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About The IGF is presented by the UBM TechWeb Game Network, which runs the Independent Games Festival & Summit every year at Game Developers Conference. The company (producer of the Game Developers Conference series, and Game Developer magazine) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers.

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The Benefits of Making Your Players Suffer (and Maybe Throw Up)

October 8, 2012 8:00 PM | Staff

qwopsmall.jpgBennett Foddy, creator of QWOP, GIRP, and CLOP among others, likes to play with his players, and he suggests that more of us should be doing the same.

At the top of his talk at IndieCade on Friday, he asserted, "I'm going to try to convince you to put more suffering in your games."

Learn a lesson from the Olympics, he says - it's all about the suffering. It's all about the pathos of second place.

"Nobody cries when they come second in a video game," he notes. "Nobody lays down and cries. Why not?"

In track and field video games, "The way that you run is to either hammer a button really fast, or waggle a joystick really fast," he says. "There's no joy in that, the joy is in the panic - in your friends watching you injure yourself as you hit the button."

"It's not just that games are easier - though they are," he says. "To me it's that games these days are more comfortable. There's less discomfort. My worry is not that games are getting too easy, because easy games can be wonderful. My worry is that games are getting too comfortable."

Ask IndieGames: 'Can too much interaction obstruct a game's intended message?'

October 6, 2012 2:00 PM | John Polson

game-player.jpgIndieGames' monthly series of having the editorial team tackle important issues in games continues. Reader Nicolau M. wrote in to us: "The other day, I was thinking about the fundamentals of a game. Personally, I think objective, rules, and interaction are the most noticeable ones. However, something I keep encountering on various games is an unbalance of interaction and story-telling.

"It's a pretty interesting relation, on one side you might want to express a specific story, or thought, on the other, you want to keep the game a very interactive (and as such, including) experience. And what I've seen sometimes is a restriction on things you can or can't do in a game in order to preserve the message. In other cases, however, I've seen too much interaction deviate from the intended message.

The question our team seeks to discuss becomes the following: Can too much interaction obstruct a game's intended message?

PSN Release Dates Revealed for Unfinished Swan, Retro City Rampage, Machinarium

October 5, 2012 11:00 PM | Danny Cowan


The PlayStation Network is about to get a whole lot indie-er this month with the upcoming release of three anticipated independently developed titles for the PlayStation 3.

On October 9th, VBlank Entertainment's crime drama parody Retro City Rampage will make its long-awaited debut for PlayStation 3 and PS Vita for $14.99. A PC version will also launch on the 9th via VBlank's website as a DRM-free download, with optional Steam and GOG keys. Releases for WiiWare and Xbox Live Arcade will follow later this year.

Also arriving on the 9th is Amanita Design's acclaimed adventure game Machinarium, which will premiere as a downloadable PlayStation 3 title for $9.99. A PS Vita version is also in development, but Amanita tells Joystiq that it "no idea when it will be released."

Finally, Giant Sparrow's first-person puzzler The Unfinished Swan will make its PlayStation 3 debut on October 16th exclusively for PlayStation Plus subscribers. A widespread release for all PlayStation Network members will follow on October 23rd. The Unfinished Swan will be priced at $14.99.

[via PlayStation Blog, Joystiq]

DLC Quest Gets DLC: Live Freemium or Die

October 5, 2012 2:00 PM | John Polson

Having to pay for new Super Mario Bros 2 level DLC (or almost any other DLC) got you down? Going Loud Studios hears your cry and answers with its upcoming Live Freeium or Die content coming for the industry-parodying DLC Quest. This new campaign will be released in Q4 2012 for PC, Mac, and Xbox 360 and will offer a new world to explore, new enemies to face and new DLC to purchase with in-game coins.

Live Freemium or Die will be a free update on PC and Mac. On Xbox, it will be a new standalone game for $1, as DLC Quest sells for $1 there versus $2 on the other platforms (and there is no $2 option on XBLIG). Developer Ben Kane says that Live Freemium or Die will be included with DLC Quest on Steam if it gets voted up on Greenlight.

Watch PBS's Off Book: The Creativity of Indie Video Games

October 5, 2012 10:00 AM | Danny Cowan

PBS's original web series Off Book tackles the world of independently developed games in its latest episode, The Creativity of Indie Video Games, which you can watch in full above.

While the content here is aimed at a general audience, it's interesting to see multiple facets of indie development represented, and the tone is refreshingly positive throughout. The footage features input from Spelltower creator Zach Gage, Bastion audio designer Darren Korb, and Osmos developers Eddy Boxerman and Andy Nealen, along with commentary from Kill Screen's Jamin Warren and Gamasutra's Leigh Alexander.

Off Book previously discussed indie games in this episode last year.

Get a job: Facebook and others hiring now on the Gamasutra jobs board

October 5, 2012 3:00 AM | Eric Caoili

In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at Facebook, Electronic Arts Montreal, Retro Studios, and others.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across Gamasutra's network of submarket sites, which includes content sites focused on independent games and more.

Some of the notable jobs posted this week include:

Trendy Entertainment: Unreal Engine 3 Engineer:
"Trendy Entertainment is an acclaimed independent games developer located in Gainesville, FL. Most recently we shipped Dungeon Defenders, which sold over 1.5 million units on PC, Mac, Xbox 360, and PS3, as well as over 3 million downloads of Dungeon Defenders: First Wave and Second Wave on iOS and Android. We are focused on delivering quality midcore and hardcore multiplayer titles across mobile, PC, and console -- and we're currently working on game technology and titles that are about to change the world!"

Day 1 Studios: Producer:
"Day 1 Studios believes that extraordinary individuals create extraordinary entertainment. To continue our success, we need the best and brightest designers, composers, artists and technologists to share our quest to create revolutionary games. Join us in our Chicago and Hunt Valley, MD locations."

Indie Game: The Movie Now on Netflix Instant

October 4, 2012 10:00 AM | Danny Cowan


Still haven't seen the independent game developer documentary Indie Game: The Movie? If you have a Netflix subscription, you can now stream it whenever you want via Netflix's Watch Instantly service.

Indie Game: The Movie chronicles the development of Team Meat's Super Meat Boy and Polytron's Fez, with bonus input from Braid creator Jonathan Blow. If you'd prefer to own a digital copy (which includes an audio commentary track and other extras), you can purchase it at Steam or iTunes.

You can also pick up a copy directly from the official website, which is currently offering Indie Game: The Movie for 50% off with the code "BUTIDONTHAVENETFLIX".

Derrick the Deathfin, the First Video Game Built from Papercraft

October 4, 2012 3:00 AM | Staff

derrick.jpgIt takes a few more steps than usual to get Derrick the Deathfin and his world flapping about on screen. Due for release on October 9 for PS3, the game features characters and models that look like papercraft -- and that's because, at one point, they were.

Every character in Derrick started off as sketches on paper by artist group Ronzo, who then turned the sketches into real papercraft models. Finally, photos of the models are sent to 3D modelling studio Ten24, who take everything they see and turn them into virtual models with full animations.

For the team at Different Tuna, the dev studio behind the game, it's then a simple case of importing the models into the Unity engine, and away Derrick goes.

"It's pretty essential really," says Different Tuna's Gordon Midwood of the process. "We wanted to make something genuinely unique and base it on real papercraft, so the building of paper characters and scenery was necessary to get it exactly right."

Indiegogo: Indie Builder (Jim Elder)

October 3, 2012 2:00 PM | John Polson

indie builder.pngJim Elder's Indiegogo campaign for Indie Builder pitches an easy-to-use hub for those looking for indie game work or help. Project managers can put out a call for work, and artists, musicians, programmers, and writers can put in a free or paid contract bid for the work. Everyone can search for projects' needs based on the skills they can provide, too.

The community can then rate itself so new developers can build credibility among the site. It basically sounds like parts of project management software,, and LinkedIn all rolled into one. Whether all the parts fit together or developers will have all the parts they need is up to Elder and developer feedback.

Trailer: Terraria for XBLA and PSN (505 Games)

October 2, 2012 11:00 PM | Danny Cowan

505 Games offers a glimpse of the upcoming Xbox Live Arcade and PlayStation Network version of Re-Logic's 2D Minecraft-like Terraria in the new trailer above.

While the trailer hints at console-exclusive content, further details have not yet been revealed. Whatever it is, it's unlikely to be added to the PC version of Terraria; 505 notes that it only has the rights to add content to Terraria's console ports.

The console version of Terraria is set for release in the first quarter of next year.

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