[IGDA_indies] possible focus/purpose
C Ratchet
zratchet at mindspring.com
Wed Feb 9 14:14:12 EST 2005
I certainly agree with Indie Game Design as a good focus, being a
designer myself...
but I know not everyone will probably agree with that...
Ratchet
On Feb 9, 2005, at 2:46 AM, Brandon J. Van Every wrote:
> Jason Della Rocca wrote:
>>
>> As always, a big challenge is finding those who'd be willing
>> to lead such efforts and contribute effort.
>>
>> Thoughts? Feedback?
>
> On every developer's mind, is the vexing question, "What do I get out
> of
> this?" We can hope for altruism, but I'm afraid that those who have
> the
> most to contribute, generally have the least incentive to contribute
> it.
> Meanwhile, you've got people like myself floundering just to get their
> ideas turned into code, who haven't got much to contribute about the
> biz
> / legal end of things.
>
> I think "this is infrastructure to make somebody, possibly myself,
> millions of dollars" rings hollow. Making that kind of dough requires
> a
> lot of personal effort, towards one's personal projects. Call me
> cynical, but I just spent 1.5 years trying to get open source
> volunteers
> to do various biz oriented things. I'm convinced that absent money,
> people won't do diddly doo.
>
> I'm concerned that if "making money" is the rationale - however
> sensible
> it may appear at first glance - it's going to fall apart quickly. As
> such, it sounds like an invitation to do work, with large time
> committments and unlikely payoffs. Detaching from other people's
> processes in order to find one's own "better way" is pretty much what
> makes people indies in the 1st place.
>
> I think there are other things a SIG can be organized around. This
> brings me back to the question of Craft. Back when the IGDA itself was
> deciding on its mission statement, and that questionnaire was handed
> out, I was a proponent of (1) Advocacy (2) Craft. When the voting was
> done, we got (1), but not (2) as that was deemed redundant to all sorts
> of other stuff already out there. Instead we got "Community."
>
> Well, Communities need reasons to exist. One of the ways they can
> exist, is passion for Craft. It's core to all the face-to-face groups
> I've managed to put together and actually sustain, at any rate.
>
> I think there are at least 2 species of Indie, and possibly more:
> - those who want financial control of their own projects
> - those who think mainstream games completely, utterly suck
>
> I'm one of the latter. The drive to "innovate," the passion for Craft,
> is what defines me as a game developer. It doesn't define everybody.
> I
> have to keep that in mind when I judge the IGF, that just getting more
> people in control of their IP is a worthy goal in and of itself. A
> game
> doesn't have to be innovation this, innovation that, to be stalking the
> IGF. It could be going for the Technical Excellence or Audience Choice
> awards. Nevertheless, my frustration with the dearth of innovation in
> the mainstream game industry, makes it pretty clear to me that an
> "Indie
> Game Design SIG" would have a raison d'etre. In a way that an "Indie
> SIG" probably does not.
>
> The difference is passion. Passion can sustain groups.
>
> The abstract formula here is, "What are some people both focused and
> passionate about?" Doesn't have to be innovation, my personal concern.
> Could be whatever *you* think is most important. But it has to be
> something. Without focus and passion, no pulse.
>
> One quickly thinks, "Why Indie Game Design SIG? Why not just Game
> Design SIG?" Good question. I haven't explored what other IGDA game
> designers are focused and passionate about, so I don't have a good /
> fair answer at this time.
>
> I do think, however, that to dismiss more specific groups out of hand,
> in favor of more inclusive umbrella groups... can be misguided.
> Similarly, "Well, we don't need to do that, other people somewhere on
> the net already do that!" can also be misguided. Why? Because it robs
> people of their passions. If you want to build an organization of
> volunteers, you need to work with their passions. Where the heck else
> do you think you're going to get the energy from? Sheer discipline?
> People ain't gettin' paid for this. When people ain't gettin' paid,
> they do what they *want* to do.
>
>
> Cheers, www.indiegamedesign.com
> Brandon Van Every Seattle, WA
>
> When no one else sells courage, supply and demand take hold.
>
>
>
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---
From Ratchet (Mikey Lubker)
Lead Coordinator of the IGDA Indie SIG: http://igda.org/indie
Check out my projects: http://sf.net/users/ratchet
Are YOU a Good Person? Go here:
http://www.wayofthemaster.com/wotm_flash.html
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