Definition[edit]
The definition of what qualifies for independent video game development is vague. The term itself bore out from the independent music arena, where "indie" refers to publishing music without using a major record label, such as using smaller independent labels or via self-publishing.[22] One simple definition, described by Laura Parker for GameSpot, says "independent video game development is the business of making games without the support of publishers".[23] However, this independent nature can be seen described from two broad directions.[24]
Financial independence: In such situations, the developers have paid for the development and/or publication of the game themselves or from other funding sources such as crowd funding, and specifically without financial support of a large publisher.
Independence of thought: In this case, the developers crafted their game without any oversight or directional influence by a third party such as a publisher.
The term "indie development" has been broadly applied to
small development teams, realizing small and non-traditional non-AAA game titles on small budgets without financial help of a larger publisher.[22] Some notable instances of games that are generally considered "indie" but challenge this definition include:
Journey was created by thatgamecompany, but had financial backing of Sony as well as publishing support. Kellee Santiago of thatgamecompany believes that they are an independent studio because they were able to innovate on their game without Sony's involvement.[22]
Bastion, similarly, was developed by Supergiant Games, but with publishing by Warner Bros. Entertainment, primarily to avoid difficulties with the certification process on Xbox Live.[25] Greg Kasavin of Supergiant notes they consider their studio indie as they lack any parent company.[22]
The Witness was developed by Jonathan Blow and his studio Thekla, Inc. Though self-funded and published, the game's development cost around $6 million and was priced at $40, in contrast to most indie games typically priced up to $20. Blow believed this type of game represented something between indie and AAA publishing.[26]
No Man's Sky was developed by Hello Games, though with publishing but non-financial support from Sony; the game on release had a price equal to a typical AAA title. Sean Murray of Hello Games believes that because they are still a small team and the game is highly experimental that they consider themselves indie.[27]
Games that are not as large as most triple-A games, but are developed by larger independent studios with or without publisher backing and that can apply triple-A design principles and polish due to the experience of the team, have sometimes been called "triple-I" games, reflecting the middle ground between these extremes.[28][29]
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