The 2004 IGF Awards - A Dark Day in Indie Gaming 
The 2004 Independent Games Festival Awards
A dark glimpse into the future of indie gaming?
(by Russell D. Carroll)
Having attended the IGF Awards ceremony on Wednesday night, I went through a
range of emotions. There were some awards that I felt were obvious such as
Anito and
Dr. Blob for
sound in their respective categories. There were some positive moments such as
Oasis
winning the overall award for the downloadable category and
Spartan winning the art excellence award for the Open category. Then
there were some disappointing moments such as when
Gish
was unbelievably shut-out of the awards, and the domination of Savage. The full
range of awards was as follows:
Innovation in Game Design
Bontago
(Open)
Oasis
(Web/Downloadable)
Innovation in Audio
Anito: Defend A Land
Enraged (Open)
Dr. Blob's Organism
(Web/Downloadable)
Innovation in Visual Art
Spartan (Open)
Dr. Blob's Organism
(Web/Downloadable)
Technical Excellence
Savage: The Battle for Newerth (Open)
Yohoho! Puzzle Pirates (Web/Downloadable)
Audience Award
Savage: The Battle for Newerth (Open)
Yohoho! Puzzle Pirates (Web/Downloadable)
Overall - Seumas McNally Grand Prize Winners
Savage (Open)
Oasis
(Web/Downloadable)
Project Goldmaster Winner - (game to be developed online for
AOL/Cartoon Network) -
Flashbang
studios
Though you can read about the winners just about anywhere, but there is a lot
more going on than awards being handed out. Spending time at the IGF awards on
March 24, 2004 I cannot help but think that it was a very dark day for the
future of Indie gaming. As was perhaps both expected and dreaded Savage took
half of the awards that it could take. While that was something that the team at
S2 worked hard to earn, having Savage in the IGF, and leaving as the overall
winner in its category sets a precedent that will greatly change Indie gaming if
the blurring of the lines between indie and non-indie is not reversed.
Among the games shown at the IGF, none were more discussed than Savage. The game
was backed by more than a million dollars in development money, an amount that
very few indie games ever earn. This money allowed the S2 team to take their
innovation much farther than other teams were able to do.
Sitting
through days of endless sessions at the IGF it is clear that money is one of the
biggest limiting factors in game development. Nearly every session discusses
ways to make money go farther so that development and innovation is not limited
by the lack of money. The issue of Savage being included in the IGF
inter-relates directly with that exact point. There is a point where having less
money to create a game forces the developer to do less and to scale back their
innovation, fitting their imagination within what is financially possible for
them to accomplish. Conversely, having more money allows developers to do
more with a game as they are not forced to sacrifice ideas and features to a
financial inability to deliver their ideas.
Savage was the grand winner in the Open category. The first award given to the
game was the technical excellence award. For weeks I've been talking about this
award as I assumed Savage would receive and based on my experience with the
game, an award I believed should have been given to another game.
Savage is the only game that I have not been able to get to work on my home
computer in the last year. While that may not mean a lot for many people who do
not install many games, I believe that it is quite meaningful due to the number
of games I have installed on that computer. Over the last year, I have
played more than 200 games on that computer this year. Most all of them were
indie games, and despite the indie developers small budgets and lack of ability
to beta test their games for possible code errors like a typical production game
would, they all worked. However, when it came to Savage, the game continually
crashed and never let me actually start a game.
However, even that information isn't all that meaningful as I'm just one person.
Sometimes games don't work for some people. While trying to correct the problem,
I checked into the S2 support forums and found that the problem is clearly much
larger than me. The number of people posting problems in the last month shows
that the technical issues in this game are in large quantity. In fact for
March I double-checked and of today, March 25th, there are 55 threads and many
more posts regarding problems getting the game to run at all, in addition to
performance issues on this game, so far THIS MONTH. As Savage has been out
for quite some time and has delivered multiple patches correcting technical
issues, but is clearly a product with multiple issues still correct, the fact
that the game received the technical excellence award despite these glaring
problems, more than any other game in the category, shows a clear area of lack
in the judging system, and an opportunity for improvement.
The second award that Savage won was the audience choice award. Savage was a
mainsteam game that nearly everyone coming to the conference were already
familiar with. It was one of the least played games at the Independent Games
Festival Pavilion throughout the day, but ended up being the most voted for
anyway. It was in-fact the audience's familiarity with the game that lead to
this award being rendered a complete shame as it was awarded to Savage. A large
part of the joy of the IGF has been the discovery of new games. In this year's
awards, fans of the game just came by and showed their support of the game they
already knew.
Finally by winning the Overall award Savage crossed the final line. The question
has been posed "Why should they be left out because they were able to raise some
money to fund their game?" However a much better question is "Why were the other
games punished because they didn't raise the money to fund their innovation to
the same level as Savage?"
As the conference has pointed out, having more money allows developers to make
their innovative ideas reality. It then becomes more than curious that the
IGF has this year shown that a team's ability to raise money is as important as
innovation itself. Consider this, if Savage was done on a $50,000 budget instead
of a $1.5 million dollar budget, how would it be different? Would things that
are in the game have been left out? I believe that the clear answer to
this question is yes. When finances run out, no matter what you think you
want to do, you are done developing. I believe in the case of Savage that
the developers would not have had the funding necessary to create "their game"
had the budget for Savage been equal with the other developers in the IGF. I
highly doubt that it would have been a finalist, and certainly not the winner as
it would have been limited in its ability to deliver the concept. Thus, the IGF
has clearly stated by its awards that developers must be able to raise money in
order for their game to succeed at the awards.
For an example running the opposite direction consider the games
Bridge Construction Set
and Bridge It!
The real differences between these games is $100,000 of art work. BCS was
a finalist last year as Pontifex II. It did win the audience award, but
had it the money to make the art that is shown in Bridge It, I believe it likely
would have won the overall award. This is an easy example that shows what
money can do to a game, and in this case the point is only being made in regards
to graphics. With innovation, having the money to make what you envision
in your head show up on the screen is just as affected by the money or lack of
it as the graphics were in Pontifex II.
Another issue that occurs from the inclusion of Savage is that it opens the door
for nearly any studio to submit their games to the IGF. The reality of the
gaming world is that there are hundreds of small studios making games and ever
more new publishers willing to pay studios to make games. However the IGF simply
limits those entering based on their connection with specific publishers. This
allows any development studio to be considered as long as they are good at
getting money from any source that is not on the list. The game industry
did not consider S2 to be any different than any other studio, as witnessed by
their being nominated for the rookie studio award during the main GDC awards
ceremony alongside the other mainstream studios.
What the IGF has done is created a precedent where any mainstream studio can
enter the IGF. Formerly the IGF had been focused on innovation by the unheralded
few. Those who worked grueling hours with no monetary gains in sight.
Having such a lack of funding, the developers who entered the IGF had been
required to push themselves farther to create things that they did not have the
finances to do any other way. That lack of funds itself helped push their
innovation even further. With the inclusion of mainstream or Triple A studios in
the IGF, the innovation of the indie developers is ignored. Instead, in
addition to the GDC Game Developer Awards for the mainstream, a mainstream
studio has taken the awards that supposedly were intended for independent
developers. In so doing the purpose of the IGF, in rewarding innovation in
independent games has not occurred.
Considering all these factors I believe that March 24th, 2004 may go down in
history as the day that the IGF lost its luster. This was the day that marked
the end of the IGF representing the indie community and spotlighting the efforts
of unknown developers. Instead the IGF has set itself up to being a complete
facade, being just another place where mainstream developers can get accolades
for their games. The change is sad to see and it is my great hope that the IGF
will talk earnestly to its finalists to determine a resolution to stop the
bleeding of this self-inflicted wound so that in the future, indie developers
will be the finalists and award winners instead of mainstream studios. If
nothing is done, this will go down as the point when the IGF turned away from
Independent Innovation and turned to the innovation of the mainstream masses
hurting both innovation and indie developers in the process.