Rise And Rise

By Jim Rossignol on January 25th, 2008 at 9:20 am.

Wired’s Clive Thompson has written an entertaining piece about the rise and rise of the Indie gaming scene, and what it means for “top game” lists:

Two years ago, I wrote my first column celebrating the best indie games: small, offbeat titles, programmed usually by a single auteur and given away for free. I figured I’d make it an annual affair. For 12 months, I’d scour the net for independent games that had a spark — some innovative bit of design or gameplay — and gather a list of the top 10. But I’ve decided it’s impossible.

He’s wrong of course, because Death Worm is best. Man, I love lists.

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13 Comments »

  1. Grandma Pod says:

    No link to the Article? Or is it print only? (Do people still use this medium?) :(

  2. Meat Circus says:

    It doesn’t really mean anything for Top 10 lists because they’re never going to feature in them.

    RPS may have featured some Indie classics in its advent calendar, but that’s just because they want to be the trendy leading lights of the anti-pop movement in gaming.

    We’re on to you.

  3. DigitalSignalX says:

    How many of us would have never bought peggle if not for RPS.. And will buy crayon deluxe when it’s done too. Keep em coming! If anything will keep PC gaming alive and fresh it’s the simple non-proprietary nature of Indy titles being accessible to anyone.

  4. Meat Circus says:

    I was playing Peggle when was still in nappies!

    Mind you, my mother is now addicted to Bookworm Adventures because of John Walker.

  5. Meat Circus says:

    You know, I’d really like to develop a 2-3 man indie game. I have extensive knowledge of C++ and ten years’ programming experience, so you’d think it’d be easy enough for me. It’s difficult to know where to start.

    Do I use Microsoft XNA + VC++ Express? OpenGL and SDL and Pure C? Or do I simply bite the bullet and learn the DirectX APIs? Oh, but Direct3D is such an big API, and getting it to run on Macs and Linux with Cider and Cedega is a pain.

    Or do I use a cross-platform game engine? But which one? Free software or a proprietary one with a low cost for Indie devs?

    But then, oh but then, finding decent artists. I can’t draw to save my life.

    I wish there were an easy way to know how to get started. Some kind of exchange to put budding Indie devs, writers and artists in touch with each other and useful advice on getting started.

    If only…

  6. Kieron Gillen says:

    There’s lots of methodology, frankly. I’m putting up an interview in a minute with Vic Davis who did Armageddon Empires… in Director. I tend to think in games, what works, works.

    KG

  7. Meat Circus says:

    Well, yes. But only those who’ve done it know what works. It would be useful to capture that information for the good of those who haven’t been through it yet.

    The best Open Source 3d engines for those with C++-fu seem to be Irrlicht and Ogre3D, but I got this information solely from Googling. But are they actually any good?

    I take it for 2D games, most devs tend to write pure SDL or DirectDraw code, but again I don’t know for sure.

    XNA, of course, means the game will run on a 360 and a PC, with Windows. But not on Macs or Linux yet, although the Mono project is working on a Mono.XNA port…

    See, the issue is, that there are many things that *might* work. I’d like to know what *does*.

  8. cliffski says:

    join us………
    http://forums.indiegamer.com/

    (this is a more pro-minded and business oriented forum than gamedev.net)

  9. Meat Circus says:

    @Cliffski: Thanks, I will tonight.

    I don’t know what “pro-minded” means, but I want to be it anyway.

  10. Meat Circus says:

    Ooh, Mr Cliffski. With your recommendations you are really spoiling me.

    There’s an entire thread which leads me to believe that the PopCap Games Framework is probably the solution I’m looking for. Woo!

    I wonder if it works with Eclipse C++?

  11. Ben Abraham says:

    DEATH WORM!!!!!!!1!!!11one!!1e1even!!!!!

    ‘Nuff said.

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