Embracing the Unconventional: How New Zealand Emerged as a Hub for Indie Games

TIf you’re just entering the gaming realm, you may not be aware of Pax Australia. This large-scale gaming conference and exhibition occurs annually at the Melbourne Convention and Exhibition Center every October. My favorite area has always been Pax Rising, which showcases indie video games and tabletop games, predominantly from Australia. This year, however, notable changes have emerged, with many outstanding titles coming from New Zealand across the Tasman.

At a booth hosted by Code – the New Zealand Government-supported Center for Digital Excellence – 18 developers from New Zealand showcased their upcoming games, drawing in a busy crowd excited about the local gaming scene. In terms of humor, head lice allowed me to control a parasitic headcrab monster that could seize control of people’s brains and manipulate them like puppets. how was your day is a charming time-loop game set in New Zealand, revolving around a young girl on a quest to find her lost dog. Meanwhile, kill something with friends is a cooperative multiplayer action game featuring bizarre medical trials, where I ripped off my own arm to battle hordes of enemies.

Crowds gather to experience Middle Management, a satirical game focused on office culture developed in New Zealand. Photo: Carl Smith

Two years after the massive success of Dredge, New Zealand’s independent gaming industry continues to flourish. According to an investigation by the New Zealand Game Developers Association (NZGDA), local game developer studio revenues have increased steadily each year since 2018, seeing a 38% rise to NZ$759 million (A$657 million) from 2024 to 2025. This amount is nearly double the A$339.1 million generated in Australia in 2024.

This surge in revenue is backed by remarkable successes such as Grinding Gear Games’ acclaimed Path of Exile series, which reported revenue of NZ$105 million between October 2024 and September 2025. PikPok, the studio behind the acclaimed Into the Dead series and the mobile hit Clusterduck, has recorded over 500 million downloads worldwide across all titles. Additionally, projects such as Flintlock: Dawn Siege, Crypto Master, and Dungeons and the Decadent Gambler have seen impressive figures as well. Some of these projects benefit from a 20% rebate provided by NZ On Air, which has paid out $22.4 million by 2024/25 to around 40 companies. For smaller studios lacking new investment, Code has become a vital vehicle for growth.

Founded in Dunedin in late 2019 by the New Zealand Government to support South Island studios, Code received a boost from government investments in 2022 to expand its national program, which not only funds developers but also provides them with industry-best practices. Recent funding rounds yielded nearly NZ$960,000 in prizes across 13 studios, with New Zealand National Party Minister Shane Letty promising double the funding in September, providing an additional NZ$2.75 million per year.

Multiple countries offer federal funding for game development, but what sets Code apart is its emphasis on training developers to compete on a global scale. Its programs encompass not only grants but also mentorship and professional skills workshops (covering areas such as media communication and budgeting). It also provides multiple funding streams, ranging from travel assistance to substantial grants (up to $250,000) for teams poised to grow. The initiative aims to empower developers to become independent. “In today’s environment, publishers and investors want to engage only with those who already have some validation,” states Vee Pendergrast, Code Development Manager. “We built that into our model.”

Mr. Pendergrast emphasizes that industry leaders invited to mentor will offer “cost-effective solutions to expensive challenges.” “Even if they’re receiving a consulting fee, their skills return to the ecosystem.”

According to Code’s estimates, every NZ$1 they invest yields NZ$2.67 in returns, and this is evident in the upcoming console release of Abiotic Factor, a Code-supported title by Deep Field Games, which has sold over 1.4 million copies solely on PC.

“Their games looked fantastic, the demos were engaging, and the developers were skilled at interacting with the media.” – Pax Australia floor. Photo: Carl Smith

At the Code booth during Pax, developers shared similar traits: their games looked fantastic, the demos were engaging, and they had strong media communication skills. One standout for me was Canvas City, a turn-based tactical combat game involving rollerblading. The studio, Disc 2 Games, spun off from Black Salt Games, the creators of the Code-backed hit Dredge. The success of Dredge provides separate funding for Disc 2, enabling them to innovate without growing the original company.

“Code offers excellent support for first-time developers,” says Nadia Thorne, CEO and producer at Black Salt. Since Dredge launched, she has become a mentor for Code. “Many indie studios lack the luxury of [coming to Pax for] this kind of exposure. Pooling our resources allows us to attend numerous shows that we otherwise couldn’t access.”

Kate Stewart and Will Adamson in “Apothecurse.” Photo: Carl Smith

Jevon Wright is developing his first game, Adaptory, after four years. This 2D survival game features players managing a crew that crash-lands in space and must build a base to survive. They discovered Code halfway through its development, allowing them to become part of the broader New Zealand scene. “We all know each other,” they express. “And we’re all here to support one another.”

Will Adamson demonstrating the game Apothecurse also praised the cooperative nature of this scene, stating, “We not only share ideas, experiences, and contacts, but also developers… There’s a true sense of community here.”

Steam lists 61 upcoming games from New Zealand for PC. This figure is impressive for a small nation, yet it’s just a fraction of the 19,000 games released on Steam in 2024 alone. To carve a niche in a saturated market, the games highlighted at Pax all presented something distinct. “We have a multitude of inventive, quirky, Kiwi-oriented products. That’s part of our overall brand,” explains Pendergrast. Consider Middle Management, for instance, an irreverent satire addressing office culture featuring a mind-draining octopus creature, or Dream Team Supreme, where two players control a two-headed robot using two decks of cards to battle monsters.

Not all projects backed by Code have emerged as commercial successes, but some stand out. “We’re happy to share our triumphs and setbacks and the experiences leading up to them,” notes Thorne. “We’re simply striving to make it easier for the next wave of developers.”

Source: www.theguardian.com

From Mixtapes to Pro Junk Footy: Unveiling the Most Exciting Australian Indie Games at SXSW Sydney 2025

The undeniable truth is that SXSW Sydney, now in its third year, continues to be a hub for technology, music, and film in Austin, Australia, surrounded by brands. On Saturday, families attending a complimentary children’s concert navigated through the vibrant yellow CommBank Tour Zone, while queues formed at the enormous L’Oréal tent. Yet, just a short distance away in the gaming hall of the International Convention Center, the brand’s presence was noticeably subdued.

As the global gaming sector grapples with an ongoing recession, major studios remain cautiously distant from Australia due to the high cost of living. Even amidst a conference buzzing with brand synergy, indie developers took the spotlight. Large development teams were scarce; the majority of projects showcased were from solo creators or small partnerships. Reflective of the broader Australian gaming landscape, these indie developers were impressively ambitious.




A still from Mixtape, the new game developed by Melbourne’s Beethoven and Dinosaur and published by Annapurna Interactive. Photo: Beethoven and Dinosaurs/Annapurna Interactive

Australia’s two standout titles in the showcase, though still feeling somewhat subdued, gained significant attention. SXSW’s Game of the Year, Mixtape, from veteran developers Beethoven and Dinosaur (who brought us the delightful psychedelic adventure The Artful Escape in 2021) and the mid-sized American publisher Annapurna Interactive, tells a humorous ’90s coming-of-age story blending Edgar Wright-type comedy with the animation style of Spider-Man: Into the Spider-Verse.

Set to release later this year, the game promises a nostalgic journey through the joy of youth. Imagine Devo downhill skating on a lazy afternoon with cassette tapes playing in the background. Think of headbanging to Silverchair on a road trip or sneaking booze into parties while evading cops with erratic shopping carts. My 20-minute demo left me beaming, with at least one standout joke causing a fit of laughter.

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In contrast, the concept behind Pro Jank Footy emerges. Co-creators David Ashby and Tyler Roach, known from the series Danger 5, have cautiously ventured into gaming with support from film distributor Umbrella. This game offers a whimsical, arcade-style take on AFL reminiscent of SNES-era sports titles. After each goal, the losing team selects one of three comical power-ups (like attacking seagulls, oversized players, or resetting the score to zero) before the game resumes. During a live demonstration at Tumbalone Park, hosted by Aunty Donna’s Broden Kelly, who also features in the game, a small audience of families gathered, while a few brave souls took to the stage, risking embarrassment for the chance to win a scarf and seemed to enjoy themselves.




Aunty Donna’s Broden Kelly engaging with the audience during Pro Jank Footy’s live stage demo at SXSW Sydney. Photo: Samuel Graves/SXSW Sydney

Highlights emerged even from games featuring less ambitious concepts. One standout was the dynamic shooter Hyper Primate, where you embody a monkey, armed with various makeshift wooden guns, battling other animals in pursuit of a colossal floating banana. While the game has an intentionally rough aesthetic, the movement mechanics felt incredibly refined as you zoomed through jungle arenas.

Another impressive title was a solo project called Huedini, an exhilarating top-down game where you swiftly match colors to evade and consume enemies and obstacles. Even a brief gameplay session revealed that its seemingly simple mechanics could evolve into mind-bending complexity.

The Victorian Government’s strong backing for indie developers continues to yield benefits, with several projects funded by VicScreen, including Huedini. Other notable selections from this group included Way to the Woods, a stunning adventure game where you guide a deer and fawn endowed with light powers through a verdant city, and a captivating puzzle game, Letters to Arralla, where you decipher photo-based addresses in a serene island community populated entirely by root vegetables. South Australia also showcased a robust lineup, including Pro Junk Footy and a satisfying minimalist cube-rolling puzzle game, Toya, which felt like a serene reprieve amidst a bustling exhibition floor.

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A still from Way to the Woods by Melbourne developer Onepixel.dog. Photo: Onepixel.dog

Even international participations largely embraced the grassroots ethos of the showcase. While most games, except for Sony’s Ghost of Yourei, weren’t playable, the discussions garnered good attendance. Exceptional projects from small teams included A Week in the Life of a Non-Social Giraffe, a point-and-click puzzle game centered on social anxiety from the U.S., Abyss X Zero, a 3D action game akin to Zelda from Brazil, and Crescent County, a pastel-themed broom racing simulator from a UK developer.


A recurrent critique of SXSW Sydney has been its pricing, with the least expensive one-week access pass costing over $100. This year, however, the final day’s exhibition entry was free, resulting in a vibrant crowd of families and children. Highlights included party games like Cow Chess, a project by a Sydney-based duo that bore no resemblance to cows or chess and felt like a fusion of Terry Gilliam’s Worms and Super Smash Bros., and Chained Beasts, a co-op Roman gladiator game where all players are interconnected by chains.

In truth, the plethora of indie games presented made it impossible to experience them all in a single day. While SXSW Sydney might be marked by corporate branding efforts, the indie spirit undeniably thrives, particularly in the realm of video games.

Source: www.theguardian.com

AI, Bot Farms, and Innocent Indie Victims: The Dark Side of Music Streaming Scams

The music industry is currently facing a struggle, particularly regarding the operations of streaming services, with unsuspecting indie artists caught in the crossfire.

Streaming platforms like Spotify and Apple Music are inundated with AI-generated tracks, which are cheap and easy to produce. In April, Deather estimated that 20,000 fully AI-created tracks—making up 18% of new releases—were being consumed daily, nearly double the number from January. Scammers often employ bots, AI, or even humans to loop these fake songs repeatedly to generate revenue, while some exploit upload services to place counterfeit songs on legitimate artist pages, siphoning off royalties.

Spotify has begun penalizing the most egregious offenders, with the statement that it is utilizing “significant engineering resources and investigations into the detection, mitigation, and removal of artificial streaming activities.” Meanwhile, Apple Music contends that “less than 1% of all streams are manipulated.” While this might sound reassuring, the global streaming business generated $20.4 billion (according to IFPI), indicating that hundreds of millions of dollars could be lost annually to fraudulent operators.

One significant issue arises from the drastically lowered entry barriers for musicians; uploading a song to streaming platforms is now much simpler than producing CDs and vinyl. However, this ease has similarly afforded fraudsters an easier path. Though the industry has declared war on this manipulation, the automatic detection systems can mistakenly flag innocent artists, leading to their music being taken down.




Spotify’s headquarters in New York. Photo: John Nacion Imaging/Shutterstock

Darren Owen, COO of music streaming service Fuga, identified a “surge in streaming scams” spreading throughout the industry since around 2021.

Utilizing AI and machine learning, FUGA assigns a “severity score” to streaming patterns and distinguishes “nonhuman listening habits” to uncover fraudulent activities. “I wouldn’t listen to the same song on different devices at once,” Owen states. Countries like India, Vietnam, Thailand, and certain areas in Eastern Europe have been flagged as hotspots for click-farm operations utilizing low-wage labor. “It’s also been revealed that organized crime is involved,” he adds.

It’s not just platforms like Germany’s Pimpyourfollower.de, which was taken down following a court order. Similar services in Canada and Brazil are also facing scrutiny from record industry trade organizations for inflating streaming numbers artificially. Universal Music Group (UMG), the world’s largest record label, has allegedly conspired to boost play counts for Kendrick Lamar’s diss track “None Like Us.”

The Guardian has spoken with several artists who find themselves in the firing line of this manipulation war.

Darren Hemmings, managing director and musician at the music marketing company Motive Unknown, reported that a recent EP saw a track’s plays spike over 1,000—an indication of manipulation. “I don’t blame them for concluding that,” he says, but adds, “it’s very much like being judged, tried, and executed all at once.” He insists he did not manipulate his streams but couldn’t identify the cause aside from climbing popularity among real listeners.

The Northern Irish rock band Final 13 experienced their music being removed from streaming services due to a sudden spike of tens of thousands of plays. They believe this surge resulted from airplay on Radio 1, yet concluded their distributors were caught up in automated manipulation. “It’s really tough for any artist to prove they didn’t [manipulate streams], but it’s even more challenging for Spotify to justify what they did,” remarks their drummer, Doubes. “[They] take it down, and that’s the end of it.”




Matthew Whiteside at night… Photo: Julie Houden

Indie artist Adam J. Morgan, known as Naked Burner, earned over 10,000 streams in a week, likely due to his music being featured in TikTok videos, but was flagged as suspicious by distributor Routenote. “I hadn’t done anything wrong, and they offered no evidence,” he states, suspecting that it was simply due to an overly sensitive algorithm. “I spent the weekend trying to understand the problem, but Spotify informed me that my music wasn’t flagged at all.” Routenote did not respond to a request for comment.

Such takedowns can disrupt musicians, hinder marketing efforts, and ultimately affect earnings. Matthew Whiteside, who heads TNW Music Label, has faced claims of artificial streaming for three different albums. He noted that TNW Music tracks had been included in a controlled playlist. “It didn’t make sense based on genre. My distributor said I could resubmit the album for $40 each time, but that’s not feasible without assurance of success.”

“Streaming generally favors smaller acts and niche genres,” he observes. “I’d be thrilled to get 1,000 streams a month with an album.” Consequently, paying to re-upload an album can be beyond the release budget.

Deezer claims to be leading the way in implementing fraud detection mechanisms. “We monitor various metrics to help our algorithms determine user authenticity,” says Thibault Roucou, reporting director at the company’s royalties department. “When we initiate a takedown, we manually review the situation to ensure it’s a serious issue.”

Regrettably, many systems that execute takedowns often presume guilt, and the appeal processes can be so complicated that many small acts, already struggling, simply give up. Levina, who represented Germany in the Eurovision Song Contest in 2017, experienced her music being removed from streaming platforms without any warning. “Appealing against them is nearly impossible,” she sighs.




Levina is the chairman of the Artist Council in the Association of High-profile Artists. Photo: Sam Rockman

She is also the chair of the Artists Council within the Feature Artists Coalition, working to establish “minimum standards for what distributors should provide.” She suggests implementing a traffic light warning system, allowing artists the opportunity to present their defense or rectify issues.

Streaming platforms and distributors assert that the focus is on containment rather than complete removal. However, Owen notes that the current issue isn’t solely about scammers perpetrating large-scale manipulations but involves subtle adjustments to numerous tracks to avoid detection.

For Hemmings, this situation could result in a two-tier streaming landscape where smaller acts abandon mainstream platforms. “This might lead to the conclusion that focusing on alternative revenue streams is a wiser choice for many within the independent music community.”

Source: www.theguardian.com

Electronic music gains popularity over indie in Tiktok post views

The music industry is evolving in parallel worlds. While the Gallagher brothers dominate stadiums this summer, Tiktok users are grooving to a different beat.

Electronic music has surged on Tiktok, surpassing indie and alternative genres in popularity. #ElectronicMusic garnered over 13 billion views globally, marking a 45% increase from 2023. Videos featuring electronic music tags doubled in number during the same period.

Tiktok creators are increasingly using electronic music as the soundtrack for sports, fitness, fashion, travel, and summer vacation content. The success of British electronic artists like Disclosure and Joel Corey on Tiktok highlights the genre’s mainstream appeal.

Tiktok’s influence on the music industry is evident, with artists like Adam Port and Posa gaining popularity on the platform before becoming streaming hits. Electronic artists are making waves in major markets as well as climbing the mainstream charts.

British DJs like Hannah Line and Billy Gillies have also found success on Tiktok, further boosting the electronic music scene. The community-driven nature of electronic music is reflected in the platform’s user-generated content.

Spotify reports a significant increase in streams for dance and electronic music, indicating a growing global interest in the genre. Despite the rise of electronic music, indie and alternative genres, as well as rap and hip-hop, remain popular among Tiktok users.

Last year, Tiktok saw a surge in back catalog music usage, with users incorporating older tracks into their content. This trend was not limited to the UK, as global users embraced classic tracks from past decades.

Source: www.theguardian.com

What Happened After These Indie Smash Hits?

IT is more or less impossible to put accurate numbers into the number of video games released each year. According to
Published data, About 19,000 titles were released in 2024 on Digital Store Steam. This is on one platform. Hundreds of more have arrived on consoles and smartphones. In some respects, this is a positive sign of a vibrant industry, but how do you notice an entirely new project? When Triple A titles with a multi-million dollar marketing budget find it difficult to attract attention (Dragon Age: Bailguard, Final Fantasy VII Remake, and EA Sports FC have reported disappointing sales), is there a chance that a small team will break out?

Still, that happens. Last year’s surprise hit Baratoro shifted copies over 5m. Title Manor Rhodes, a complex medieval strategy, sold 1 million copies over the weekend. But what awaits a small developer after they succeed? And what does success mean in an ever-evolving industry?

James Carbutt and Will Todd of Coal Supper are still trying to figure it out. Their Aselvic satire will appreciate you being here!, players have gone through the strange quote scenarios of the fictional humble north town of Barnesworth, and are now an award-winning game. “It’s not registered as a success in my head at all,” Carbutt says. “The numbers were up on the screen, there was a YouTube playthrough and some erotic fan art. Beyond that, I won’t subscribe.”

After working on the project for three years, the pair now notices the confusing glare in the spotlight and asks questions about: “That’s scary,” joking Carbbit. “But we don’t think we’ll feel any kind of second-time out syndrome. The space where we can be a bit more introspective about what we want to do next is an interesting habit of successful indie games.”

Veteran indie developer Gabe Cuzzillo (Ape Out, Baby Steps) offered them the wisdom of the wise man. “He talked about not just about making something, but how to focus because it’s amorphous,” Todd says. “Instead, look at what we essentially want to explore and judge success based on whether we have explored it or not. The speed pressure on the market doesn’t apply to us.

Australian developer Grace Bruxner redefines success after leaving behind a trilogy of Bitize Size Adventures, which was developed in collaboration with Frog Detective Games: Thomas Bowker.




“Did that have a positive impact on people’s lives?”…Frog Detective. Photo: wormclub

“Success in the game has always been a bit of a lie and a bit of a illusion,” she says, pointing to typical markers such as cultural influence, number of players and financial gain. “Did the measure of my success create something I’m proud of and it has impacted my life and the lives of others in a positive way? And it was.

Bruxner began working on the series as an experiment in his final year at university to see if he could create a commercial game. After a relatively refreshing first outing, the second frog detective game demanded that Bruxner and Bowker lock in, spending most of their time on the project. In the third article, pressure was beginning to fall victim to, but the hard work paid off. Throwing out the pandemic as well as mental and physical health issues, Brooksner was ready to take a break. “I wasn’t crushed very hard, but I wasn’t having a great time either,” she says. “It was really good to make that choice.”

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Bruxner still has the idea of ​​a game that swirls around the back of her head, but she wanted to escape the endless production cycle that swallowed many of her mates, regardless of fatigue or burnout. “That’s not universal advice,” she says, “But if you’re a solo developer or a really small team, I don’t think there’s any shame to leave there. Unless you like making games, I don’t love making games.

Three years after the series’ swan song, she falls into an indefinite break, exploring alternative creative paths such as pottery. “I can’t imagine making a game because I am expected of me as a creator,” she explains. “I don’t even know where I’m going from here.”

Bruxner is amazed at his ability to maintain himself with the modest amounts offered by Frog Detective. “If the game keeps its tail and can live within its own means, it will lead to passive income that is not linked to being a scary landlord,” she explains. Still, she knows how taboo it is to talk about money explicitly, especially in creative circles like the indie gaming scene. “I have free time to chill and decide what I want to do, but at some point I think I need to have a career again. My biggest question is, will this money last forever? Perhaps not.




“Opportunities are limited”…consuming me. Photo: 66

It may seem like more indie items have fallen into the spotlight in recent years than ever before. However, the persistent turbulence in the gaming industry has become even more complicated by finding financial support for follow-up. “The elephant in the room is everything that’s happened over the past few years, evaporating a ton of layoffs, studio closures and funding opportunities,” says upcoming indie developer AP Thomson, who will consume me alongside fellow NYU arcade alumni Jenny Ziao Hosia. “Before that, there was a pretty big change in the mid-2010, when indie publishers and funders began to rise to prominence. Everything we’ve heard suggests that the same opportunities are no longer present or are incredibly limited.”

Consumes Me, the duo’s adult scheduling RPG has no release dates, but has been nominated for five gongs at the Independent Game Festival Awards. As such, Jiao Hsia and Thomson are already under pressure to decide on their next effort. “Several people have said that once it’s released we should move forward,” Thomson says.

Even with high expectations, the pair are not keen to move ahead of them. “Everything we’ve heard suggests that now is not the best time to pitch, so we focus our energy on the launch and then read the temperature in the room,” adds Thomson.

“I don’t feel like I have to show up at a job I’ve never applied to, I want to enjoy making art again,” explains Jiao Hsia. “The idea of ​​creating art for fun without worrying about making money is something I can’t wait for.”

Source: www.theguardian.com

Glasgow Indie Games Festival: An extensive display of Scotland’s lively digital realms | Games

circleWhen you enter this unique boutique video game festival, you’ll be greeted by bullet hell shooters with a painterly twist. ZOE Go away! As you dodge and fire attacks at breakneck speed, the game immerses you in an intoxicating shower of pointillist color, dazzling your eyes and challenging your thumbs. Leave after reading Initially resembling dark fantasy Quake clones, these games present a peculiar challenge of checking text messages on your phone while battling through dungeons. They are subversive games that cleverly twist common design tropes.

Violating the norm, the Glasgow Independent Games Festival was previously known as the Southside Game Festival. The recent event was held at Civic House, nestled in the shadow of the M8, a concrete eyesore cutting through Glasgow. The showcased games, created by developers residing in or near Glasgow, boast quirkiness and lower budgets compared to mainstream titles. Co-founder Joe Bain aims to place these works within games’ broader cultural context, steering away from the profit-driven atmosphere of trade shows like Gamescom.

Breaking the rules with wit and fun…Glasgow Independent Games Festival Photo: Mhairi Teresa

During a panel on “Unconventional Games,” game maker Stephen Gill-Murphy from Glasgow (aka Katamites) offered a sharp critique of what he termed the media’s “cult of depth.” He argued that games often lead players deeper into virtual worlds only to reveal the lack of coherence at the end. Gill-Murphy transformed this idea into a chilling horror game with intentional flatness called Murderer’s Anthology, available for play at the event.

At the festival, participants engage in activities like making amends with deceased virtual pets through Tamagotchi Seance, where they interact with virtual animals through spoken dialogue. Another intriguing game on display is Apartment Story, a simulator showcasing the chaotic everyday life in a single room with elements of a gangster thriller and The Sims.

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An unconventional convention…the Glasgow Independent Games Festival. Photo: Mhairi Teresa

Spontaneous interactions are vital at these events. Participants come together to engage in a language decoding game like Kevin (1997-2077), deciphering cryptic images and text without clear instructions. This collaborative puzzle-solving process transforms the game into a participatory artwork, offering a collective experience with no definitive answers.

While Scottish video games were once synonymous with Edinburgh’s Rockstar North, the co-founder Ryan Caulfield emphasizes the abundance of “weird and wonderful” options available today. Amidst the prevalence of profit-driven live-service looter-shooters, playing games that defy conventions with irreverence at this festival is truly exciting.

Source: www.theguardian.com

Indie Developers Shine Bright: Summer Game Fest Showcases Innovation Beyond AAA titles | Games

IThere's been a lot of speculation regarding the outlook for the games industry in 2024. Following a surge of investment during the pandemic, the industry experienced a temporary boost in growth as people sought entertainment and social interaction while adhering to safety measures at home. However, this year has seen a correction, with studios and companies that expanded too rapidly now scaling back, leading to layoffs and studio closures. Job opportunities for developers have decreased, and games that faced delays due to the pandemic are taking longer to release, resulting in fewer titles compared to the previous year.

The Summer Game Fest, which has taken the place of E3 in Los Angeles, reflects this industry slowdown. What was once a grand trade show is now a more modest event held in smaller venues away from the main convention center. The shift from elaborate press conferences to online livestreams signifies a change in the industry landscape. However, amidst this decline, there is a bright spot in the success of indie games.

Indie games like Palworld, Helldivers 2, and Hades II have emerged as top sellers on platforms like Steam, showcasing the creativity and innovation present in the indie gaming scene. In contrast, big-budget blockbusters from major publishers are facing challenges, with titles like Redfall and Suicide Squad receiving mixed reactions. The industry’s focus on franchised games and live service models is leading to a lack of fresh ideas and risks being taken.

UFO 50, a collection of 50 games. Photo: Mossmouth

However, the indie gaming scene is thriving, with a multitude of creative and unique games being showcased at events like the Summer Game Fest. Titles like UFO 50, Tales of the Shire, and Fear the Spotlight offer players fresh experiences and showcase the diversity of the indie game market. As the industry shifts towards more indie success stories, there is hope for a resurgence of innovative and original content.

While the gaming industry’s major players continue to rely on established franchises and blockbuster titles, it is the indie developers who are driving forward with new ideas and creative approaches. With initiatives like Outersloth supporting indie developers and new entrants like Blumhouse entering the gaming space, there is a sense of revitalization and excitement surrounding indie games.

As the industry evolves, it is clear that the future of gaming lies beyond the traditional giants. With a global community of players and creators, the possibilities for innovation and growth are endless. While the big names may dominate headlines, it is the indie scene that is truly pushing boundaries and shaping the future of gaming.

What to Play

Star Wars: Hunters. Photo: LucasFilm Games/Zynga

For a fresh gaming experience, try out Star Wars: Hunters on platforms like the Nintendo Switch and smartphones. This team-based arena shooter offers diverse characters from the Star Wars universe and engaging gameplay mechanics. With a focus on intuitive controls and immersive visuals, this game is a must-try for Star Wars fans and gamers alike.

Available on: Nintendo Switch, iPhone, Android
Estimated play time: 20+ hours

What to Read

No guns in sight… Catto's Post Office is one of the cosy titles featured on Wholesome Direct. Photo: Inn Shambles Studios

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Question Block

Elden Ring…can't swim. Photo: Bandai Namco

This week's Question Block explores the dilemma of how video games handle water-related challenges and the consequences of immersion versus gameplay mechanics. The debate over drowning animations and failure states in games highlights the complexities of creating authentic yet engaging gaming experiences.

Whether a game opts for realism or streamlined gameplay, the approach to water mechanics can shape the player’s experience and immersion in the virtual world. As the industry evolves, designers face the challenge of balancing authenticity with player engagement to deliver memorable and enjoyable gaming experiences.

For more insights into game design and industry trends, stay tuned to Question Block and other engaging content related to the evolving world of video games.

Source: www.theguardian.com

Indie Underground Adventure: Animal Well – A stunningly crafted indie game

TThe dark mouth of a well has always been a fascinating focal point of human fascination. It is seen as both the source of life-sustaining water and the entrance to dangerous secrets. Our fables are replete with scenes in which curiosity gets the better of crying children, who gaze up into a halo of light that is forever damp and out of reach. Animal Well is an indie game seven years in the making that throws you into one of Twilight’s labyrinths, a complex of caverns constantly dripping and darting with furry, luminescent creatures. The goal is unstated but clear: explore, map, emerge. It’s an instantly engrossing quest.

You play as a shapeless blob, not the most ambitious cipher ever, but what it lacks in limbs and such it makes up for in courage and ingenuity. At first, all you can do is bravely leap between rocks and scaffolding, but over time you’ll gain new tools, gadgets and abilities, gaining access to previously inaccessible passages and tunnels. Bit by bit, the map will fill up as you explore deeper into the cave system.

Dangling lightbulbs swaying in the underground breeze illuminate the surrounding scenery, but you have to look closely at each scene to notice the half-submerged gears, pulleys, and levers that open up the world. Animal Well It’s a game about exploration, with puzzles and secrets, where your ingenuity matches that of the game designers. And when you find the solution, everything falls into place, the world opens up a little, you can dive a little deeper, and that’s when you feel the thrill of it all. Animal Well Excellent.

In an era when major video game companies are focused on developing video games with leisure-time, sport-like features — seasons, passes, endless matches — what a treat to see a game this complex and restrained come along. This is a perfectly crafted contraption with a beginning, middle and end, designed to inspire joy and build culture — thankfully not shareholder value.

Source: www.theguardian.com