IGS ’09: The Indie Game Maker Rant

By: Derek Yu

On: March 24th, 2009

Phil Fish

(Photo courtesy of Infinite Ammo)

12:02 – I finally got into this session, which was supposed to start at 11:45ish. It’s PACKED, mostly because nobody from the previous session left. The basic idea, which was conceived by Phil Fish (Fez), is that various game developers get up and rant about something, anything, for 5 minutes. Phil was the MC for the session, and also participated.

Coming in late, I unfortunately missed Heather Kelley‘s rant – it was ending as I came in. Mark Johns just got up. He reminds us that he’s the creator of Shit Game, and is thus in the best position to talk about games and art. Some highlights of his rant include his assertion that critics of games as an art form, like Roger Ebert, will someday die and a reference to the somewhat notorious article about messhof in the New York Times. (One hopes that the NYTimes, which is in attendance, takes the mention in stride.)

12:05 – Steve Swink is up. He’s a designer at Flashbang/Blurst and also one of the IGS organizers. His rant is titled “Ethical Game Design.” He’s talking about personal freedom by using furries as an example. (Looking up at his scattered manbeard, I think he might be one!)

Steve equates ethical game design at least in part with making use of our freedom by creating worthwhile activities. “Don’t make the video equivalent of fast food and cigarettes. Don’t waste people’s fucking time.” “Worthwhile” is obviously kind of a difficult thing to define. Is it social? Is it about changing our way of thinking? Is it happiness?

And then Steve’s time is up.

12:11Infinite Ammo‘s Chris Lobay just got up. He has a film background, so he’s tying auteur theory to game development. He argues that independent game developers all fit the mold of the auteur. Game development, he posits, should not be decided by committee.

12:16Erin “Ivy” Robinson starts by revealing that she’s working on a new game called “Puzzle Bots.” And hey, now she’s talking about humor in games and using the TIGSource Demakes Compo as an example. Hold Me Closer, Giant Dancer is shown on screen and gets some hearty chuckles out of the crowd.

She just did a “dramatic reading” of Gears of War 2. Marcus Fenix and Augustus Cole wax poetic about how many metric shit-tons of locusts must be down there. Somewhere, an undead Marcel Proust facepalms.

Erin talks about some modern examples of mainstream games which employ humor, including Little Big Planet and Spore. She ends by talking about satire and the awful PETA game Cooking Mama: Mama Kills Animals. It’s Majesco’s straight-faced response that draws the most laughs.

12:21 – “Those crazy artists from ”http://tale-of-tales.com/“>Tale of Tales” are up! Auriea Harvey opens by saying that this is “a slightly meditative conceptual rant about being an indie developer.”

Auriea and Michaël wonder openly what it is that indie developers are independent of, exactly? They are taking turns reading out loud the various possibilities (which are displayed on the projector with occasional images). I can’t write them all down, but here are a few of the things they’re mentioning: game publishers and developers, time spent with loved ones, clothing, sexual orientation, web 2.0, C++, Shigeru Miyamoto, CliffyB, ideologies, morality, success, air, Edge Magazine, Steam, XBLA, language, Final Fantasy, TIGSource Forums, love, pets, Simon Carless (who I’m sitting right next to), mortality (a picture of Paul “rinkuhero” Eres accompanies the slide), Google, debugging, object-oriented programming, and finally, whether or not games are art and whether the audience thinks they are pretentious for making their rant.

They’re walking off with a simple picture of the Earth on the projector. Phil Fish says “Thank you for that. I mean it!”

12:25thatgamecompany‘s Kellee Santiago wants to talk about that step “after games are art.” She’s comparing games to radio and television.

In what strikes me as a very Obama-esque moment, she rallies developers to work together to bring about change in the games industry.

12:32 – Mare from metanet takes the rant to a more directly practical area by talking about why demos are important. Her main point is that there are cons from the developer’s perspective, but not from a consumer’s perspective.

12:34 – Raigan, the other half of metanet, proposes some solutions to making 3d games easier to create. He talks briefly about using simple shapes like boxes, non-photorealistic rendering (e.g. NPR Quake), and post-processing (e.g. Textmode Quake).

12:38 – “Up next: me,” says Phil. He says he couldn’t think of anything, so he’s taking requests from the audience. Someone asks him what the most important thing about Fez is for him, and he fumbles a bit before exclaiming that this was a stupid idea.

Someone then shouts out “What’s wrong with the IGF?” Which is probably the best thing that could have happened at this point. The rant begins.

IGF is broken! ”http://en.wikipedia.org/wiki/PixelJunk_Eden">[Pixeljunk] Eden should not be nominated for IGF." Phil says the rules for entry are “hell” of vague. “I have a problem with a guy entering IGF who created Star Fox for fuck’s sake. What if portal was entered in IGF? Would anyone here have a problem with that?” He asserts that he likes the game itself, but compares Erik Svedäng’s Blueberry Garden, which was made by a single guy in a bedroom or basement, with games backed by large companies.

“The [IGF 2008] Art Award for Fez made me.” Phil mentions young developers on TIGSource who don’t even have $100 to spend on the IGF admission fee. “What’s 100 dollars to Q-Games? It’s like a fart.” He thinks Eden’s submission was a “cynical marketing campaign” meant to promote their upcoming expansion pack (to be announced at GDC later this week).

12:42 – Simon Carless gets up and walks to the podium with a smile on his face. “Are you going to stop me?” asks Phil (sincerely, I should note, and not like a guy going crazy on PCP, as you might read it).

Simon addresses the audience and says that he’s the director of IGF. He wants to clarify that Eden was submitted long before the expansion had been announced.

Phil ends by saying that he’s so proud of being indie, that it kind of drives him nuts that it’s so hard to define.

12:44 – In response to Phil’s rant, Matthew Wegner comes on stage briefly to mention that there are 22 finalist games, some of which have bigger teams than Eden, and suggests that we celebrate how wide the spectrum of IGF finalists is.

12:45Petri Purho is attempting to do the impossible – to make a game in the 5 minutes allotted to him for the rant. The room, already pretty riled, applauds wildly. “This is the indiest thing you can do,” exclaims Petri. Somewhere in the distance, a wolf howls.

Petri’s got Visual C++ open on his screen. “I already have a basic framework…” It crashes as Petri tries to compile it, to laughter. Erik Svedäng got people to write game ideas onto slips of paper for Petri to use in his game. The first idea is pulled out of the bag.

“…Peggles?” The audience seems to generally think that this is a shitty idea, so they pull out another one. “Ragdolls.” Okay… Petri starts coding away like a madman, cursing like a Finnish sailor. “FFFFFFUCK. This is the worst idea.”

With 2 minutes left, Petri tries to compile, but there’s a bug. “Fuck.” After a couple of tweaks, success. A wireframe ragdoll falls from the top of the screen and hits the ground, to the cheers of the crowd.

“We still have to add Peggles to the game.”

With roughly 1 minute remaining, Petri stands up and beats on the keyboard like the drummer on a Nordic slave ship. Even though we’re indoors, a warm breeze somehow makes its way into the room and unravels his ponytail, sending his flaxen hair waving as Wagner’s Flight of the Valkyries is pumped in through Moscone’s humble speakers. Code is scrolling across the screen like it’s The motherfraggin’ Matrix. Men and women alike unconsciously lift their shirts and display their chests to this… this… Finnish demigod of game development.

But even Odin himself couldn’t beat these odds – the final grains of sands are making their way to the bottom of the hourglass.

“Cactus, help me!”

And the young Swede jumps on stage and the two of them create what can only be described as Ragnarök on a laptop. A game made in 5 minutes. About ragdolls. And Peggles. It is done.

Phil returns to the podium as the duo are carried away by a heraldic griffon. “Welcome to the first and probably last indie game rant.”

Somewhere in the distance, a stag whispers its final breath and dies alone in the forest: “Indie Games.”

  • barold

    what a ran

  • AClarkFS

    I want to see this peggle ragdoll creation, and then cherish it forever.

  • Groogokk

    Fun to read.

  • JordanC

    Oh my god that sounds EPIC

  • Heinz91

    Sounds like a hecka lotta fun.

    Woulda been cool to see.

  • Cobalt

    Post video via torrent nao. If you have it, that is.

    Also, Fish makes me laughs with his boldness.

  • http://www.roachpuppy.com IceNine

    What was the reaction to Phil’s rant like? If there was some kind of uproar after he spoke I’d imagine that would have some kind of impact on the IGF directors. Without trying to reignite the Pixeljunk Eden debate, I’m of the camp that would like to see some reform in the entry requirements for next year’s competition. Just to clarify, I’m not of the bitter camp that got rejected, since I didn’t have anything decent ready by the submission deadline. Perhaps a limit on funding or corporate backing to qualify as “independent”? I’d say team size as well but that’s not really fair. I think we can all at least agree that “indie spirit” in the official, concrete, lawyer-speak rules is way too vague.

  • Cobalt

    Er… YouTube*

  • Azeo

    Is it possible that came could be on the internets? Or is it just not.

  • http://waxy.org/ Andy Baio

    Good writeup. I think Phil’s quote is supposed to be “hella vague” — not “hell of vague.” Those crazy kids with their slang.

  • David Pittman

    This sounds epic, I can’t believe I missed it.

  • Ivan

    Ahh this is moscone right? I love that place… sometimes I wish I didn’t live in DC :(

  • Noyb

    I want to see this. Especially Erin’s dramatic reading, Phil’s IGF rant, and the epic five minute game.

  • sinoth

    This makes me happy to be alive.

  • http://www.igf.com Simon Carless

    FWIW, some of the changes we will (almost certainly) be considering for 2010’s IGF include a reduced entry price, mandatory judge feedback on entries, and an increased number of judges. All due to feedback from the Internets!

    As for the Pixeljunk stuff, it’s rough. For example, I’m pretty sure The Maw had a bigger team than Pixeljunk – and I’m guessing Zeno Clash is close or bigger. Why isn’t anyone concerned about that? I do (partially) know, but nonetheless…

    We are delighted that you all care (even if we’re a little over the Internet damage control!)

    Also, Phil Fish is adorable and I still love him :)

  • Valkyrie

    I don’t think I’ve ever been caught breathless, struck with awe from the sheer majesty of five minutes worth of coding. Bravo, Petri and Derek. Bravo.

  • http://www.roachpuppy.com IceNine

    Simon, thanks for taking time to respond. I can’t imagine how busy you are now. I’m glad you guys are aware and (even better) react to our feedback. What you pointed out was the reason I said team size wasn’t really a fair metric. There’s definitely strong opinions about whether or not a big company or corporation is involved with an entrant, and I think that’s what it’s more about. Depending on how you view the IGF, Pixeljunk as already achieved the goal that most people strive for when they enter their game. That goal is success in terms of recognition, fame and (let’s face it) money. If you view the IGF has a showcase for the everyday people making awesome games with little or no money to back them up (i.e. financial and work independence), then the studios like PixelJunk have taken that opportunity away from that crowd. If you define the “indie spirit” as just unique games outside the major studios or those made by small teams, then Pixeljunk Eden being in there is perfectly reasonable. However, I think the tradition over the years is closer to the former definition.

    I know it’s fine line to walk as a director of the competition and I’d be surprised if you outright rejected entries like that in the future. I’m just trying to justify the reaction the community has had this year as far as the entrants go.

    Again, thanks for your time and enjoy GDC.

  • http://meyermike.com Mike Meyer

    I need video of this. I need it so hard.

  • juv3nal

    video of ragdoll peggle please. kthxbai.

  • Ewwww….

    Someone get Mike a tissue please….. Blech!

  • robert

    Good writeup, derek. Thanks! (And I mean it!) <3

  • Arseus

    What robert said. This was a superb read. Made my day. Almost.

  • Nava

    I TOOK THAT PICTURE, BITCHES!!!!

  • Dustin

    I’d like to believe Phil Fish realized at some point how ridiculous he was and these past few years are just self parody.

    Maybe I’m just naive.

  • nine

    As they say in minen country – NINE!

  • http://www.shotbeak.com Tr00jg

    Too awesome!

  • robolee

    Stop tormenting us, words won’t suffice we need videos!

  • robolee

    pictures at the least

  • FISH

    i love you too, simon.

  • OddJob

    Dear Derek,

    That write-up was done extremely well! I know a lot of people want video, but aside from the laziness that the internets has caused us I’d like to say that your little write up here has only assured me that we aren’t totally jaded yet and your written word came across as descriptive, detailed, humorous, and interesting as any video could convey (perhaps even more interesting than an impromptu video capture could possibly provide). I was enjoying the entire read but then when I finally got to the part with Petri Purho getting up for his rant I was practically pissing myself after every sentence! Great job! Keep up the good work!

    Oh, and some video would be nice… but only if it’s as interesting as your writing.

    Cheers!

  • robolee

    I’m not lazy I’ve read loads of blogs and stuff about this years GDC, your write ups are good, the only link I have to the GDC, but you’re slowly tearing away at me… the cactus talk… and the “5 minute game”… need I say more?

    I keep checking data’s pic uploads (yet there are none today), the live cam is never on when I view it because I’m in the UK. The epic-ness is too immense.

    I apologise for sounding like a twat, the above is simply a desperate plead for more pictures but preferably videos.

  • http://coolmoose.net CoolMoose

    Fish is even more indie than in my dreams

  • Florian Hanke

    Great rant, love the ending! Thank you :)

  • http://studioeres.com Paul Eres

    Re Simon’s point:

    I’m not sure team size is a good metric. For instance, Saturated Dreamers has a team size of about 8 or 9 people. However, all of them are voluntary, unpaid, working from home, and most of them don’t know each other in real life. Whereas a team of three, funded by a few million dollars from a publisher, still have an advantage over 8 or 9 people working in their spare time.

    Indie doesn’t mean “small teams” necessarily — there are a lot of really great indie games made by large unfunded teams, like Battle for Wesnoth, which had a huge team. I use it just as ‘independent of people with money who can tell you how to make your game’ (although independent of mortality is also a great thing). Even one guy, if his game is funded and if he has someone hovering over him with the power to tell him how to make game, is less independent in that usual sense than 100 guys collaboratively making a game together for fun.

  • undertech

    (although independent of mortality is also a great thing)

    Did you mean morality?

  • undertech

    Being independent of mortality is definitely a great thing, depending on who you ask (and how old they are).

  • Rift

    It strikes me that what makes games ‘independent’ is that they are independent of some constraints that professionals have, namely the only constraints they have are those imposed by hardware and themselves. Thus a independent game is a game that does not have anyone above the developers [ie, people who code/ do art] who can put any constraints on things. Any group of developers who are being funded by someone other then themselves [ and their projects direct revenue] are given constraints by those who are funding them, and thus, are not independent.
    The team size / time period / amount of dedication are irrelevant, rather, it is the lack of any but self-imposed constraints that make it independent.

    hell, thats why we like independent games, becuase they lack mainstream constraints.

  • Dustin

    What’s funny is that in every one of these made-up metrics for what counts as “indie” except for team size, Valve qualifies for all of them. It atleast makes Fish’s portal comment pretty funny to me.

  • OddJob

    @Paul Eres,

    So basically what you’re saying is BRAID wasn’t an indie game… you’re right.
    I jest… a little, but your point is well taken, ermm… I mean I didn’t really need to be convinced in the first place, but thanks for stating that so others might be enlightened if but a little.

    @robolee,

    You do sound like a Twat… but you are forgiven.

    @Dustin,

    Valve does not qualify for indie, unless you consider a bunch of rich bastards indie (actually they seem like “okay” guys)… seriously though, Valve as a company is about as “indie” as Iron Man the movie (great movie – but far removed from anything resembling “independent”).

    @Rift,

    What the hell are you rambling about??? *JK*

    Peace People!

  • Where’sPhil?

    Okay, sorry to bring this up but WTF is Phil sitting in? Why does he look like he’s slowly slipping into a giant cervix???

    I ask because Phil looks about as surprised as the rest of us… or perhaps he’s in awe… I don’t know but it’s a little unnerving and makes me completely flaccid and may have even caused me some permanent member damage.

  • Dustin

    They’ve been self-funded since the original half-life, slef-publish online and all team members can get involved in the creative process. I love how indie no longer means independent apparently, because it doesn’t get more independent than Valve.

  • bateleur

    Laughing too much. Can’t breathe!

  • DustinWho?

    I don’t really care what other people consider “indie”. I think that “humble” is a large part of the “indie” scene or society or whatever you want to call it… In which case, Valve doesn’t not qualify for “indie”… sorry but that’s the way it is. I’m a god, and I make up the rules. So there! Pfft…

  • DustinWho?

    Wait a minute, I meant Valve DOES NOT QUALIFY (just to clarify – since I can’t go back and correct my comment). Anyway you know what I mean, so you are wrong Dustin and I am right, but since you knew that we are okay.

  • Paul Eres

    @OddJob: I believe Braid was self-funded. It had significant funding, about 180,000$ I think Blow said, but he still paid for it all himself. That’s different from it being funded externally, by a publisher. The core thing for me is if the people paying for a game are different people than the people making the game. I.e. if you’re making the game for someone else (for pay), or for yourself.

  • Magicman

    Indie is the same as independant stop being so pretentious you little babies.

  • Magicman

    I bet you believe indie music is a proper music genre too, retards

  • http://b-mcc.com// BMcC

    Stop trolling, retard.

  • Magicman

    Ok

  • http://b-mcc.com// BMcC

    Hahaha, nice. :P