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2005 - IGF Parting Thoughts Printer Friendly Page



The 2005 IGF was an adventure in goodness.  Throughout the game developer's conference, innovation came spilling out of the doorways of the sessions and flooding all the hallways to the utmost corner of every room.  The theme of the IGF is innovation, and this year it was quite clear that the some of the most engaging game play experiences were found in Indie Games.

However, the IGF is more than just a chance for Indie developers to show what games can do, it is a chance to connect directly with the gamers themselves.  Independent developers have been connecting with gamers better than any other segment of the industry for some time.  This has a lot to do with the closeness of the developers to the people who play their games.  If you play the Sims, you are not likely to be able to make a suggestion to Will Wright about something you had trouble with or a way you thought the game could be improved.  If you did, you very likely would not see any result from having done so.  However, with Indie games, suggestions are often implemented, and issues that gamers  encounter often lead to game 'patches' which are really more like updates to the game.  (For example, the 'patches' to Gish have included adding a level editor and soon to be released 'patch' will add several 4-player modes to the game)

One thing that has struck me strongly during the conference is the need for games to create an experience.  Part of that experience is the connection that is made between the the developers and the gamers, which has an importance that is overlooked by large publishers.  Even as the large portals and gaming companies look to take a piece of the casual game pie by using the indie developers to create games that appeal to the more casual crowd, this connection is something that the corporate world can't reproduce. Games made or published by a large developer lack the satisfying experience that an independently made game provides with its direct link to the developer. 

Creating an experience many times means creating something different.  For example, if you think back to the first game you really loved, likely you remember how much fun you had playing the game.  There may have been sequels to the game, but it is hard to recapture the magic that you felt while playing the first game.  The connection that gamers feel with the game that they play is a key component that keeps players coming back to try new games.  That connection is strengthened greatly by games that make you feel different or pique your imagination in a way that it hasn't been stimulated before.

It is this line of thinking that makes me see the PSP as nothing interesting.  As one grows older, the opportunities are few to play hand-held games in the back of a car.  While adults always have a cell phone around and may play games on it for that reason, carrying a PSP everywhere you go seems quite unlikely.  Instead the device becomes something that you might take with you on business trips to play on the plane flight.  Other than that the device would be played at home where it comes in direct competition with the consoles and computers that you already have.  The question I posed to both Sony and to myself is 'Why would I play this over my console?'  So far I haven't seen any reason why I would because the system simply ports console games to a smaller screen.  Sure it's mobile, but since the primary place that I play games is at home, it would go unused most of the time because I would prefer to spend the time on the console itself or on my PC.  In comparison, while playing Nintendogs, I was impressed with how much the game created an experience that I couldn't find elsewhere.  It is a game that I would pick up the Nintendo DS to play, so that I could enjoy the experience.  By using both voice response and the touch screen, the game is something really only a computer could replicate, though not having 2 screens would be a disadvantage.

The experience of playing Nintendogs is in many ways similar to the experience that many indie games provide and it is my main attraction to Indie games. You feel something unique and compelling when you play them.  The feeling that you have towards the game, your connection to the game, and the overall experience of the game provide you with something that you can't find anywhere else, and give you a reason to put down your mainstream console games to play them. 

This year's IGF capitalized perfectly on that feeling by appointing Wik and Gish as the winners. Each of these games provides an experience that is unlike anything else available.  The IGF also reinforced the connection of the gamer to the developer which is an experience that is singular to Indie games.  Much as you don't get the full story and miss some of the conversation through instant messaging; playing a game without knowing the developer's intentions, desires, and design leaves you missing out on some of the experience. 

I had been a Mozart hater all of my life until I took at Music 101 class in my last year in college.  In that class I had Mozart explained to me, and for the first time instead of hearing trite little melodies, I saw incredible complexity and brilliant design.  Many of the best things in life come through appreciation and association, and Indie games provide those things.  It is something that you don't even realize you are missing with mainstream titles, and having been involved with Indie gaming, I have found that the connection with the developers is one of the factors that keeps people coming back for more. 

The 2005 IGF showcased great game play and put developers next to the gamers who played and watched the games.  Not every game is innovative or provides a singularly unique experience, but innovation certainly isn't the only experience to be had in gaming. In addition to showcasing innovation, the IGF provided an arena to show off some of the other positive aspects of indie gaming, including the developer connection.  More than anything, gaming is an experience, and the games you remember are the ones that make you feel something.  It may be joy, or fear, or excitement, a personal connection, or a simple feeling of newness, but as the world of gaming becomes ever more focused on graphics and franchises, the IGF stands as an opportunity to showcase the exciting world of indie games and the unique experiences they provide.

  

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