In an industry saturated with massive, expensive games and their colossal developers, it is difficult for a small-budget indie game to attract notice, never mind revenue. Traditional video game publishing is costly. Shelf space in stores is precious, and only about 15 percent of sales goes to developers: failure to make a big hit can mean loss of creative control or worse for a development team. But some changes in the industry are giving small developers a better chance at fame and fortune.
Most important is the advent of digital distribution methods like Steam and products like the iPhone, which can provide developers the means of publishing a game at a fraction of the cost traditional publishing requires, with a larger slice of sales goes to the source. Also important to the rise of indie games are numerous festivals. Several independent game festivals such as the Independent Games Festival (IGF) and Penny Arcade Expo (PAX) give aid to small developers by giving them a chance to show off their projects to a wide range of people, and to provide advice concerning distribution and licensing agreements, should a member of the mainstream media take notice of a project.
An indie developer will not be able to compete on the same grounds as the giants - top-level graphics and audio are very costly to make - but they are free to explore creative avenues that large developers will not want to risk in their high-budget projects: with fewer people and less money involved, trying new ideas is less risky. As the support for indie games grows, big companies will take interest, and we will see bursts of creative output backed by near-unlimited funds.
Published by John Powers
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