Thatgamecompany's Journey, a critically acclaimed and commercially successful title, left the team "penniless in the end" because Sony, who assumed the risk, "picked up most of the revenue." Jenova Chen admitted, "In terms of financial reward, it’s a gamble...It’s frustrating, but Sony assumed the risk.” Co-founder Kellee Santiago found it "depressing to find out" that even after shipping successful games, they still had to "beg so much for funding."

⦁ The Cost of Ambition:

Jon Blow (Braid, The Witness) self-funded Braid and recouped his investment, becoming the "definition of 'Big Indie.'" However, his next ambitious project, The Witness, is "way more expensive than Braid, so, if nobody were to buy it, we would be out of business. Once you are paying a team of people, you really have to be making money, and money goes away really fast.”

3. The Power of Creative Freedom and Taking Risks

Indie developer sketching game ideas
Creative freedom drives innovation and risk-taking in indie games.

A core motivation for many indie developers is the desire for creative control and the ability to innovate, often by taking risks that larger "AAA" studios cannot afford.

⦁ Prioritizing Belief Over Commercial Hit:

For Supergiant Games, "the pressure of making a commercial hit doesn’t quite match the desire to make something in which the team can believe. At any rate, our primary concern is creating something that lives up to our standards."

⦁ Low Overhead, High Risk-Taking:

Edmund McMillen emphasizes that "To be indie means to take risks, to do that you have to keep your overhead low and you have to be realistic about it.” This allows them to pursue unconventional projects like Mew-Genics instead of a safe Meat Boy sequel.

⦁ Indie Innovation vs. AAA Stagnation:

McMillen argues that "Veterans, gaming veterans, are getting outdone by kids with almost no experience...The mainstream has become so bloated and so scared...They can’t take a risk, because a real risk for them would be the company going under and tons of people losing jobs. Indies have taken that opportunity.”

⦁ Standing Out with Small Budgets:

"It doesn’t take much to make something that stands out these days...because the teams are small, and the budgets are small, the risks are small."

⦁ Personal Creative Satisfaction:

McMillen made The Binding of Isaac as a "passion project" that was "weird, that [he] didn’t care about selling, to remind [himself] why making games is so fun.”

⦁ Creative Integrity over Public Opinion:

Jon Blow explicitly states that his "opinion about games" differs from "most people" and "game critics," and that "if broad opinion likes the game, or if it doesn't, is not so significant to me."

4. The Enduring Struggle and the Long-Term Vision

Tired developer working at night
The long-term struggle of sustaining indie development.

Even after successful releases, indie developers often face continuous challenges in securing funding and maintaining a sustainable trajectory. The emotional and personal toll can be significant.

⦁ Ongoing Funding Challenges:

Kellee Santiago noted, "it is still as hard as ever to finance new, innovative games…it was kind of depressing to find out, actually."

⦁ New Challenges with Venture Capital:

After Journey, thatgamecompany raised $5.5 million in venture capital. While this eased immediate financial worries, Chen recognized new constraints: "This time we don’t have a publisher that says ‘Hey you have to ship by this date.’ To extend the project we need money, to get money we have to give up ownership of the company. It’s a totally different kind of challenge.”

⦁ The "Struggle" as Inspiration:

Greg Kasavin finds personal value in the difficulty: "I don't really want it to be easier than Bastion. On a personal level I feel that unless I'm struggling then I'm not doing my best." Jenova Chen also believes that putting "life and career [on] the line" inspires "greater game."

⦁ Personal Sacrifice:

: Chen observes that team members who were "early 20-somethings" when the company started are now "30-somethings" and "still living a college life." He admits, "most people keep struggling. I've been through three games now, and I’m still in that same situation."

⦁ The Best Reward:

Despite financial struggles, Jenova Chen finds immense satisfaction when players tell him, "you’ve made their life better… That’s the best reward I could ever get, y’know, as a human being."

5. The Democratizing Effect of Digital Distribution

Digital storefront illustration
Digital platforms have opened new opportunities for indie developers.

Digital distribution platforms have revolutionized the landscape for indie developers, offering a direct path to audiences and bypassing traditional barriers.

⦁ Bypassing Traditional Channels:

Digital distribution allows developers to bypass "many of the standard publication channels and the competition with shelf space in brick-and-mortar stores."

⦁ Accessibility for New and Old Games:

Audiences can now find games "new and old that might not have managed any publicity before."

⦁ Sony's Renewed Commitment:

Sony's support for games like The Witness on PlayStation 4 demonstrates a broader industry recognition of the importance of indie titles, partly influenced by emerging platforms like OUYA and Valve's Steam.

Conclusion

The indie game scene, while vibrant and creatively fertile, is characterized by significant financial challenges and personal sacrifices, even for those who achieve commercial or critical acclaim. The pursuit of creative control and the ability to take risks are strong motivators, often outweighing the immediate financial gains. The "harsh reality" is that success does not always equate to wealth, and the struggle for financial stability and sustainability is an ongoing battle for many independent developers.

Happy gamer enjoying indie game
The joy of playing unique indie creations.

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