In a market still saturated with $60 games that are more often than not derivative of each other, people are actually mad that there are groups of daring, rogue developers unafraid to try new things, unshackled from the publisher bureaucracy, and willing to take risks to, more often than not, do something new and unique. It’s profoundly bizarre, and that’s putting it lightly. We have a group of gamers running around judging products not by how good they are or assessing how the gameplay or storytelling is, but based on its production budget, how much it costs to buy, and how big the team is that made it. If this all sounds insane to you, that’s because it is. Are you unable to purchase it in a store? It's indie. Did a team of 8 or 10 people make it? It’s indie. Did you pay $10 or $20 for it? It’s indie.Īre you playing it on PC or Vita? It’s indie. To many of the haters who broadly judge a product as “indie” without measuring its actual merits, the term simply means any game that’s small, downloadable, or, better yet, a game made by a small team. ![]() Sound familiar?) But in gaming, that’s not what “indie” means to most people who use the term pejoratively, which is where things get complicated and, frankly, devoid of any rationality. (Indeed, the very act of being "indie" in the music scene is a sort of genre of its own. ![]() This mantra, of course, is largely derived from the music industry, which is teeming with label-free independent artists, and has been for decades.
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