This past weekend, I flew to Minneapolis, Minnesota to take in the first annual Indie MMO Game Developers Conference (IMGDC). This having been the first event of its kind, I had no idea what I should expect from such a specific conference.
What I found was a small conference, but a very enthusiastic group of both organizers and attendees who gathered together to discuss their passion; making MMORPGs. Independent developers face challenges that are different from those faced by larger companies. Often, Indie developers are working in small teams of as few as one or two people. Compare this to the much larger-sized teams at companies like EA Mythic, Turbine or Sony Online Entertainment.
"You can't buy Indie passion."
Those were the words of Jonathon Stevens, the Executive Director of the IMGDC in a welcoming message that appeared in the conference's program. After speaking with and listening to these Indie developers, I have to agree with the statement. While I'm not saying that developers from big studios don't have passion, I am saying that there was something different about these Indie developers.
In case you are left wondering what qualifies a company as an Indie, Josh Williams, the CEO of Garage Games and Day One Keynote Speaker, described an Indie as a company (even if it's only one person) that is not working with a mainline publisher or the like, thus retaining full creative control over their own project.
He said that Indie games say to the mainline industry that "it doesn't have to be this way."
Often, players look to the Indie community to take the risks that companies spending multiple-millions of dollars on their products never could. Often, the smaller teams and smaller budgets can lead to game play elements that are innovative, fresh and new.
Confidently, Williams proclaimed to the gathered developers that, "We can effect continued change in the [MMORPG] industry."
That isn't to say that Indie developers don't struggle financially to accomplish their dreams. In order to retain control of their projects, many Indie developers use their personal savings, max out their credit cards, work multiple jobs and more in order to get their projects out to players.
In order to get their games out the door, Indie developers often work with remote teams (people working from their homes around the country and the world), outside art studios, independent game artist and the like.
Williams told us that forming a team is easier now than it has ever been in the past. "More and more," he said, "there are people who can get things done."
Describing the state of Indie games today, he said that, "If you have the stuff to get games done, you can." He followed that up by quickly adding that, "if you don't [have the stuff], you find out quicker."
Williams said that Indie developers first need to ask themselves the following questions:
The biggest problem that faces new Indie developers is that they have an idea that is simply too big. Indie developers, in order to be successful, need to "Think smaller". Their goal shouldn't be to make millions of dollars on their first title.
Over the next week, MMORPG.com will be featuring articles from inside the conference's seminars and round table discussions. Indie games do indeed form a sort of backbone for our industry and offer fun and interesting alternatives to "mainline" blockbuster titles.
Recently, the number of people who are growing frustrated with mainline games has seemed to increase. More and more often on our forums and other independent forums, members complain about "mainline" games like WoW, and what have become known as "WoW clones", stating that they lack innovation and creativity. To those people, I would strongly suggest looking at the ever-growing number of independent titles that are being released. While many of them may not have the shiny, top-of-the-line graphics, they are likely to provide you with a different kind of game play experience.
Beyond that, it is likely that some of the innovative ideas that we will see in today's Indie MMORPGs, will, once they are proven to be effective, become mainstays of the multi-million dollar games.
One thing I will say is that having listened to the thoughts, ideas and passions of a number of the people behind these games, I have become a believer in what Mr. Stevens describes quite accurately as, "Indie passion."
Quite true.
With MMO platforms becoming available for Indies, the ability for Indies to make an MMO is possible. MMO’s offer a number of advantages, the main one by being connected to the Internet, there is now global reach (thus by-passing the publisher and retail distributor). Additionally, MMO’s are living game systems that can continue to be improved upon after launch.
Start small, but think big and then grow.
Never Give Up!
is there a website where we could see all these various independant mmos? or possibly will mmorpg.com be putting up links/forums for them?
the current batch of games out has me so non-plussed, that i'm nauseous every time i see another eq-clone.
and every class will NEVER be "balanced" against every other single class. for starters, all players do not have equal skills. secondly, why would you have a reason to play any class if it's completely balanced against every other class? this whole 1v1 balancing is so absurd, it goes down with eq's raiding as being among the most idiotic things introduced to the mmo genre to-date.
anywho, in a world where having a "different" choice pretty much gets you Eve and it's cheating devs; we REALLY need some alternative choices.
a nice game
a fun game
not a part time job
not a full time job.
amen.
I'd like a list of the Devs in attendance there as well as the games they are developing. Just to see if there are any in my area.
I've always wanted to start a table top game with a group of friends and from there delegate roles such as coding and artwork to each and start on a Indie online game based off of the table top. I can't seem to find anyone where I live willing to do this though.
I have spent all my money in the project and I even am changing job right now to earn more so I can put even more money in the game.
We have problems with many aspects of MMO, because you have to be multi-talented when you're in a small team. you don't have 1 guy doing only 1 thing, everyone helps on everything if possible.
It goes from "simple" coding to organic modeling and animation. You need maths, logical thinking, overall game/MMO knowledge, artistic feeling, organizational talent and a strong WILL.
But a part-time developed game by 5 ppl will never compete.
As indie you try to create a niche game, gameplay you'd like to see in big titles but don't. Something fitting what you like as a player, without having the pressure from publishers telling you how to do things.
We don't expect to become rich or have 8 million players, we just want to realize a dream. It's not about competing, it's about being creative, about doing what you like to do without having to change it because someone with more money said so.
I just wanted to make a statement to people who thinks indie games = WoW with awesome ideas.
However personaly, if i was to get creative id rather do something like a modification that doesnt need as much content and hard work as a MMO do, however dont get me wrong i think indie MMO's are great.
Look at games like A Tale in the Deesert III, Meridian 59, Valhyre, Force of Arms, Minions of Mirth. There are more, and all you have to do is search out our Game List and find them. Above is nowhere near a complete list, but it's a start.
If you want muy opinion, supporting game slike these is providing support for the growth of the MMO industry. But, that's just my opinion.
I beg to differ, Runescape is an example that it can be done, with a small team and a budget that requires creativity.
Here is the website if you guys want to look.
http://www.wraiththegame.com
I would like to point out that from day one of this project our goal was not to compete with Blizzard, SOE, Funcom, etc... but rather provide people a fun game with unique features that haven't been seen in today's MMOs.
If you have any questions about the game feel free to stop by the forums and either myself or the other devs of the project will answer the questions as best we can.
TR has one of the longest and perhaps, most annoying, development cycles I have ever seen. Without the name they have at the top, the project would most likely have been cancelled outright, and rightly so. Indie studios don't have this kind of leeway (sp). I personally can see a good idea being a great success, even if the subscription rate doesn't equal mainstream studio expectations. Two I can think of off the top of my head are SL and Eve. Both launched to very small groups of interest, yet both are now what I would consider major indie successes. So much so, that no one would ever call them indie anymore. There is still a market out there for a well considered game. You will always have your failures, like Seed, but the successes are so damn good, that they tattoo the entire lot.
IMHO.
Visit us at Followers of Armageddon
It's a post-apocalyptic online game. The special thing about it is that the world changes. Players have direct influence on what happens. We're still in early development but expect to see way more very soon.
well then untill about an hour ago i never knew there was such things as indie MMO's. I'v been playing MMO's since before i can remember started on rune then planetside, Eq.....the list goes on (i deleted it made me feel bad how much time i must of spent in game) and at that point i realised what indie games is all about.
Yes someone like me love smashing apart orcs with a large axe or summon great magics to set fire to whole troops but the dev's of the games must get so much more joy than i will ever have from seeing people playing the games they have made, i am aware i have not much of a point to this post but isnt that what forums and the internet, hell MMO's themselfs are all about being who you are and lettin the people know it.
As my job as a chef is in some way the same as a dev's (i make something and hope people like and enjoy it) i can understand the inportants of indie games i did always wounder where the new ideas came from my youngest chef comes up with some crazy ideas but they do work and some have been adding to my menu, isnt that just the same thing.
well if any indie game makers need a die hard MMO player to try there beta count me in and keep up to good work as long as i can see my screen i'll be wantin new MMO's to explore.
Cheers Doc