{"id":116051,"date":"2025-05-09T09:00:00","date_gmt":"2025-05-09T13:00:00","guid":{"rendered":"https:\/\/www.freethink.com\/?post_type=ftm_article&#038;p=116051"},"modified":"2025-05-08T16:56:21","modified_gmt":"2025-05-08T20:56:21","slug":"indie-game-development","status":"publish","type":"ftm_article","link":"https:\/\/www.freethink.com\/consumer-tech\/indie-game-development","title":{"rendered":"Indie developers may save the video game industry from itself"},"content":{"rendered":"\n<p>The <a href=\"https:\/\/www.wired.com\/story\/2024-was-the-year-the-bottom-fell-out-of-the-games-industry\/\">bottom fell out<\/a> of the video game industry last year, though you\u2019d be forgiven if you find that news surprising.&nbsp;<\/p>\n\n\n\n<p>Just two years prior, the industry earned an estimated <a href=\"https:\/\/newzoo.com\/resources\/blog\/the-games-market-in-2022-the-year-in-numbers\">$184 billion in revenue<\/a>. That\u2019s more than the music industry and global box office <a href=\"https:\/\/www.forbes.com\/councils\/forbesagencycouncil\/2023\/11\/17\/the-gaming-industry-a-behemoth-with-unprecedented-global-reach\/\">combined<\/a>. Around 60% of Americans play <a href=\"https:\/\/www.freethink.com\/robots-ai\/why-ai-playing-video-games-is-a-big-deal\">video games<\/a>, and while teen boys are still the most likely to <a href=\"https:\/\/www.pewresearch.org\/internet\/2024\/05\/09\/teens-and-video-games-today\/#who-plays-video-games\">identify as gamers<\/a>, the <a href=\"https:\/\/www.theesa.com\/video-games-remain-lifelong-source-of-entertainment-for-190-6-million-americans\/\">average player<\/a> is 36 years old and has been stomping goombas and throwing hadokens for 17 years. Even video game <a href=\"https:\/\/www.cosmopolitan.com\/uk\/entertainment\/a60451542\/video-game-adaptations-rising\/\">movie adaptations<\/a> haven\u2019t been that bad lately.<\/p>\n\n\n\n<p>All of this points to the fact that, despite their humble, hobbyist origins, video games have become an economic force and cultural touchpoint in the 21st century. Why the rough times, then?<\/p>\n\n\n\n<p>Economic headwinds, for a start. The industry defied expectations and grew steadily during the 2008 recession and the 2020 pandemic. These feats led some to herald video games as <a href=\"https:\/\/www.washingtonpost.com\/video-games\/2022\/08\/22\/are-video-games-recession-proof-sort-experts-say\/\">recession-proof<\/a>. However, post-pandemic woes and the call of the outdoors after lockdown led to slumping sales in a long-overdue market correction.<\/p>\n\n\n\n<p>Those sales slumps couldn\u2019t have come at a worse time, either, as rising development costs are plaguing studios.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-pullquote\"><blockquote><p>\u201cGame design is often no longer predominantly the task of crafting challenges that elicit joy, delight, and surprise.&#8221;<\/p><cite>Simon Parkin<\/cite><\/blockquote><\/figure>\n\n\n\n<p>While prestige titles like Call of Duty, Final Fantasy, and God of War, known in the industry as \u201cAAA games,\u201d make millions in revenue, they also cost millions to make. Activision\u2019s Call of Duty: Black Ops Cold War (2020), for instance, had a development price tag of around <a href=\"https:\/\/www.si.com\/esports\/call-of-duty\/budget-report-reveal\">$700 million<\/a>. That figure is double some of the <a href=\"https:\/\/en.wikipedia.org\/wiki\/List_of_most_expensive_films\">most expensive movies<\/a> ever made, and it doesn\u2019t even account for the marketing budget.<\/p>\n\n\n\n<p>To improve the odds of recouping such investments, publishers are increasingly turning to games as a service. This model seeks to continually monetize a game after its initial launch or sale through practices such as subscriptions, season passes, microtransactions, and various (occasionally <a href=\"https:\/\/en.wikipedia.org\/wiki\/2021_Squid_Game_cryptocurrency_scam#Warnings_and_disappearance\">scammy<\/a>) blockchain hijinks. The strategy can be a windfall for any game lucky enough to strike a chord with a large audience, but <a href=\"https:\/\/www.eurogamer.net\/suicide-squad-flop-leads-to-41-drop-in-warner-bros-gaming-revenue\">disastrous<\/a> for anything less than a <a href=\"https:\/\/www.fastcompany.com\/91218598\/sony-kills-ps5-video-game-concord-and-entire-studio-that-made-it\">hit<\/a>.<\/p>\n\n\n\n<p>\u201cGame design is often no longer predominantly the task of crafting challenges that elicit joy, delight, and surprise (or the noblest of creative goals, encouraging people to see the world from an unfamiliar perspective),\u201d journalist Simon Parkin wrote in an <a href=\"https:\/\/www.nytimes.com\/2024\/12\/12\/opinion\/video-games-addiction-technology.html\">op-ed for the New York Times<\/a>. \u201cIt is primarily the job of building machines to keep players engrossed and spending, in many cases, by grinding out repetitive tasks rather than ones that encourage creative or exploratory play.\u201d<\/p>\n\n\n\n<p>Pair these trends with high investor expectations and an increasingly saturated market, and it didn\u2019t take a financial prophet to see hard times coming. Between 2023 and 2024, the video game industry laid off an estimated <a href=\"https:\/\/www.uscannenbergmedia.com\/2024\/11\/08\/the-great-gaming-layoffs-and-whats-behind-it\/\">25,000 people<\/a>, and several studios shuttered their doors. An <a href=\"https:\/\/www.theverge.com\/24151047\/xbox-shuts-down-arkane-austin-tango-gameworks-microsoft\">inventive, well-regarded game<\/a> with healthy sales is no longer a guarantee of survival. Today, success must be stratospheric.<\/p>\n\n\n\n<p>If there\u2019s a silver lining, it\u2019s to be found in the industry\u2019s indie space.&nbsp;<\/p>\n\n\n\n<blockquote class=\"wp-block-quote\">\n<p>Indie developers push the medium forward as big-name publishers focus on safe bets.<\/p>\n<\/blockquote>\n\n\n\n<p>Independent developers are crafting smaller, more economically viable games that are not only experiencing <a href=\"https:\/\/store.steampowered.com\/sale\/bestof2024\">commercial success<\/a>, but also garnering recognition as some of the <a href=\"https:\/\/thegameawards.com\/nominees\/game-of-the-year\">best games of their respective release years<\/a> \u2014 or even as stone-cold classics worthy of a place in the pantheon of Mario and Sonic.&nbsp;<\/p>\n\n\n\n<p>Perhaps more importantly, these developers continue to <a href=\"https:\/\/www.rollingstone.com\/culture\/rs-gaming\/indies-games-1000xresist-another-crabs-treasure-clickolding-1235231726\/\">push the medium forward<\/a> as big-name publishers focus on safe bets and machine-pressed sequels.<\/p>\n\n\n\n<p>This turn of events is the result of the right technologies reaching the hands of a culture of passionate creators who were willing to take risks to share their visions with players worldwide. However, the indie scene is not isolated from the larger industry, and the very trends and technologies that raised it up may now threaten its future.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"h-a-short-history-of-early-indie-games\">A short history of early indie games<\/h3>\n\n\n\n<p>Deciding who qualifies as an indie developer isn\u2019t an exact science. For many, indie games are made by small teams with equally small budgets (though <em>how<\/em> small is up for debate). Others don\u2019t care about size as long as the <a href=\"https:\/\/www.reddit.com\/r\/BaldursGate3\/comments\/18tatmg\/is_larian_considered_an_indie_developer\/\">developer isn\u2019t bound<\/a> to outside stakeholders, and for some, being \u201cindie\u201d is more about style or vibe than anything else.<\/p>\n\n\n\n<p>Ultimately, the boundary is breathable, and the distinguishing mark is more a communal spirit of creativity and experimentation than something calculated. Or, as Christian Tuttle, the solo developer who founded <a href=\"https:\/\/www.imaginarygamestudios.com\/\">Imaginary Game Studios<\/a>, told Freethink, \u201cI think what many people call \u2018indie development\u2019 now is just what game development was in the past.\u201d<\/p>\n\n\n\n<p>From this viewpoint, the rise of the indies is the story of video games coming full circle, as that creative spirit was certainly the force that energized <a href=\"https:\/\/www.indiegamewebsite.com\/2018\/10\/19\/the-complete-history-of-indie-games\/\">gaming\u2019s early hobbyists<\/a>.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<div class=\"jetpack-video-wrapper\"><iframe title=\"Rogue Climber - Official Gameplay Trailer\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/UZNKnpAoKO0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/div>\n<\/div><\/figure>\n\n\n\n<p>Back when the arcades were booming and the first gaming consoles were finding their way to market, a subculture of garage programmers began using their state-of-the-art <a href=\"https:\/\/en.wikipedia.org\/wiki\/VIC-20\">VIC-20s<\/a> and <a href=\"https:\/\/en.wikipedia.org\/wiki\/Video_Genie\">PMC-80s<\/a> to homebrew original video games. They designed sports simulators, Dungeons and Dragons-inspired adventures, and any other experience they wanted to try but couldn\u2019t get elsewhere. They then shared their creations with one another.<\/p>\n\n\n\n<p>Many programmers were content simply to shuffle cassettes between friends or pin diskettes to the dorm\u2019s community corkboard, but the more entrepreneurial among them began to sell their creations. They offered mail-order delivery through ads. Gamer magazines featured \u201ctype-in software\u201d articles, which, as the name suggests, provided a series of instructions readers could hard-code into their home computers to build a game. A really industrious programmer might have even distributed their game over <a href=\"https:\/\/interestingengineering.com\/science\/you-could-download-video-games-from-the-radio-in-the-1980s\">radio waves<\/a>.<\/p>\n\n\n\n<p>As the subculture grew, the industry\u2019s big players took notice. Atari, for example, began an <a href=\"https:\/\/en.wikipedia.org\/wiki\/Atari_Program_Exchange\">exchange program<\/a> through which programmers could submit video games and other software for inclusion in quarterly catalogs. A particularly popular title might even be bought and released on a home console.<\/p>\n\n\n\n<p>But by 1983, Atari and other companies had flooded the US market with a torrent of titles, many of them shoddy cash grabs. Customers grew irritated, and the hobby\u2019s popularity plummeted. While video games remained fashionable in other countries, the industry wouldn\u2019t dig out of the <a href=\"https:\/\/en.wikipedia.org\/wiki\/Atari_video_game_burial\">New Mexico landfill Atari buried it in<\/a> until Nintendo\u2019s US launch of the Nintendo Entertainment System (NES) several years later.<\/p>\n\n\n\n<figure class=\"wp-block-pullquote\"><blockquote><p>\u201cAtari collapsed because they gave too much freedom to third-party developers and the market was swamped with rubbish games.&#8221;<\/p><cite>Hiroshi Yamauchi<\/cite><\/blockquote><\/figure>\n\n\n\n<p>Not about to repeat the mistakes of the past, Nintendo exerted tight quality control.&nbsp;<\/p>\n\n\n\n<p>It was picky about which studios received development kits and limited how many games a publisher could release each year. The console\u2019s hardware featured a <a href=\"https:\/\/en.wikipedia.org\/wiki\/CIC_(Nintendo)\">lockout chip<\/a> that prevented third parties from developing games for the system without approval, meaning publishers had to purchase cartridges directly from Nintendo. The company also protected its technology and branding with <a href=\"https:\/\/en.wikipedia.org\/wiki\/Atari_Games_Corp._v._Nintendo_of_America_Inc.\">litigious zeal<\/a>.<\/p>\n\n\n\n<p>\u201cAtari collapsed because they gave too much freedom to third-party developers and the market was swamped with rubbish games,\u201d Hiroshi Yamauchi, Nintendo\u2019s then-president, <a href=\"https:\/\/news.google.com\/newspapers?id=QBhcAAAAIBAJ&amp;pg=2846,1271636\">told The Vindicator<\/a> in 1986.<\/p>\n\n\n\n<p>The strategy worked.&nbsp;<\/p>\n\n\n\n<p>While the NES hosted plenty of stinkers (as anyone who recalls the ominous letters <a href=\"https:\/\/www.watchmojo.com\/articles\/why-ljn-games-were-so-bad\">LJN<\/a> can attest), the <a href=\"https:\/\/nintendo.fandom.com\/wiki\/Official_Nintendo_Seal\">Nintendo Seal of Quality<\/a> reinvigorated the industry\u2019s tarnished reputation, and console gaming entered its golden era. Sega followed Nintendo into the US market, first with the Master System (1986) and later the Genesis (1989). Nintendo released the Super Nintendo (1991) and the Nintendo 64 (1996). Sony then transformed the industry again with the wildly popular PlayStation (1994).<\/p>\n\n\n\n<p>An unfortunate side effect of this era, however, was the marginalization of smaller studios, which often lacked the resources needed to market and publish games on physical media. They also couldn\u2019t compete with bigger studios when it came to bargaining with console makers for development kits or retail chains for shelf space.&nbsp;<\/p>\n\n\n\n<blockquote class=\"wp-block-quote\">\n<p>\u201cThe early 2000s was a very difficult time for smaller dev companies.&#8221;<\/p>\n<cite>John Baez<\/cite><\/blockquote>\n\n\n\n<p>With the barriers to entry set so high, big-name publishers became the industry keyholders. To minimize risk and maximize profit, these companies often relegated smaller studios in their orbit to supportive roles, tasking them with porting games or handling licensed titles.<\/p>\n\n\n\n<p>\u201cThe early 2000s was a very difficult time for smaller dev companies because there wasn\u2019t a full-blown indie scene yet,\u201d John Baez, co-founder of indie game studio <a href=\"https:\/\/www.thebehemoth.com\/\">The Behemoth<\/a>, told Freethink. \u201c[D]isk-based distribution required a publisher, and they only funded known dev teams.\u201d<\/p>\n\n\n\n<p>The indie spirit lived on, however, in the modding scene.&nbsp;<\/p>\n\n\n\n<p>In 1994, computer programmer Brendon Wyber released a public version of the Doom Editing Utility, which allowed fans to create and share their own Doom levels. Team Fortress (1999) began life as a mod for Quake (1996) before Valve hired the creators to port their work to the company\u2019s <a href=\"https:\/\/en.wikipedia.org\/wiki\/GoldSrc\">own engine<\/a>.&nbsp;<\/p>\n\n\n\n<p>And with Adobe Flash, just about anyone could create games and animations that could then be shared across user-generated content sites, such as The Behemoth co-founder Tom Fulp\u2019s <a href=\"https:\/\/en.wikipedia.org\/wiki\/Newgrounds\">Newgrounds<\/a>, which became the Greenwich Village of early internet culture.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<div class=\"jetpack-video-wrapper\"><iframe title=\"John Behemoth Plays BEHEMOTH Challenge Mode \ud83d\udd2a\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/Ph51l5XmQPU?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/div>\n<\/div><\/figure>\n\n\n\n<p>Many of today\u2019s indie developers began building their skills during this time.&nbsp;<\/p>\n\n\n\n<p>Adam Saltsman, co-founder of collaborative game studio <a href=\"https:\/\/finji.co\/\">Finji<\/a>, designed <a href=\"https:\/\/store.steampowered.com\/app\/358960\/Canabalt\/\">Canabalt<\/a> (2009) in Flash and created an open-source game library called <a href=\"https:\/\/flixel.org\/\">Flixel<\/a> to help others make games with the software. The Behemoth\u2019s <a href=\"https:\/\/www.alienhominid.com\/game\/\">Alien Hominid<\/a> (2002) was also a Flash original before being redesigned for the PlayStation 2 in 2004 \u2014 it then became one of the first indie-developed games to find major success on a home console.<\/p>\n\n\n\n<p>\u201cI didn\u2019t think of us as indie \u2014 I just thought of us as a very small development studio driven to create something special because otherwise we\u2019d have to look for a job at another company,\u201d Baez told Freethink.<\/p>\n\n\n\n<figure class=\"wp-block-pullquote\"><blockquote><p>&#8220;The new wave of game engines has been an absolute boon.&#8221;<\/p><cite>Eric Studer<\/cite><\/blockquote><\/figure>\n\n\n\n<p>The year after The Behemoth\u2019s watershed release was something of a turning point for indie games. Unity Technologies put out its namesake game engine, giving anyone with a computer and enthusiasm the ability to design a game at little cost. RPG Maker, another popular game-making engine, toured outside of Japan for the first time.&nbsp;<\/p>\n\n\n\n<p>\u201cThe new wave of game engines has been an absolute boon,\u201d <a href=\"https:\/\/www.turningwheelgames.com\/\">Eric Studer<\/a>, senior producer at <a href=\"https:\/\/www.turningwheelgames.com\/\">Turning Wheel Games<\/a>, the six-person indie studio behind <a href=\"https:\/\/store.steampowered.com\/app\/371970\/Barony\/\">Barony<\/a> (2015), told Freethink. \u201cIt kind of brings things back to the days of just two guys in the garage [making games].\u201d<\/p>\n\n\n\n<p>Valve also retrofitted its software client, Steam, into a digital storefront and distribution platform in 2005. The first indie games on offer were Darwinia and Ragdoll Kung Fu, and while those are more curios than classics today, they kickstarted a trend. Thousands of games are now released on the Steam platform every year, and many are independently developed.<\/p>\n\n\n\n<p>\u201cBack in the day, even if you created an indie game, there was no way to distribute it on platforms like Steam,\u201d Shunji Mizutani, executive producer at <a href=\"https:\/\/playism.com\/en\/\">Playism<\/a>, an indie-focused publisher, told Freethink. \u201cSo, when that became possible, it presented such a huge and valuable opportunity to indie developers.\u201d<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<div class=\"jetpack-video-wrapper\"><iframe title=\"NIDANA Reveal Trailer\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/KYrQm2P2f34?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/div>\n<\/div><\/figure>\n\n\n\n<p>Recognizing that opportunity, Microsoft built the Xbox Live Arcade, a digital marketplace for Xbox games, and promoted the service through the <a href=\"https:\/\/www.giantbomb.com\/summer-of-arcade\/3015-7039\/\">Summer of Arcade<\/a>. During that annual series, which ran from 2008\u201313, Xbox would release and promote five digital-only marquee titles, and many indie creations made the cut.<\/p>\n\n\n\n<p>The first summer featured designer Jonathan Blow\u2019s <a href=\"https:\/\/en.wikipedia.org\/wiki\/Braid_(video_game)\">Braid<\/a> and The Behemoth\u2019s <a href=\"https:\/\/www.castlecrashers.com\/\">Castle Crashers<\/a>. Both titles were well received by critics and players and went on to become classics of that generation. Later Summers would highlight such indie darlings as Limbo (Playdead, 2010), Bastion (Supergiant Games, 2011), Dust: An Elysian Tail (Humble Hearts LLC, 2012), and Brothers: A Tale of Two Sons (Starbreeze Studios, 2013).<\/p>\n\n\n\n<p>Not only did the Summer of Arcade series showcase how small teams and solo developers could design unique and engaging experiences, but the featured games also helped shape the indie style, put promising development teams on the map, and set new expectations for an already-ossifying AAA scene.<\/p>\n\n\n\n<p>\u201cMicrosoft was able to prove that gamers were willing to download games directly onto their Xbox 360s,\u201d said Baez. \u201cAfter that, the landscape for indie development completely changed.\u201d<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1920\" height=\"1080\" src=\"https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?quality=75&amp;w=1920\" alt=\"Four knights battle enemies with weapons and magic in a cartoon-style video game; health bars and names appear above each character, with a volcano warning sign in the background.\" class=\"wp-image-116046\" srcset=\"https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg 1920w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=768,432 768w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=1536,864 1536w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=320,180 320w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=600,338 600w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=1000,563 1000w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=1400,788 1400w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=213,120 213w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=355,200 355w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=533,300 533w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=711,400 711w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=1067,600 1067w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=330,186 330w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=540,304 540w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=850,478 850w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=1800,1013 1800w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=175,98 175w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=275,155 275w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=400,225 400w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=360,203 360w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Castle-Crashers.jpg?resize=500,281 500w\" sizes=\"(max-width: 1920px) 100vw, 1920px\" \/><div class=\"img-caption\"><figcaption class=\"wp-element-caption\">The Behemoth<\/figcaption><div class=\"img-caption__description\">A screenshot from The Behemoth&#8217;s Castle Crashers (2008)\n<\/div><\/div><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"h-a-new-challenge-approaches\">A new challenge approaches<\/h3>\n\n\n\n<p>By 2011, the indie game scene had entered its own golden era.&nbsp;<\/p>\n\n\n\n<p>The hardware and software necessary to design games was more powerful and widely available than ever before \u2014 notably, Epic Games had unlocked its <a href=\"https:\/\/www.pcmag.com\/news\/25-years-later-the-history-of-unreal-and-an-epic-dynasty\">Unreal engine<\/a> in 2009, releasing a free version of its award-winning development kit for hobbyists and indie developers.&nbsp;<\/p>\n\n\n\n<p>Online distribution meant indie developers didn\u2019t have to fight for limited shelf space. They could deliver and market their games directly to players. Seeing that success, the very keyholders of the 1990s and early 2000s unlocked the gates and threw them wide open for indies.<\/p>\n\n\n\n<p>However, the tools and trends that gave rise to today\u2019s robust indie game development scene have also created challenges, including the one hinted at during our short history tour: Players are now inundated with video games.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote\">\n<p>&#8220;Even if we manage to create a lot of buzz for our game, it gets drowned out in a matter of days.&#8221;<\/p>\n<cite>Shunji Mizutani<\/cite><\/blockquote>\n\n\n\n<p>Today, Steam serves as a sort of worldwide dorm corkboard where professionals, students, and hobbyists can all share their passion projects. In 2024 alone, nearly <a href=\"https:\/\/kotaku.com\/steam-19-000-new-games-limited-pc-valve-unplayed-80-1851738322\">19,000 games<\/a> were released on it, and it\u2019s not the only distribution platform, either \u2014 even more games can be found on <a href=\"http:\/\/itch.io\">itch.io<\/a> and other websites.<\/p>\n\n\n\n<p>This means that shelf space is no longer the barrier to entry into the gaming industry. Player attention is. Simply getting people to notice your game exists can be a significant undertaking for an established indie studio, to say nothing of an up-and-comer.&nbsp;<\/p>\n\n\n\n<p>\u201cIt\u2019s incredibly hard these days because of the sheer amount of new information constantly becoming available,\u201d said Mizutani. \u201cEven if we manage to create a lot of buzz for our game, it gets drowned out in a matter of days.\u201d<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1920\" height=\"1080\" src=\"https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?quality=75&amp;w=1920\" alt=\"Two characters stand on a platform facing a shrine gate, with ghostly fish-like creatures made of light floating in the sky above.\" class=\"wp-image-116047\" srcset=\"https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg 1920w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=768,432 768w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=1536,864 1536w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=320,180 320w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=600,338 600w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=1000,563 1000w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=1400,788 1400w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=213,120 213w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=355,200 355w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=533,300 533w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=711,400 711w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=1067,600 1067w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=330,186 330w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=540,304 540w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=850,478 850w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=1800,1013 1800w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=175,98 175w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=275,155 275w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=400,225 400w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=360,203 360w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Homura-Hime.jpg?resize=500,281 500w\" sizes=\"(max-width: 1920px) 100vw, 1920px\" \/><div class=\"img-caption\"><figcaption class=\"wp-element-caption\">Crimson Dusk \/ Playism<\/figcaption><div class=\"img-caption__description\">A screenshot from Homura Hime, a Taiwanese indie game being developed by Crimson Dusk\n<\/div><\/div><\/figure>\n\n\n\n<p>The digital nature of these gaming platforms also makes them susceptible to bad actors who further crowd the online space with thousands of \u201cshovelware\u201d titles \u2014 low-quality games made with cheap assets and then \u201cshoveled out\u201d to make a hasty buck \u2014 and scammy games that host malware and are made from stolen assets.&nbsp;<\/p>\n\n\n\n<p>While Valve has worked to <a href=\"https:\/\/www.pcgamesn.com\/steam\/valve-bans-games\">crack down on these bad actors<\/a>, the trend of many bad games drowning out the good ones has unsettling echoes with the pre-\u201983 crash, and unlike AAA studios, which can cut through the noise with gigantic marketing teams, indie developers often go it alone.<\/p>\n\n\n\n<p>\u201cIt isn&#8217;t for the faint of heart. It&#8217;s hard and getting harder,\u201d Tuttle told Freethink. \u201cYou&#8217;ll spend a lot of time and money and get nowhere fast, but you have to keep trying anyway. This part of indie game development will drive you to a therapy office the quickest.\u201d<\/p>\n\n\n\n<figure class=\"wp-block-pullquote\"><blockquote><p>\u201cOne of the biggest challenges is that you can&#8217;t do everything.\u201d<\/p><cite>Hiroyuki Kobayashi<\/cite><\/blockquote><\/figure>\n\n\n\n<p>As is their way, indie developers have to get creative.&nbsp;<\/p>\n\n\n\n<p>One tactic is to take advantage of the infrastructure built by the industry\u2019s big players. For instance, <a href=\"https:\/\/bhaze.com\/\">Binary Haze Interactive<\/a> marketed its most recent release, <a href=\"https:\/\/store.steampowered.com\/app\/2725260\/ENDER_MAGNOLIA_Bloom_in_the_Mist\/\">Ender Magnolia<\/a> (2025), by giving away its previous game, <a href=\"https:\/\/store.steampowered.com\/app\/1369630\/ENDER_LILIES_Quietus_of_the_Knights\/\">Ender Lilies<\/a> (2021), through PlayStation Plus. This had the added benefit of strengthening the brand in Europe, where the PlayStation is incredibly popular.<\/p>\n\n\n\n<p>\u201cOne of the biggest challenges is [that], within such a limited time and number of people, you can&#8217;t do everything,\u201d Hiroyuki Kobayashi, Binary Haze Interactive\u2019s CEO and creative director, told Freethink. \u201cThere&#8217;s so many ideas floating around, so it&#8217;s really important to decide what you&#8217;re not going to do and focus on improving the quality of the things that you are going to do.\u201d<\/p>\n\n\n\n<p>Another way to spread the word is to go directly to the players. Indie developers are a common sight at convention booths, on Discord channels, and on social media through YouTube videos and Reddit AMAs.<\/p>\n\n\n\n<p>\u201cWe don&#8217;t have this massive network or infrastructure of people whose only job it is to deal with these relationships,\u201d said Studer. \u201cYou have to do it yourself.\u201d<\/p>\n\n\n\n<p>\u201cWe\u2019re providing a product that represents a relationship with our customers,\u201d added Studer\u2019s colleague Josiah Colborn, who serves as the creative lead at Turning Wheel. \u201cThey can come to us and talk about [our game]. We\u2019re accessible. [They can] ask us questions or receive ideas or whatever. That\u2019s just something you don\u2019t get with a AAA studio.\u201d<\/p>\n\n\n\n<p>Still, the big challenge, as always, is money.<\/p>\n\n\n\n<p>\u201cI wish I could paint a prettier picture here, but indie game development isn&#8217;t something you get into for the money,\u201d said Tuttle. \u201cMaking video games is like being a musician \u2014 you don&#8217;t get into it just because you want to. It&#8217;s something you need to do. You would lose yourself without it.\u201d<\/p>\n\n\n\n<blockquote class=\"wp-block-quote\">\n<p>\u201cThis grind is never-ending.&#8221;<\/p>\n<cite>Rebekah Saltsman<\/cite><\/blockquote>\n\n\n\n<p>To understand the market\u2019s shape, Simon Carless, founder of <a href=\"https:\/\/gamediscover.co\/\">GameDiscoverCo<\/a>, recently <a href=\"https:\/\/newsletter.gamediscover.co\/p\/the-shape-of-the-pc-new-game-market\">calculated the gross revenue<\/a> of Steam\u2019s new releases in 2024. According to his estimates:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The 25th-ranked game grossed roughly $33.5 million.<\/li>\n\n\n\n<li>The 50th grossed $12.2 million.<\/li>\n\n\n\n<li>The 100th grossed $5 million.<\/li>\n\n\n\n<li>The 250th grossed $1.43 million.<\/li>\n\n\n\n<li>The 500th grossed $457,000.<\/li>\n\n\n\n<li>The 1,000th grossed $118,000.<\/li>\n<\/ul>\n\n\n\n<p>The long tail continues until you get to the 2,500th game, which earned an estimated $11,000. If this seems a low ranking, recall it\u2019s 2,500th out of roughly 19,000 \u2014 placing it in the top 13% of Steam earners for that year. Even for a small studio with just a handful of employees, $11,000 won\u2019t cover costs.<\/p>\n\n\n\n<p>\u201cIt is a constant stress because people\u2019s lives and homes are reliant upon you making sure the studio and projects are funded,\u201d Rebekah Saltsman, CEO and co-founder of Finji, told Freethink.&nbsp;<\/p>\n\n\n\n<p>\u201cThis grind is never-ending, and we spend a lot of time identifying the best possible thing to do with our resources that will both be the most fun and have the most impact,\u201d she continued. \u201cIt is very stressful to chip away at studio goals like \u2018drive wishlists,\u2019 \u2018increase engagement,\u2019 \u2018pitch stories for the press,\u2019 and so on. All of this requires an enormous amount of work.\u201d<\/p>\n\n\n\n<figure class=\"wp-block-pullquote\"><blockquote><p>&#8220;It is likely that someone else is working on a game very similar to yours, so yours will need to be the best it can be.&#8221;<\/p><cite>John Baez<\/cite><\/blockquote><\/figure>\n\n\n\n<p>To keep the shingle hung, many indie studios seek out multiple sources of revenue beyond selling games. The Behemoth sells merchandise online and at trade shows, a revenue stream important enough for the team to maintain a \u201cresident plushsmith\u201d on staff. Others, like Finji, play dual roles as a developer and publisher.<\/p>\n\n\n\n<p>Speaking of, a cottage industry of publishers specializing in working with indie studios, such as Finji and Playism, has also arisen in recent years. These publishers offer funding assistance, quality assurance, partnership negotiation, and marketing and public relations services. They also help with language localization, something that <a href=\"https:\/\/www.cbr.com\/worst-video-game-localizations-translations\/\">games have historically<\/a> struggled to get right.<\/p>\n\n\n\n<p>\u201cWhen I first started, there weren\u2019t many companies or translators offering localization services for indie games,\u201d said Mizutani. \u201cIt was evident because I used to play a lot of indie games by overseas developers, and a lot of them had terrible Japanese localization, but nowadays, most indie games that support Japanese have decent localizations.\u201d<\/p>\n\n\n\n<p>For some indie studios, these publishers are a godsend \u2014 knowing that the indie scene celebrates originality and creativity, they tend to favor more of a hands-off approach than other publishers, and they free the developer to focus on what they love: designing video games.<\/p>\n\n\n\n<p>However, for other studios, the idea of tying oneself to an outside organization defeats the purpose of working independently in the first place.<\/p>\n\n\n\n<p>Whether an indie developer chooses to face these challenges with or without a publisher, though, one thing is for sure, according to Baez: \u201c\u2018Good enough\u2019 usually isn\u2019t, especially these days when the barrier to entry is lower than it has ever been. It is likely that someone else is working on a game very similar to yours, so yours will need to be the best it can be.\u201d<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"3840\" height=\"2160\" src=\"https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?quality=75&amp;w=3840\" alt=\"A low-poly video game scene shows a fox-like character with a sword standing among trees on a cliffside near stairs, with water visible below.\" class=\"wp-image-116049\" srcset=\"https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg 3840w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=768,432 768w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=1536,864 1536w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=2048,1152 2048w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=320,180 320w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=600,338 600w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=1000,563 1000w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=1400,788 1400w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=213,120 213w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=355,200 355w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=533,300 533w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=711,400 711w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=1067,600 1067w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=330,186 330w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=540,304 540w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=850,478 850w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=1800,1013 1800w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=175,98 175w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=275,155 275w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=400,225 400w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=360,203 360w, https:\/\/www.freethink.com\/wp-content\/uploads\/2025\/05\/Tunic_FullGame_Screen_01.jpg?resize=500,281 500w\" sizes=\"(max-width: 3840px) 100vw, 3840px\" \/><div class=\"img-caption\"><figcaption class=\"wp-element-caption\">Isometricorp Games \/ Finji<\/figcaption><div class=\"img-caption__description\">A screenshot from Tunic (2022), an indie game developed by Isometricorp Games and published by Finji\n<\/div><\/div><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"h-game-on\">Game on<\/h3>\n\n\n\n<p>Laid out like that, the challenges indie studios are facing right now reflect those of the mainstream. They\u2019re dealing with the same economic headwinds and the same struggle for player attention. Some will have to shutter their doors after disappointing sales.<\/p>\n\n\n\n<p>For commentators like Parkin, this means that, while indie games have been a bastion of invention and creativity, they alone aren\u2019t enough to turn the tide of hardship the gaming industry endured in 2024.<\/p>\n\n\n\n<p>\u201cFor the health and survival of the industry built on imagination and invention, the most moneyed publishers, as leaders within the field, must take an enlightened lead and invest in projects that prioritize creativity and long-term cultural value as much as shareholder value,\u201d he wrote in his NYT op-ed.<\/p>\n\n\n\n<p>He\u2019s correct, but his conclusion also misses a vital point. While no individual indie developer has the leverage of an EA or Sony, the indie scene as a whole is now a bellwether for the gaming industry.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote\">\n<p>Indie developers can keep niche genres alive long after AAA studios have abandoned them.<\/p>\n<\/blockquote>\n\n\n\n<p>Because of the astronomical price tags of AAA games, big publishers are more risk averse than ever and seem content to tread in the safety of the creative shallows (with notable exceptions like Nintendo and Team Asobi). Meanwhile, indie developers have used their sleeker budgets and nimbleness to sail ahead and chart the paths that others later follow.<\/p>\n\n\n\n<p>For instance, Fortnite (2017) is a hugely popular battle royale that earns billions in revenue for its developer Epic Games. However, the battle royale genre began as a series of user-generated mods for Arma 2 (2009), Minecraft (2011), and other games.&nbsp;<\/p>\n\n\n\n<p>And speaking of Minecraft, it was developed by indie studio Mojang Studios \u2014 after the title\u2019s popularity soared, Microsoft purchased the studio for <a href=\"https:\/\/www.theguardian.com\/technology\/2014\/sep\/15\/microsoft-buys-minecraft-creator-mojang-for-25bn\">$2.5 billion<\/a> in 2014. Along with other indie darlings, such as Terraria (2011), Minecraft created the modern survival sandbox genre.<\/p>\n\n\n\n<p>Indie developers can also keep niche genres and artistic styles alive for fans long after AAA studios have abandoned them due to a lack of broad appeal.&nbsp;<\/p>\n\n\n\n<p>Nonlinear platformers, such as Nintendo\u2019s <a href=\"https:\/\/en.wikipedia.org\/wiki\/Metroidvania\">Metroid<\/a> series, were popular in the 1980s and \u201890s, but largely abandoned by the mainstream by the early 2000s. However, indie developers continued to innovate in the genre with titles like Guacamelee! (2013), Axiom Verge (2015), and Hollow Knight (2017). This reinvigorated player interest, and games in this genre are now <a href=\"https:\/\/www.denofgeek.com\/games\/metroid-dreads-record-sales-numbers-history-franchise\/\">selling better than ever<\/a>.<\/p>\n\n\n\n<figure class=\"wp-block-pullquote\"><blockquote><p>\u201cIf you make a good game, the players will find it.&#8221;<\/p><cite>Hiroyuki Kobayashi<\/cite><\/blockquote><\/figure>\n\n\n\n<p>The indie scene\u2019s value to the industry runs much deeper than charting popular trends, though. It has afforded a generation of talented, creative people the freedom to make the games they want by defining success how they want.<\/p>\n\n\n\n<p>Many of the indie developers I spoke with for this article started their careers at large studios where they were members of massive teams structured within rigid hierarchies. They said this limited their ability to pursue interesting ideas, but now that they work in smaller teams, they\u2019re able to enjoy greater control over their work and see the impact of their ideas on the final game. Such<a href=\"https:\/\/bigthink.com\/business\/happy-take-psychological-ownership-of-your-job\/\"> psychological ownership<\/a> has been shown to boost motivation, engagement, and work outcomes.<\/p>\n\n\n\n<p>\u201cThe appeal is you have more control over what you do,\u201d Adam Saltsman told Freethink. \u201cYou\u2019re often not just working on solving problems in your game or designing a cool level or programming a cool mechanic. You\u2019re also thinking about and actively deciding \u2018Is this a good idea?\u2019 or \u2018Is this worth it?\u2019 and then doing something about it.\u201d<\/p>\n\n\n\n<p>Studer and Colborn admit that their company\u2019s game Barony isn\u2019t for everyone. The voxelated first-person roguelike adventure co-op game is so niche that all of those words are needed to succinctly describe it \u2014 and even then, you have to know what they mean in context. Still, the studio has found a <a href=\"https:\/\/www.reddit.com\/r\/baronygame\/?rdt=61811\">passionate community<\/a> of players who enjoy and support their ideas. Thanks to that support, Turning Wheel has been able to build on Barony for years and is currently planning its next game.<\/p>\n\n\n\n<p>Similarly, Binary Haze\u2019s Kobayashi noted how he had previously worked for studios where leadership wanted to chase what was popular, which, in Japan, meant bright, colorful anime-style games. He decided to pursue his own vision, and the result of his and his team\u2019s efforts was Ender Lilies, a game set in a dark, rain-soaked medieval dystopia. Like Barony, it has found a <a href=\"https:\/\/www.reddit.com\/r\/EnderLilies\/comments\/1k4i932\/i_just_finished_playing_ender_lilies_and_i_have\/\">community of fans<\/a> who cherish it.<\/p>\n\n\n\n<p>\u201cIf you make a good game, the players will find it \u2014 they&#8217;ll share it with others, and the media will pick it up, too,\u201d Kobayashi told Freethink. \u201cThat&#8217;s something that we were really honored about that happened with Ender Lilies. It&#8217;s a great situation at the moment for indies, and you just really have to take advantage of that.\u201d<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<div class=\"jetpack-video-wrapper\"><iframe title=\"ENDER MAGNOLIA: Bloom in the Mist Final Trailer\u3010\u65e5\u672c\u8a9e\u7248\u3011\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/UvPgRWDoiO4?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/div>\n<\/div><\/figure>\n\n\n\n<p>Granted, as Rebekah Saltsman noted earlier, staying in business is the priority. Still, for indie developers in the land beyond investor expectations and <a href=\"https:\/\/arstechnica.com\/gaming\/2012\/03\/why-linking-developer-bonuses-to-metacritic-scores-should-come-to-an-end\/\">Metacritic scores<\/a>, success can include reaching new audiences, learning new skills, expanding a genre, or simply finishing a passion project.<\/p>\n\n\n\n<p>\u201cWhat\u2019s considered success can vary greatly from one developer to another,\u201d said Mizutani. \u201cSelling a certain number of units is the most common measure, but some developers are simply happy to complete and release their game.\u201d&nbsp;<\/p>\n\n\n\n<p>\u201cI consider it a success if the developer starts creating their next indie game,\u201d he continued. \u201cAs an avid gamer myself, it\u2019s also my earnest wish for talented developers to continue making games.\u201d<\/p>\n\n\n\n<p>With the tools and <a href=\"https:\/\/www.freethink.com\/robots-ai\/googles-ai-can-create-video-games\">technologies<\/a> necessary to design games more widespread than ever, almost anyone can make a game if they love the medium and have a desire to experiment or express themselves. And if the tools and tech don\u2019t exist, they can even <a href=\"https:\/\/en.wikipedia.org\/wiki\/Playdate_(console)\">make what they need themselves<\/a>. They just need to start.<\/p>\n\n\n\n<p>\u201cMaking games doesn\u2019t have to be a big complicated job with lots of unique opportunities and challenges and publishing deals and whatever!\u201d said Adam Saltsman. \u201cIt can also just be something that you do with your friends in your spare time to make each other laugh or get inspired or prove a point or fail gloriously or accidentally popularize a forgotten genre.\u201d<\/p>\n\n\n\n<p>\u201cSome of the best games of all time were made by so-called unprofessionals, hobbyists, or modders, and making games is fun,\u201d he continued. \u201cI hope that folks keep getting to do it and sticking with it as much as they can!\u201d<\/p>\n\n\n\n<p><em>We\u2019d love to hear from you! If you have a comment about this article or if you have a tip for a future Freethink story, please email us at\u00a0<a href=\"mailto:tips@freethink.com\" target=\"_blank\" rel=\"noreferrer noopener\">tips@freethink.com<\/a>.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Indie developers continue to push the video game industry forward as big-name publishers focus on safe bets and machine-pressed sequels.<\/p>\n","protected":false},"author":25,"featured_media":116053,"template":"","ftm_taxonomy_fields":[131],"ftm_taxonomy_challenges":[],"ftm_taxonomy_statuses":[36],"ftm_taxonomy_hidden_tags":[],"class_list":["post-116051","ftm_article","type-ftm_article","status-publish","has-post-thumbnail","hentry","ftm_taxonomy_fields-video-games","ftm_taxonomy_statuses-featured"],"acf":[],"apple_news_notices":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v26.9 (Yoast SEO v26.9) - https:\/\/yoast.com\/product\/yoast-seo-premium-wordpress\/ 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