
The 2004 Independent Games Festival (an Introduction)
The 2004 Independent Games Festival (an Introduction)
by Russell D. Carroll
I live a little less than an hours drive from Sundance. As most people
know, Sundance is the home to the most popular, and really the first major
Independent Film Festival. This is significant, because Independent films
have a lot in common with independent games. The film festival here was
initially a place for those who did things a little different than everyone
else, to show their wares. Those showing films were often presenting life
works that weren't as well produced, and suffered from small budgets.
However, the rawness of many of the films did not detract from the quality of a
good story or a good story teller. In fact, the rawness of the film could
in many ways help you focus more on the story than on all the extra production
values that a film from a major film will garnish. With the passage of
time, Sundance has begun to lose its luster in many people's eyes. The
reason may be that many of the films there have tremendously large budgets, and
are scheduled for mainstream release before they ever are shown at Sundance.
Many film critics, including Steve Oldfield, have decried movies such as "The
Butterfly Effect" being shown at Sundance over films that are more raw and show
the talents of unappreciated artists and film-makers. In some ways I think
the complaint can be made, that the Independent Film Festival should serve to
showcase the independent films...the films that the majority of the public
wouldn't find out about anywhere else...but I digress...
This
year, the Independent Games Festival enters its sixth year. For anyone who
hasn't participated in the Game Developers Conference (GDC), it is a wonderful
technology show that contains hours upon hours of sessions taught by the Game
Industry's finest developers. In fact the Independent Games Festival
(IGF), is really only a very small part of the whole conference. It has
become over the years, the premier showcase of Independent Games. With the
focus in the GDC being to take program further than it has been before, the IGF
is a natural fit. Many people have come to view the IGF as a showcase of
innovation, and when considering the judging guidelines that go into picking out
the games, it is easy to see where this notion comes from.
Games in the IGF are judged before they ever show up on the Expo floor of the
GDC. Each game is judged in two ways, execution and innovation, in four
categories, Visual Arts, Audio, Game Design, and Technical Excellence. The
real trick to this is that the scores in any category come from the execution
and innovation scores for that category being multiplied together.
So if your game is very innovative, but wasn't executed very well, then you
would score lower than a fairly well executed game that was only slightly
innovative. The idea here is that if you made a perfectly well executed
game, but it was just another Half-Life clone, your game would not score as well
as an innovative game that wasn't quite as professionally produced. In
fact, you might score much lower. From the IGF website we read: "In short,
the jury wants to be surprised -- it does not want to see the same old game
designs and technologies used in predictable ways." Certainly that is
true, but there are holes in the judgment system that can lead to games that are
mainstream games pushing their way into the IGF. Is that a bad thing?
That question is something for each individual to decide, but certainly, if
execution is as important as innovation in the IGF, the group with the most
money, and can thereby produce a flawlessly executed game has a much better
chance of getting their game in as a finalist, even if it is only a little
innovative, then does a poorly funded team who can be as innovative as they
want, but with the resources they have in place, cannot hope to create something
that is as well executed.
This
year's IGF has shown this flaw, but also come up with a solution, though it
appears to have been happenstance that the solution has worked as well as it
did. Instead of handing out a single set of the six awards at the IGF,
this year there will be two complete sets of awards. One set will go to
the "Open" category, and the other set to the "Web / Downloadable" category.
The main differentiation between the two is the size of the game. Games
that are either played in a browser or are under 15MB in total size are entered
into the Web / Downloadable category. Those that are larger are in the
"Open" category. Again though I don't believe it to have been intentional,
this split has divided the games much along the lines of what many people
consider to be the "traditional" indie, and what Independent games is becoming.
The Web / Downloadable category consists of mostly under funded projects that
are much like the arcade games of old in that they don't require large amounts
of time to play. For example, Oasis, one of the finalists, puts you into a
deep strategy / world-building game where you build up cities, develop
technologies, raise armies, mine, build roads and trade routes, and fight a huge
on-coming horde of enemies, all in 3-6 minutes.
On the other hand, the "Open" category includes some games that have raised a
few eyebrows, including the game "Savage," that was a moderate mainstream hit.
However, that certainly doesn't keep the game from being innovative, and with
the division made between the sizes of the games, the IGF has done a good job of
keeping games like Savage from competing with comparatively less polished,
though in no way less innovative, efforts.
One can only hope that the changes being made will help to refute some of the
ill-will placed on the IGF from the developers, and even the gaming industry at
large, as more polished efforts become mainstay in the IGF, and thereby increase
the visibility of Indie games.
With
all of the undercurrents present, from the question of well-financed projects
being in the IGF, to developers looking down on indie gaming, to even the
supposed Indie "holier-than-thou" attitude, anyone attending the GDC will have
plenty to talk about even if they don't take a look at the games. However,
hopefully not lost in all of this is that this years crop of games is absolutely
fantastic. With the increase in the number of finalists, not to mention in
the number of contestants, the public will get a chance to look at a lot of
really great games, and up-coming games that will tantalize your mind and give
you an experience that you likely won't find elsewhere.
This year Game Tunnel is doing everything in its power to give you a glimpse
into the games, and their developers before you get to check them out at the
conference. Throughout the month of March, new information will be added
nearly daily in regards to the different projects, so you can have a good idea
what games you'll be pining to play once you hit the GDC Expo floor, and perhaps
more importantly, who you want to talk to. To keep track of all the
information, simply check back at
www.gametunnel.com whenever you have time. Dates will be listed for
when things will be posted, and as updates are made to each of the articles with
new interviews with developers and new game reviews posted, the dates on the front
of the site will be updated.
Once the conference begins, Game Tunnel will be on the scene, adding daily
highlights, award winners, and a few other surprises, so those who cannot attend
can get a good feeling for the show and all the fun they are missing.
It's not quite Sundance, and hopefully, as the IGF continues to age, it will
learn from some of the mistakes that Sundance has made, and instead continue
focusing on the diamond, no matter how rought may look. With the
division into two separate groups this year, I believe that this will go down as
a landmark movement towards keeping the integrity of the IGF, while not forcing
innovation into the package of the small budgeted. Either way, there will
be twice as many finalists this year, to go along with an increasingly
professional group of student showcase games, which gives us a wonderful way to
spend our next month; playing great games.
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