game
High-tech Low-tech Authenticity: The Creation of
Independent Style at the Independent Games Festival
Jesper Juul Royal Danish Academy of Fine Arts - The School of Design Philip de Langes Allé 10, 1435 Copenhagen K, Denmark
1. ABSTRACT
In academic and popular culture commentary, as well as in
advertising, independent games have been declared a major
factor in video game culture in the last few years. At the same
time, most academic and industry discussions have stated it
impossible to describe independent games in a meaningful way.
Counter to this, this paper examines the history of winning
entries in the Independent Games Festival from 2000-2013 and
identifies the rise of a specific visual Independent Style shared
by many independent games, a style that uses contemporary
technology to emulate visual styles from earlier times, including
pixel style graphics, sketches and other analog materials. This
visual style is meant to invoke a type of authenticity and
“honesty in materials” that marks it as distinct from the alleged
realism of bigger-budget titles. This type of strategy is
associated with the contemporary maker movement, as well with
19 th
century ideas about arts, crafts, and architecture. It is a style
that is not simply a natural expression of a particular method of
game development, but an example of “authenticity work”: a
careful construction to appear as a counter to large-budget game
productions, and to give the appearance of a direct connection
between players and game developers.
This does not simply mean that Independent Style is a dishonest
construct, but rather it enables video games developed with few
resources to present themselves as the result of identifiable
stylistic decisions rather than of a lack of resources, while also
in some cases giving developers a way to demonstrate a counter-
technical expertise by using video game hardware and tools
against the intentions of manufacturers (such as using 3d
hardware to develop 2d games).
Keywords
Independent games, visual style, video game history, honesty,
authenticity, DIY, Independent Style, craft.
2. THE RISE OF INDEPENDENT GAMES
By name independent game refers to the financial independence
of the game developer, rather than to the design of the game. Yet
we are just as likely to associate “independent games” with
particular designs, people, distribution channels, and platforms.
Certainly, with independent games, the assumed slick
commercialism of both big budget and casual games is met by a
counter-image of small, cheaply developed, more personal and
experimental games [22]. While the name refers to the financial
situation of the developer, it is also used more loosely to
describe games made on small budget. However, simply
describing the economic conditions of production does not
exhaustively capture independent games [58], and commentators
typically focus on the general vagueness of the label [21].
Independent games have been compared to independent music
and cinema [33] [58], as well as to punk music [50] with its
rejection of polish and big budgets, and some proponents argue
that independent games embody an authenticity not found in
larger productions [14]. This paper proposes, not a definition of
independent games, but a description of an influential visual
Independent Style, a style that borrows from both the history of
video games, and from the history of art and design.
As film theorist David Bordwell has argued, the study of style is
a rich source for understanding the development of an art form –
in all its complexity, with all its actors [8] – but the question of
style has also sometimes been dismissed as an unimportant
footnote to more important matters. However, style is a very
concrete factor – games are developed for, and judged and
grouped by their style, and to ignore this would be to render
ourselves blind to the processes by which games are selected,
celebrated or ignored. Hence we need to understand the history
of style in independent games.
To develop independent games is to face a particular challenge:
how can a game made on a small budget be perceived by players
as something unique and new, rather than simply a game with
too small a budget, a literally cheap version of a big-budget
game? The Independent Style outlined here is a particular
answer to this problem, because it signals that a game has
deliberately been developed with a low-budget visual style, a
style that would not be improved by a bigger budget. By
emphasizing the small, personal and simplistic, Independent
Style makes the claim that limited budgets are not a limitation,
but rather a better, and more authentic, way of making games
[46].
This focus on small productions and the value of personal
creation shows how independent games connect both to ideals
of the maker movement [17] [25], do-it-yourself (DIY) [51],
local production, as well to older ideas such as those of the Arts
and Crafts movement of the end of the 19 th
century. In the 1888
essay “The Revival of Handicraft” [37], William Morris
described the disappearance of handicraft in the face of machine
production as “a degradation of life” and hoped, as the title
suggests, for a societal and political revival of authentic
workmanship where the individuality of the creator would once
again shine through. Compare this to the way many independent
game developers claim that their games – unlike the games made
by large teams – reflect personal experiences [2], effectively
longing to return to a more simple time in video game
development, when games were made by small teams or a single
person.
Such claims of personality, authenticity and even honesty are
common among independent developers. Super Meat Boy
designer Edmund McMillen lists honesty as the most important
trait of an independent designer [34], and developer Dan Cook
stresses the authenticity of independent games [14]. Like the
Arts and Crafts movement, this notion of independent games can
therefore be said to embody a certain nostalgic or anti-industrial
attitude, even though this is in independent games combined
with modern technology and distribution methods.
My central argument here is that the combination of anti-
industrial attitudes with modern technology is clearly visible in
the visual style of many independent games. A visual style here
means a particular way of representing a game world and its
logic [28].
Though “independent games” has been described as an unclear
label, a quick glance at the well-known independent games
shown in Figure 1 through Figure 3 gives an impression of
similarity. Each of these games has a side-view perspective and
builds on earlier games (Super Mario Bros [40] in the case of
the first two and Kirby: Canvas Curse [24]) while adding twists
both in graphical representation and gameplay.
Figure 1: VVVVVV
Figure 2: And Yet It Moves
Figure 3: Crayon Physics Deluxe
On the other hand, their visual styles do at first appear quite
different: VVVVVV (Figure 1) uses a low-resolution pixel style
that harkens back to an earlier point in video game history, the
Commodore 64 games 1 of the 1980’s [47]. This pixel style is
perhaps the primordial independent visual style, also found in
earlier games like Cave Story [53] (which references different
hardware platforms). By pixel style I mean graphics where each
pixel has been edited by hand, and where these pixels are
enlarged, giving the appearance of a lower resolution than what
is afforded by the platform the game is running on. But not all
independent games share this retro 8-bit style. And Yet It Moves
[10] shown in Figure 2 could not have been produced in the
1980’s due to technological limitations, with the graphics
appearing to be made out of cut-out paper, thus giving the
impression of being analog rather than digital. Though Crayon
Physics Deluxe [45] shown in Figure 3 also requires modern
graphics capabilities in order to represent its crayon-based visual
style, this style is again different from the paper style of And Yet
It Moves. Is there any commonality in their visual styles at all?
The answer is that each of these games uses contemporary
technology to represent a low-tech visual style. For VVVVVV,
the style is 1980’s video games; for And Yet It Moves and
Crayon Physics Deluxe, the styles are torn paper and childlike
crayon drawings. In their 2000 book Remediation, Bolter and
Grusin make the broad claim that new media tend to remediate,
that is simulate, earlier media forms [7]. As can be seen, this
visual Independent Style hinges on a remediation of earlier
styles in order to create something new and contemporary. Or
put in another way: Independent Style is a representation of a
representation; a high-tech representation of low-tech, and
usually cheap, materials.
What Bolter and Grusin also say is that each new medium
promises us a more immediate – transparent – experience, but
also points to itself as a medium in the process [7]. It is easy to
trace this line of rhetoric in the promotional campaigns for new
consoles, which regularly promise more realism and emphasize
the technology that allows a particular console to provide such
alleged realism [29]. This shows that Independent Style
represents a break with the idea that video games through
technological progress are moving on a linear path towards
realism. Independent Style is rather a deliberate attempt at going
back in time, towards earlier representational styles – styles
1 While Cavanagh explains [47] that VVVVVV refers to
Commodore 64 games, the game’s use of single-color sprites
suggest that he is thinking of games such as Manic Miner and
Jet Set Willy which were converted from the ZX Spectrum,
and hence use a visual style common on that platform.
made from cheap materials 2 – that now appear as less realistic
than what is promised by console manufacturers and big-budget
game development. I will call this style Independent Style
(capitalized), and it can be described like this:
Independent Style is a representation of a
representation. It uses contemporary technology to
emulate low-tech and usually “cheap” graphical
materials and visual styles, signaling that a game with
this style is more immediate, authentic and honest than
are big-budget titles with high-end 3-dimensional
graphics.
2 The use, or referencing, of cheap materials can be compared to
the Italian Arte Povera movement in art.
3. THE HISTORICAL APPEARANCE OF
INDEPENDENT STYLE
I claim that Independent Style signals authenticity and honesty,
but before I further argue for this interpretation of Independent
Style, let me first ask: what are the historical origins of this
style? It is clear that many independent developers create games
in other styles, but this visual style is predominant among well-
known, and well-awarded, independent games. Is there a logic
or necessity to this particular style, or is it an arbitrary
construction, a style that was decided on simply to signal
belonging to a particular subculture of game developers? To
answer this, let me examine the grand prize winners of the
annual US Independent Games Festival (IGF), not only because
this is the longest-running major festival of independent games,
but also because it names the games that it judges as exemplars
of independent games. It is not that the IGF can tell us a final
truth about independent games, but rather that the IGF has been
a high-profile venue for the curation of a particular idea of what
constitutes (and doesn’t constitute) an independent game. It is
therefore valuable to follow the choices of the IGF jury as the
historical evolution of a particular conception of independent
games. (Full disclosure: the author is also a jury member.)
Year Name Screenshot Visual style Theme / gameplay
2000 Tread Marks
3d Tank battle
2001 Shattered Galaxy
Isometric Strategy game
2002 Bad Milk
Photos rotating in
3d
Associational
multimedia
2003 Wild Earth
3d Animal safari
2004 Savage: The Battle
for Newerth
3d MOBA war
2005 Gish
Monochrome 2d /
physics
Platform game
2006 Darwinia
Platonic low-poly
3d
Strategic war game
2007 Aquaria
Watercolor 2d 2d swimming
2008 Crayon Physics
Deluxe
Hand-drawn 2d Physics-based puzzle
with drawing
2009 Blueberry garden
Hand-drawn 2d Storybook platformer
2010 Monaco
Pixel style 2d w/
lighting effects
Multiplayer top-down
action
2011 Minecraft
Pixel style 3d Quirky world-building
2012 Fez
Pixel style 3d/2d Platform game with
puzzles and 2d/3d twist
2013 Cart Life
Pixel style
greyscale
Existential simulation
of low-paying
occupation
Table 1: Independent Game Festival Grand Prize winners 2000-2013
As the table demonstrates, the IGF’s idea of the independent
game has evolved significantly during the history of the festival.
This history can be divided into four different phases.
1. Before Independent Style: 2000-2004 winners
are not recognizable as having the Independent
Style that I have outlined, but rather appear as
small versions of bigger-budget games, with 3d
graphics and presumably an intention of
eventually acquiring publisher backing and
distribution on physical media. Three of these
games share a regular theme of armed conflict,
but Wild Earth has a more “ecological” message
(borrowing from the photography element from
Pokémon Snap). The 2002 never-released winner
Bad Milk is a return to 1990’s CD-ROM
experiments.
2. The rise of pixel style: 2005-2009 winners show
the appearance of a well-defined Independent
Style as 2d side-scrolling games with unique
graphical representation. This style coincides
with the increasing availability of non-physical
game distribution, when it gradually became
common for developers to distribute small-
budget games globally. In visual style, Darwinia
is the exception, with a type of “platonic” 3-
dimensional graphics, arguably referencing the
movie Tron and thus referring to the 3d visual
style of an earlier time.
3. Pixel style in the 3 rd
dimension: 2010-2012
winners show a movement beyond the 2d
platform game, with Monaco as a top-down 2-
dimensional game, and Minecraft and Fez
representing the transformation of pixel style into
the third dimension.
4. New themes: The 2013 winner Cart Life retains
the pixel style, but is more of a life and business
simulation, in this case used towards
documentary and political ends, presenting the
struggles of poor street vendors.
This history also points to differences within the high-tech
representation of low-tech materials. Pixel style games refer
directly, and probably nostalgically, to an earlier time in video
game history. On the other hand, Crayon Physics Deluxe cannot
point to an earlier point in time when video games were made
with crayons. What is referenced is rather the general idea of
playing with crayons and paper. The pixel style 3d games
Minecraft and Fez also cannot refer to an earlier time when 3d
games were commonly made out of large volumetric pixels
(voxels), so like Crayon Physics Deluxe, the historical reference
is somewhat counterfactual, but still suggests a simpler, if
nonexistent, earlier technology.
4. HONESTLY OLD-FASHIONED AND
HIGH-TECH
Independent Style is most consistent on a visual level, but it has
parallels in fiction (emphasizing irreverent or atypical themes)
and gameplay (surprising variations on existing genres).
Certainly, the platform genre has been overrepresented among
independent games: in games such as VVVVVV and Braid [42],
many conventions from the 1980’s platform game are intact, but
our expectations for how time and physics should work in such
games are also challenged. Camper has examined such strategies
in deliberate retro games [12], and describes how developers
aim to capture a central experience of an old game, while adding
contemporary developments in gameplay. In visual style,
developers often add some contemporary flourishes such as
particle effects or detailed animations that would not have been
possible in the 1980’s.
More poignantly, the use of physics engines in games like
Crayon Physics Deluxe is a parallel to the visual Independent
Style: this type of physics engine-based design comes across as
immediate, simplistic and playful since it mimics a free-form
play activity with bouncing objects. Yet it also requires modern
processing power to work, and high quality physics libraries
have only recently become broadly available. In this way it
shares the high-tech-low-tech duality of the visual style, by
being a thoroughly modern representation of a pre-digital play
experience.
In the beginning, I discussed how the idea of honesty and
authenticity connects independent games with earlier
movements. Art historian Linda Nochlin has examined the idea
of honesty in architecture and the decorative arts through the
19 th
century and writes:
As early as the 1840s Pugin was inveighing against the
dishonest concealment of architectural members,
declaring that ‘architectural skill consists in embodying
and expressing the structure required, and not in
disguising it by borrowed features’. [41]
This is a common type of argument, where it is emphasized that
art or design should appear direct and without artifice express its
own substantial structure and materials. It is a type of argument
that has been used extensively in cultural history, and even in
game design discussion [15].
In short, Independent Style follows this dictum of honesty in the
choice of the low-tech materials that are represented, but
contradicts it by representing these low-tech materials through
high-tech tools. Independent Style effectively invokes and also
contradicts these ideals of authenticity or honesty championed
by earlier historical movements, but invokes an idea of make-do
craft or expertise as a consequence: Independent Style consists
partially of the “borrowed features” that Pugin was against in
the previous quote; particularly the remediated pixel style can
require developers to work around default software and
hardware affordances.
5. CRAFT: CONTRADICTIONS OF THE
OLD AND THE NEW
If the low-tech and analog materials represented in Independent
Style suggest authenticity and honesty, the representation of
these low-tech materials can thus require a technical expertise
that gives developers an opportunity to exhibit their ability to
work against the intentions and default settings of hardware and
software manufacturers. This points to three related
contradictions in Independent Style: 1) between old and new
technology, 2) between DIY and the expertise of the
craftsperson, 3) between local and global distribution.
1) The old and the new: What can we make of the fact that
Independent Style uses modern technology to imitate older
styles of representation? Discussing the phenomenon of indie
craft (today most associated with sites like etsy.com), Emily
Howes examines the idea that crafting is a way of escaping the
digital and immaterial, and that this can be seen as an echo of
the Arts and Crafts movement, only responding against the
digital where the Arts and Crafts movement responded to the
industrial revolution [27]. Ultimately, Howes argues that
contemporary indie craft is rather an example of how the “digital
and the handmade are not in such opposition as might be
assumed”. In this case, Independent Style is a type of creative
anachronism, where it is possible to reference past styles, pixels
and drawings, without wishing for a complete return to some
imagined pastoral past.
Figure 4: Cave Story character with anti-aliased and aliased
graphics
2) DIY and the expertise of craft. If we focus on the low-tech
materials represented in Independent Style, then we can chain
Independent Style to a type of humble “lo-fi” DIY culture that
emphasizes participation and personality rather than skill [51].
On the other hand, if we focus on either the high-tech
representation, or the idea of the low-tech representation as
something that enables developers to perfect minimalist game
designs [39], then Independent Style becomes a place where
developers can demonstrate their technical skills and their
perfected craft. As Sennett describes this value, “Craftsmanship
names an enduring, basic human impulse, the desire to do a job
well for its own sake” [49:9]. As an example, the popular
Unity3D engine will by default provide anti-aliasing when
rendering, making pixel art appear blurry. Figure 4 shows the
blurriness that the default settings of Unity3D would apply to
the Cave Story main character (left), compared to how the
character will look with the necessary adjustments to render
pixel art with hard edges (right). The latter gives the appearance
that the game is running on a different platform than it is, one
material imitating another.
Figure 5: Unity3D Angry Bots tutorial game
In addition, before version 4.3, Unity3D did not explicitly
support 2d games. Regardless, Unity3D is a popular platform for
independent developers. This is also unexpected given how
different the default game demo is from independent values.
Figure 5 shows the gritty 3d military shooter demo Angry Bots,
which from version 3.4 of Unity3D has been installed by
default. Presumably, Unity Technologies feel that this shows off
the tool well, but it is completely contrary to the Independent
Style I have described here. It has therefore been up to
developers to find ways to use Unity3D to create games in styles
for which the platform was not designed or intended [54].
Such technical challenges are also tied to the ethos of sharing
that Guevara-Villalobos has described in indie communities:
“Within indie communities and networks, code sharing is a
defining feature of game work. It fulfils different purposes, as it
is both the product of the cultural ethos of the Web and a
learning practice.” [23]. For example, the open source Flixel
library [48] was created by Canabalt author Adam Saltsman,
and provides a set of routines that makes it straightforward to
make pixel style games in Adobe Flash, even though that
platform by default encourages anti-aliased graphics. In this
way, developers improve their craft and share tricks and tools
with the community in order to overcome the default
assumptions of the Flash software. 3
The idea of craft has undergone a resurgence with books such as
Sennett’s The Craftsman [49], and the recent anthology The
Craft Reader [1]. These books trace a lineage back to William
Morris, quoted earlier, and discuss the idea of craft as personal
skill and contemplation. Compare this to game designer Anna
Anthropy’s book Rise of the Videogame Zinesters: how Freaks,
Normals, Amateurs, Artists, Dreamers, Dropouts, Queers,
Housewives, and People like You are taking back an Art Form,
where she promotes the idea of the DIY game that anybody can
make, and compares them to the photocopied underground zine
[3]. In this case, the pixel style that Anthropy’s games often use,
becomes a way of making video game development more
accessible, as do other tools that she promotes, such as the text-
based Twine platform [18].
Interestingly, Anthropy herself represents a hybrid position in
that her games demonstrate considerable technical skill in
referencing and combining elements from video game history,
while she is also arguing for a type of development that is less
reliant on such skills. As a type of middle ground, Westecott
compares independent game development to craft as such [57],
and notes how craft has often been associated with “women’s
work”, and how mass production gradually devalued craft,
associating it with the domestic sphere of women. Westecott
also notes how independent games have the opportunity to
bridge this division, but now face a potential division between
amateur and professional independent developers.
3) Local and global distribution: Glenn Adamson defines craft
as “the application of skill and material-based knowledge to
relatively small-scale production” [1]. Given that independent
games, and Independent Style, are highly dependent on the
availability of digital (e.g. immaterial) global distribution of
games, this creates a disconnect between the local, “small-scale”
aspect of independent game development, and the global large-
scale distribution that may follow. The short answer to this
conundrum is that it is impossible for successful independent
game developers to provide the type of personal connection and
communication that the audience may expect from them, as
independent game developers. The longer answer is that in
independent games, the “small-scale” emphasis is on the
production rather on the distribution, so that this is not
understood as the conflict that one might predict 4 .
3 The open source Box2d physics library [13] used for Crayon
Physics is similarly used by many independent games.
4 The main alternate solution to the local-global dilemma is the
“new arcade” [31], where developers avoid digital distribution
and rather only make a particular game available at single
events, using custom non-distributable hardware.
6. AUTHENTICITY WORK
As we can see, the signals of honesty and authenticity come
from the materials represented by the visual style (large pixels,
paper, crayons), while the representation of the same style may
sometimes be technically challenging, and thus give developers
a chance to demonstrate their skills while employing a visual
style that suggests that little skill is necessary.
A default critical response may be to declare this a type of
paradox of authenticity [52] in that the low-tech pixel style and
hand-drawn graphics that are meant to signal authentic,
unadorned and honest game development – are not the least
authentic, but entirely and deliberately constructed
embellishments enabled by the high-tech representation. And it
would be easy to make such a critical reading of Independent
Style, arguing that for something to be perceived as authentic, it
will have to exhibit the signs of authenticity, and these signs will
often be deliberately curated, hence undermining the
authenticity claim in the first place. Straub [52] quotes Jonathan
Culler for making such a general argument:
The paradox, the dilemma of authenticity, is that to be
experienced as authentic it must be marked as authentic,
but when it is marked as authentic it is mediated, a sign
of itself, and hence lacks the authenticity of what is truly
unspoiled, untouched by mediating cultural codes. [52]
Peterson takes this a step further and argues that authenticity
should therefore be understood not as a property of something,
but as “a claim that is made by or for someone, thing, or
performance and either accepted or rejected by relevant others”
[43]. Based on examples of authenticity claims in country
music, Peterson names this “authenticity work” in order to
describe effort made to make something be accepted as
authentic.
This suggests Independent Style to be a cynical ploy, an
artificial construction made to create a false impression, a
collection of dishonest signs 5 . However, such a critical
conclusion would overlook the fact that some signs require more
resources than others. A large advertising campaign extolling
the authentic virtues of wine from a particular region [4] is
clearly expensive, but a pixel style signaling another kind of
authenticity may be cheap. But if the claim of the independent
game is exactly that of having virtue due to it having been
developed with few resources, then the style that I have
described here as a sign used to signify independent authenticity
– that style is an embodiment of development on a limited
budget. It is cheap to make, and cheaper to make than are
expansive 3d worlds with high-end graphics 6 . Lipkin argues that
the term “indie” has shifted from being a signifier of production
to referring to a style [33], but I am arguing that it is both at the
same time, and that the style itself refers to production methods.
And even though Independent Style is a constructed signifier
5 It is of course perfectly possible to interpret Independent Style
as such as cynical ploy, but my argument is that independent
games are appearing in a cultural environment that supports
authenticity claims – and as quoted, some developers certainly
make authenticity claims in public statements.
6 The economy of “minimalist” visuals are also discussed by the
Osmos developers [26].
chosen to signify low-budget production, the concrete style also
enables low-budget production.
For example, VVVVVV developer Terry Cavanagh freely admits
that the visual style for the game came about because of his
personal limitations as a designer, where the self-imposed
limitations of the retro visual style helped the development of
the game.
I don't have the technical ability to make my games look
good, so I do what I can to at least make them look
interesting. I find it easier to do this when I work within
narrow limits - in VVVVVV, for example, I limited the
background tiles for each room to just 5 shades of one
colour, and then changed colours and patterns as I went
along. [47]
The truth is two-fold here: independent development has to
some extent followed the money and gravitated to the style that
can be made on the smallest budget. But additional work is also
employed in order to create the Independent Style that most
directly signals authenticity and immediacy.
It is cheap to make pixel style graphics or to scan hand-drawn
sketches. Yet given that these styles are in a sense borrowed
because they do not represent the hardware on which they run,
the assumed honesty can clearly not be located in the running
program, but in the development process. Independent Style has
the function of signaling this honesty, while also being
identifiable as deliberate, well-executed design because it by
now is a well-understood existing visual style.
When I claim that this style signals honesty, I mean that this is
plausible given its affinities to both historical and contemporary
movements, and because this interpretation is supported by the
public statements of several developers. It is unlikely that all
developers choose this style because they want to signal
authenticity – the style has also become a default style that
developers can now choose simply because it is already common
and well understood.
7. RETRO: ANOTHER CASE OF
HISTORY REPEATING?
Figure 6: Hover Bovver
Still, is there not a sense that all of this happened before?
Compare VVVVVV to the 1984 UK home computer game Hover
Bovver [36] shown in Figure 6. Hover Bovver is mostly made by
a single person (UK developer Jeff Minter), features pixel style
graphics and an idiosyncratic and non-heroic theme, in this case
the mowing of the player character’s lawn. In terms of visual
style, theme, gameplay, and development conditions, this game
is eerily similar to many contemporary independent games.
But Hover Bovver demonstrates what we can call a Pierre
Menard-effect. In Jorge Luis Borges’ short story Pierre Menard,
Author of Don Quixote [9], the titular character decides to write
– from scratch – a text that is word-for-word identical to Don
Quixote, without having read the original novel. Borges’
narrator compares the style of the two identical 20 th
century and
17 th
century texts – and concludes that they are radically
different since the original Quixote was written in the language
of the author’s time, but the newer Quixote is archaic and
mannered [9]. Which is to say that the simple pixel style of
many contemporary independent games is deliberately dated, an
archaic throwback to an earlier time in the history of the video
game, whereas Hover Bovver’s 1984 visual style was
contemporary. In fact, Hover Bovver does not use pixel style in
the way I defined it previously, given that its pixels are
displayed in the native resolution of the hardware, rather than
being enlarged as in VVVVVV. A particular visual style does not
mean the same thing when executed twice, 25 years apart.
While many contemporary independent games may be
associated with early Nintendo culture due to the common use
of platform games as inspirational genre, I believe that
independent games owe more to computer-based games in
general, and to European video game of the 1980’s in particular.
This is in part a function of the fact that US and Japanese video
game development at the time was largely directed toward
consoles, while European video games were mostly developed
for home computers. This meant that from the success of the
Nintendo Entertainment System and on, many US and Japanese
games were subject to approval by platforms owners, while
more European video games could be freely created and
distributed. Furthermore, and possibly as a result, many
European video games of the 1980’s share a thematic
irreverence that was rare in console games [32] [16].
As Bennett Foddy has argued, independent game development
has been a constant in the history of video games, but the idea of
calling it “indie games” is quite recent [20]. What is new is the
appearance of a style that references earlier (factual or
counterfactual) times in game history. Interestingly, game-
derived pixel style was popular in web design already around
1998 [19], before it became a popular game style, suggesting
that contemporary pixel style is dependent on a distance
(temporal or in media) to the materials and styles it references.
8. GAMES FOR THE CONNOISSEUR?
It could be said that the rise of independent games is a logical
consequence of the fact that video games are now being played
by more than 50% of the population in many rich countries [44].
It used to be that playing video games was a differentiator, but
now a new differentiator is needed, and (the idea of)
independent games serve that need. In her book Realism, Linda
Nochlin argues that in art, “the creation of the avant-garde was
the mirror image, the precise response to the emergence of the
mass Philistine audience” [41]. Some independent and art games
can be seen as a similar response to the broadening of the video
game audience, a way for self-identified game connoisseurs to
develop a sense of having a particular and refined taste. This is
the fourth contradiction in Independent Style: that this visual
style can both work to democratize game development by
enabling DIY development and to rarify game consumption, by
catering to the tastes of a selected few. This contradiction is also
tied to the amateur/professional divide, where Minecraft has
sold millions of copies, while more experimental games are only
played by a small audience.
I have not defined independent games, but rather described a
central Independent Style curated by the Independent Games
Festival, a style that is shared by the majority of IGF winners
since 2005, as well as by many other better known independent
games. To name some games often referred to, and awarded, as
independent, yet not sharing this style, Osmos [26] while 2-
dimensional, is oriented towards the affordances of
contemporary hardware rather than towards the emulation of an
earlier visual style 7 , and Journey [55] is a 3-dimensional game
that does not remediate any earlier visual style either. Of course,
given enough time, even currently high-end graphics effect
(such as bloom) of contemporary big-budget titles may
eventually be used by a future independent game developer as a
way of signaling a simpler, more honest time in video games 8 .
Figure 7: Braid
Another prominent game usually referred to as independent, but
which uses a particular variation on Independent Style, Braid
[42] shown in in Figure 7 uses contemporary graphical tools to
give a (perhaps simplistic) appearance of expensive materials
associated with fine art 9 . The style and materials represented
here are not improvisational and cheap, but rather invoke
something expensive or high-brow, matching the lofty
aspirations of the game developer [6].
Independent Style is a positive force in that it supports the
creation of small-budget games that are recognized as belonging
to a particular well understood (and promotable) category.
However, Independent Style was also part of a “tyranny of
pixelated platformers” [30], when many games lauded as
independent also seemed to become quite similar. This shows
the inherent tension if a movement for dynamic innovation in
games congeals around a well-defined style, regardless of
whether that style is explicit or implicit, agreed upon or not. It
7 The visual style of Osmos could also be interpreted as a
deliberately old-fashioned flat 2d-blending style enabled by
early 3D graphics cards, even if the temporal distance is quite
short.
8 The 2013 Thirty Flights of Loving [5] is based on the 1997 3d
engine from Quake II and its somewhat old-fashioned 3d
graphics thus already arguably signal that the game belongs to
an earlier, simpler time. Similarly, the game Tuning [11]
references low-res 3D graphics.
9 IGF winner Aquaria also references painting, but in Aquaria,
the style referenced seems to be children’s books rather than
fine art.
also follows that it would be worthwhile to compare IGF
winners to games selected and promoted in other venues and
countries. In addition, future variations of Independent Style are
likely to change as more modern visual styles become
sufficiently distant that they can be invoked, no longer signaling
limited budgets, but as conscious choices referencing an earlier,
simpler time in video game history.
It is clear that small independent developers need not build their
games around this particular Independent Style. A number of
independent developers rather build “regular” 3d games in
genres not seen as commercially viable by big publishers –
Chivalry: Medieval Warfare [56] is an example of this strategy.
Such games are rarely promoted or awarded by independent
game festivals. They are reminiscent of the early 2000-2004
phase of Independent Games Festival winners, before the rise of
Independent Style.
Conversely, though Independent Style enables low-budget
development, there is nothing to prevent a bigger-budget
production from using the same style, even if there are fewer
financial reasons for doing so. As an example, the high profile
(if medium-budget) PlayStation 3 game LittleBigPlanet [35] is
based on high-end 3d representations of handmade materials
built from cloth, thread, buttons, and stickers. The Lego
Company similarly publishes Lego games built on existing
franchises such as Star Wars, and uses 3d graphics to represent
the low-tech brick-based representation of the Star Wars
universe. Outside games, the directors of the Lego Movie
“wanted to maintain the crude look of Lego figures and the
limitations of the toys” [38].
Though the idea of independent games is by name tied to the
economic and legal realities of game production, I have here
talked about the components of a central Independent Style, a
particular style that is not a necessary reflection of small-budget
game development, but is rather a style deliberately designed to
signal a particular small-team ethos. It is a style than can work
as an enabler of small-budget productions, but game developers
will sometimes put in extra effort in order to use this style. This
is the dual nature of Independent Style, the high-tech
representation of low-tech and low-budget materials.
Independent Style is a construct, but it also genuinely represents
a cheap way of developing games, and its popularity makes it
possible for developers to develop low-budget games that are
understood by players not as cheap games that would have been
better had they had a bigger budget, but as games that embody a
particular style, and belong to a new type of video game.
9. ACKNOWLEDGEMENTS
Thanks to Clara Fernández-Vara, Andy Nealen, Bennett Foddy,
Sophie Houlden, John Sharp, Frank Lantz, Nick Montfort and
the anonymous FDG reviewers for discussion and insightful
comments.
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