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Slamdance and the Real Indie Games
January 22, 2005 - by Ian Bogost

Park CityToday was the first day of the Slamdance Independent Game Competition. We set up this morning and spent most of the day showing our game to festival attendees and chatting with the other developers. Bawls is sponsoring the competition and has provided a seemingly infinite supply of their hypercaffeinated guarana drink. And we got really great gift bags too, thanks to sponsors Activision and NCSoft. The judging continues through Monday, and the award ceremony takes place that evening.

Following in the tradition of Savage: The Battle for Newerth at last year's IGF, Alien Hominid raised eyebrows by becoming a finalist at both Slamdance and IGF this year. Those eyebrows are raised because both competitions have rules against the eligibility of games already in published commercial distribution. From an outsiders perspective, Alien Hominid certainly seems to qualify -- or rather not to.

As I'd hoped, I got a chance to talk extensively with the cool cats from The Behemoth, creators of Alien Hominid. And as I expected, the situation is far less straightforward than it seems at first blush.

Most of the crew at The Behemoth had worked together porting games for console. Alien Hominid started out as a very popular web game, and the team decided to try to develop it for console. Contrary to popular opinion, they got their publishing deal with O3 Entertainment after they'd completed all the development -- one studio founder sold his house, another mortgaged his, and a majority of the team worked for free. They bought their dev kits ($10k apiece for each platform) themselves. Even though the group estimates Alien Hominid's development budget at $1.3 million, most if not all of that money came from debt and sweat. And the studio is still waiting to see their first royalty payments come in from the console releases of the game. While I still wonder if they might be insane to take such a risk, I've really enjoyed chatting with the developers today. They're good people who were driven by an uncanny urge to bring their game to completion. And they were kind enough to donate a GameCube copy of Alien Hominid for the Georgia Tech EGL.

I've been tracking a question in my mind since before the festival: what is an indie game anyway? True, Alien Hominid closed a publishing deal last summer, but their game didn't go into distribution until late 2004, after the Slamdance entry deadline. More puzzling, the investment in the game came from the developers themselves, not from the publisher. And The Behemoth continues to actively market their game, again a task usually assumed by the publisher. Doesn't this sound rather, well, independent? Of course, the scale is totally different; The Behemoth came to Slamdance with a fully polished GameCube game, buttons, action figures, and tons of printed marketing materials. For them, the festival is probably first a trade show and a marketing opp, second an exhibition and a competition.

Park City is beautiful and utterly packed with people. It's been an unexpectedly welcome treat to be back among the world of film, mostly because Sundance and Slamdance draw a different crowd than my usual events, which are firmly ensconced in the game industry. Today's fireside chat about the convergence of games and filmmaking offered one such novel perspective. X Men producer Tom Desanto, producer John Frank Rosenblum, NCSoft marketer Mitch Jones, and sound designer Nathan Smith hosted a casual chat about issues in film/game adaptations and crossover. By and large the sentiments shared by the participants recapitulated the same tired perspective on the industry: it's a business that needs to focus on predictably profitable ventures. A lot of times, this means that the final products -- both games based on films and films based on games -- are crap. In some cases, a game has to ship to make a Wal-Mart stock deadline no matter what shape its in. In general, the game developers noted that they don't have enough time or enough access to the raw materials of the film during production.

What is an independent game then? Is it simply a game that doesn't have a traditional commercial publishing deal? Is it a game that experiments with or challenges existing conventions? Is it a game that introduces new platforms, technologies, or means of interaction? Is it a game that seeks to make an artistic statement rather than making money?

Perhaps one way to conceive of the independent game might be like this: an independent game is one whose inspiration, expression, or creation are not imposed by an external, controlling organization or structure. Would this conception of independence be an adequate one? I'm not sure. But after the fireside chat, as the sunny afternoon melted into cold evening here in Park City, I was struck by how liberated I felt not to have any interest in promulgating the commercial film and game industries' imposition of what kind of games are valid, and why.



Comment from andrew stern on February 2, 2005

Yeah, maybe the easiest way to define it, at least for these competitions, is a game that doesn't yet have a traditional commercial publishing deal. If the game gets such a deal before the competition happens, even if it didn't have such a deal when the game got accepted to the competition, it must withdraw from the competition. This isn't so bad, since the producers are trading off one great thing (publishing deal) for another nice thing (finalist in a competition). This suggests that the time between acceptance for a festival and the exhibition itself should be short, to minimize this confusion — (Slamdance seemed to do this well, having the competition only a few weeks after the final contest submissions.) And/or it may suggest to include a couple of extra games in the competition, in case one or two are forced to withdraw.

btw, how do Sundance and Slamdance define "independent", for the films in their competitions? (Maybe you already wrote about that somewhere, I forget.)


Perhaps one way to conceive of the independent game might be like this: an independent game is one whose inspiration, expression, or creation are not imposed by an external, controlling organization or structure. Would this conception of independence be an adequate one?

Practically speaking, that could be difficult to measure, I'd guess. I'm hoping we'll see more and more independent games, funded by investors of various shapes and sizes, from private angels to larger institutions, as I imagine indie films get funded; it's a gray area if those investors are imposing or not... For example, if I got funding to build a game for, say, senior citizens, and the money was given by some rich old coot who wants to see certain things in the game, does that count? Or if the money was from AARP? (Maybe a weird example, but one I could imagine... :-)

Comment from dan paladin on March 6, 2005

thanks much for the kind words towards the behemoth! we get a lot of heat from naysayers sometimes, so this is helpful. it's a shame i was not able to attend slamdance.

I wanted to. darnit.

Your take on independent games and Alien Hominid is certainly more articulate than mine, although I'm happy to see it does address the same issues.

That's surprising to hear that they scrounged up the money for the game themselves, because I certainly got the impression from this interview on Gamespot that they just showed the flash prototype to O3 Entertainment, and O3 fronted them the money and the programmers to make the full game.

Comment from Ian Bogost on March 30, 2006

Holy shit, hey Hunter. I had long conversations with them at Slamdance last year, and the story I got is the one you see above. It's worth noting that Tom is the founder of newgrounds.com, which (more than) funds his day-to-day life. Anyway, those guys are for real and they get a lot of flack that should be reserved for other, even less independent games. FWIW, this year's IGF was less plagued by the problem. I was glad to see Braid win the game design innovation award.

Ok, so what the heck are you up to anyway? I guess I should go read your blog to find out.


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