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Interview with Kai-Peter Baeckman about Space Station Manager
A sim for would-be astronauts
By Russell D. Carroll [March 9, 2004]

Q: What do you think makes Independent games distinctive?
A: Focus. I think the key aspect that successful independent games share is a great focus. Almost everything else varies, team sizes, genre, style, originality, but good indie games have a certain focus to them. I think this is due to the scarcity of resources, you have to focus to be able to produce something worthwhile with a small team. There are many "non-independent" games with great focus, but many times focus isn't the primary goal for a mainstream game.

Q: What is the most innovative feature of Space Station Manager and how is it innovative in your mind?
A: That would be the players. Seriously, the game itself is more of a good synthesis and than a total revolution of game play. Sure it is a nice combination of elements, but none of the basic building blocks are spectacularly new. What is innovative is the way players have been using the game and extending it. True innovation happens when you let go of something you initially designed and other people start to take it into their life and change it.

Q: What do gamers appreciate most about Space Station Manager?
A: Probably the relaxed atmosphere. Space Station Manager is quite a nice game to just open up and play around with for a few moments. Something to take your mind off what you are doing at the moment, to have a few moments of realized fun.

Q: What was the most difficult part of Space Station Manager to program?
A: Probably those parts that never got into the game. For me personally much of the challenge was limiting the scope and technical difficulty of the project. I wanted the game to be technically good, but also wanted to complete it. Thus the hard part was limiting the scope and difficulty so that I would mostly be covering known terrain. Research and learning should not be in a production game, you need to do that separately.

Q: Other than your own game did any one of the IGF finalists or Student Showcase games stand out to you? Why?
A: It is hard for me to mention any specific game, I think all the games that made it into the finals are of very high quality (and many who didn't as well).

Q: What is your definition of an Independent Game?
A: I can't say I have a meaningful definition for the term. Most who call themselves "Indie" are self funded and self published (at least to some degree).

Q: How do you think Independent Games will evolve in the future?
A: I see the market maturing a lot within the next few years. The recent numbers from the RealArcade and GameHouse deal seem to suggest that distribution channels aren't as prevalent in online distribution as they are with retail games. As see this as a sign for a growing market of professionally run development houses while still keeping the barriers of entry quite small. Tool development also keep lowering the barrier. It will become increasingly easy to get in, and more difficult to reach the top and stay there.

Q: As one of the leaders of Independent Games, what is next for you?
A: Keeping my hands dirty with making and publishing games. There is so much to learn about this business that I can't hardly wait to get to work each day. For more concrete goals, we are now working on a second game to add to the current series.

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