First of all, let me just say that you guys were
way kinder than I thought you'd be! Reading your replies has been fantastic, and I'm pretty sure we're all on the same wavelength. In reply:
While I agree with the rest of your post, would like to point out that Minecraft, unlike the rest of your examples, presented a proper expansion of Infiniminer's formula.
Minecraft is the sticky wicket to my argument, because I genuinely believe it
is a medium-defining, progressive game that absolutely deserves to exist. But I had to list it because, like it or not, it's a game built on Infiniminer's foundation – Notch admits as much, and Zachtronic (developer of Infiniminer) agrees. At the very least, I'll say that Infiniminer, at the time, wasn't as heavily "inspiration overdosed" as something like Earthbound or Super Metroid is today.
I agree with you on a fundamental level, but Id like to offer a gentle counter point.
Let me give you an example: take Wargroove and its sequel, plus some other upcoming Advance Wars likes. At face value you could say that there are too many of those and the market is saturated and unoriginal, but consider that N hasn't done anything with it since Days of Ruin; people miss it, people want to relive it in a new way.
I've got no problem with people wanting to continue playing older games, but level with me here: do you
really think the target audience of Wargroove is people who've already mastered all the previous Advance Wars games and are looking for a new challenge? Or do you think it's people who
aren't Advance Wars experts, but have heard of the series and are looking to try a game like it? If it's the latter, why not just recommend them... Advance Wars? We're living in the future – you can play these games for free if you really want to, and anyone who's interested in a niche genre like turn-based strategy games based on 40-year-old Nintendo franchises can figure out how.
Yes, accessibility is an issue – if it were up to me, I'd want Nintendo to release
all of their past games on modern consoles. That way, if you wanted to play a game
like Advance Wars, you wouldn't have to settle for a (presumably) inferior clone – you could play the original, high-quality created by professional, full-time game designers. I'd hate for someone to play one of these indie clone games, dislike it, then write off the whole genre based on an incomplete experience.
Take a game like Balatro. You would probably (not without reason) scrunch your nose at the fact it has roguelike elements; yes, those are a tired thing and a crutch for lack of proper design in many cases, yet Balatro is a fresh, brainy take on poker that absolutely deserves its explosive fame.
I was also going to mention Balatro, but I haven't played the game yet and really know very little about it, so I didn't want to say anything either way. That being said... it's a card game/roguelike. As clever and good as it is, it's still a member of two of the most bloated genres in the entire indie game scene. Again, not saying that's a bad thing, but it's more than a little repetitive.
All that said, it's obvious emotional investment is a big factor and if one doesn't like the basic premise and structure, nothing os going to change that, and that's fine. Maybe when someone properly iterates on a game you love, you'll fall in love with the scene again, haha.
Unfortunately, I hate all video games, so this will never happen. ;)
Yes, you mentioned your examples improved upon the originals, but I think creating something themselves that no one else would [...] should be viewed as a victory of indie game development.
Should it? If I create a homebrew version of Ocarina of Time and release it on Steam, is that a victory? Nintendo will never do it, and there's most likely a market for it. But what, aside from adding another game to the pile, have I
achieved? If it's a victory, what has been
won? Being the environment that Steam is (and this goes for any digital distribution platform), chances are that people won't even give my game a second look, so why
wouldn't I want to do something unique that stands out, instead? Maybe that could be a "victory"... in a creative sense.
and that millions of people clearly didn't know they wanted desperately
But this is kind of the crux of my argument – if you asked people what kind of car they wanted, they'd tell you a faster horse. Millions of people didn't know what they wanted during the third to sixth generation of games, so developers introduced a bunch of original new ideas, and they ended up being
the best video games ever made. If you asked people what games they wanted in 1984, they'd have said better versions of Donkey Kong and Pac-Man, and the medium would have stagnated. (Which is part of why the 1983 crash happened!)
There's fewer bespoke game engines in use with each passing year, CD Projekt Red is retiring their in-house solution from Cyberpunk in favor of Unreal Engine 5, for example.
I dunno how much I buy this point. I'll reference Flash games again – every single one of those was built on the same engine, but they were all (well, they were mostly, but stick with me here) wildly different from not only each other, but from every other kind of "proper" video game on the market. I'm sure that certain engines
do limit what kinds of games you can make, but in an era where essentially all of them are accessible, I don't think I'll accept engine limitations as an excuse – a poor craftsman blames his tools.
No borders. No walls, no fences. (That you didn't build yourself anyways.) Of course my little brother wants to show off his redstone-powered torture chamber, but most (younger) people I know seem to want games where they can pick a direction and travel at their leisure.
I agree with this whole-heartedly, and, personally, think it's the way the medium should be going – open-ended games that keep
you in control, always. We all love linear games with a good story, of course, but when I play Minecraft, I get a feeling that no liner game can give me: That it's
my story. I control the pacing. I control the characters. I control where it starts, where it stops, and what direction it's going in. The game developer provides the set dressing, but, really, it's
my game. You can't do that in any other medium.
Undertale is objectively a much shorter and lazier game compared to Earthbound in pretty much everything, only that it hides the repetitiveness of the combat with that awful bullet hell gimmick. Most of these famous 2D indie plats are a one gimmick thing with little variety. And yet everyone talks as if they are the saviors of gaming.
GOLD STAR!!!!!!!!!!!!!!! (UNDERTALE SUCKS)
That being said, there are a few more unique indie games, or at least original enough, one that comes to mind is Hypnospace Outlaw, but they are as rare as the good AAA.
I agree 100%. My take is that
these are the games we should be celebrating, not "millennial Earthbound".
But while we're on hot takes, the word annoys me whenever I see it. If it's independent, it's not part of a scene. If it's part of a scene, it's not independent.
I agree with this, too, but I don't think we can do anything about it at this point – video game culture terminology solidifies very quickly. (I still kind of dislike the term "roguelike", but whatever.) There's really no equivalent to an "indie game" in any other medium, because they don't have the level of distribution and societal recognition that games do. (This is even true in my world, literature, because self-published books have a massive stigma against them and are never celebrated.)
Every interesting medium has a golden age where it is authentically generative and vital––then that period ends, and there's a long postmodern/dancing-on-the-grave period, where old ideas get recycled with an ironic or self-reflexive coat of paint.
Beautifully put.
The industry may need to hit rock bottom first and completely fail to connect––then, potentially, a renaissance stage/golden age 2.0 might emerge.
I have no idea what's going to happen in the future, but I do think that a "revival" is definitely what the medium needs to maintain relevance with newer, younger audiences. The 2020s have been a horrible decade for video games across the board (again, in my humblest of opinions), and industry people are getting
laid off left and right, so it's hard not to think that we're currently in a low period.
Whether or not we see another 1983-style crash is up in the air, but I do think that AAA and indie developers alike could use a long break to refresh, reset, and re-discover this medium's potential. Personally speaking, I could just play old titles for the rest of my life, but it's a shame to think that this medium might just be repetitive indie games and exploitative big-budget games for eternity.