[IGDA_indies] mainstream vs. indie

Brandon J. Van Every vanevery at indiegamedesign.com
Fri Jul 23 00:34:16 EDT 2004


Thomas H. Buscaglia wrote:
> Certainly the GDC is not focused on Indies or start up developers but
rather on the larger well funded shops with lots of employees and lots
of $$ to spend on full conference passes. I have had start up indie
targeted presentations rejected by the GDC because start ups and indies
do not buy conference passes and are not GDC's target audience.  AFter
all the GDC is a business venture...

Really, hm.  No other reasons given for rejection?  I do recall some
IGDA Indie roundtables or summits or something, not that I've attended
the GDC recently.

I do think the GDC is a rather pricey conference.  I did it once in
2002, but I would not do it again until I'm quite rich by other means.
Which implies, not by GDC means.  Rewarding employees by playtime at a
conference is one thing.  Footing your own bill for a conference is
quite another.  Between the GDC, and inviting some developers to go to a
beach for a week, sip pina coladas, and watch semi-naked people
strolling around, what do you think would be more effective?  I'd get
just as much done doing the latter.  If the main value of the GDC is
"it's a party," well how about having a PARTY!

I'm generally cynical about conferences.  With the small exception of
VRAIS '95, I've never learned anything from any I've attended.  And with
that one, only that I had a typical ignorant mainstream view of VR
technology.  My attitude is if you want to learn something, head for the
research stacks.

> However, more and more consolidation, greater reliance on third party
IP and the other recent high barriers to entry in our industry will,
without a vibrant and healthy "indie" sector, eventually turn the game
industry into a soulless hell.

'Eventually'?  You mean, you have something positive to say about the
mainstream game industry?  I don't.  Other than it exists, creates
potential customers, and doesn't squelch the notion of an indie segment.
For instance, the Independent Games Festival is backed by
Miller-Freeman, so I can't bite the hand that supports the indies.  The
IGF is the best we've got so far.

I think expectations is an issue here.  I've been playing games since I
was 8 years old, and programming them since I was 11 (if not
consistently).  Also as an adult I've taken an extraordinary amount of
time away from 'real work' to play lotsa games.  I've seen a lot.  I
can't be pleased with the same old 'mill' game ideas anymore.  And
that's all the mainstream game industry is capable of producing.


Cheers,                     www.indiegamedesign.com
Brandon Van Every           Seattle, WA

When no one else sells courage, supply and demand take hold.



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