Indie o'yini - Indie game

Bir nechta indie o'yinlarining skrinshotlari. Yuqori chapdan soat yo'nalishi bo'yicha: Flotilla, Broforce, Kentukki yo'nalishi nol, Oltoning sarguzashtlari, Takoma va Seleste.

An mustaqil video o'yin yoki indie o'yini odatda jismoniy shaxslar yoki kichik rivojlanish guruhlari tomonidan katta miqdordagi moliyaviy va texnik ko'maksiz yaratilgan video o'yin o'yin noshiri, aksariyatidan farqli o'laroq "AAA" (triple-A) o'yinlari. Biroq, "indie" atamasi, agar o'yin noshirlari ijodiy erkinlik singari o'yinni moliyalashtirish va tarqatishda yordam beradigan bo'lsa ham, o'yinning rivojlanishi nashriyotdan ma'lum darajada mustaqil bo'lgan boshqa stsenariylarga nisbatan qo'llanilishi mumkin. Indie o'yinlari mustaqilligi va rivojlanish erkinligi tufayli ko'pincha diqqat markazida bo'ladi yangilik, eksperimental o'yin va odatda AAA o'yinlarida bo'lmagan risklarni qabul qilish va noyob tajribalarni yaratish uchun vositani o'rganishi mumkin. badiiy o'yinlar. Indie o'yinlari orqali sotish moyil raqamli tarqatish noshirlarni qo'llab-quvvatlamasligi sababli chakana savdo emas, balki kanallar. Bu atama shu bilan sinonimdir mustaqil musiqa yoki mustaqil film o'sha vositalarda.

Indie o'yinlarini rivojlantirish havaskorlik va havaskorlik dasturlari tushunchalaridan kelib chiqqan holda paydo bo'ldi shaxsiy kompyuter va oddiy ASOSIY 1970-80-yillarda kompyuter tili. Yotoq xonasi deb nomlangan koderlar, xususan, Buyuk Britaniyada, o'zlarining o'yinlarini yaratdilar va ulardan foydalanishdi pochta orqali buyurtma kabi o'z mahsulotlarini tarqatish, keyinchalik 1990-yillarda Internet paydo bo'lishi bilan boshqa dasturiy ta'minot tarqatish usullariga o'tish shareware va boshqalar fayl almashish tarqatish usullari, shu bilan birga, video o'yinlar nashriyotchilari va uy konsollari tomonidan ishlab chiqilgan narxlar va raqobat o'sishi tufayli havaskor dasturlarga qiziqish pasayib ketdi.

Indi o'yinlari sahnasida zamonaviy ko'rinish 2000-yillarning boshlarida ko'plab omillarni, shu jumladan texnik, iqtisodiy va ijtimoiy kontseptsiyalarni birlashtirdi, bu indi o'yinlarini ishlab chiqarish va tarqatish uchun arzonroq qildi, ammo katta tomoshabinlarga ko'proq ko'rinadigan va an'anaviy bo'lmagan hozirgi asosiy o'yinlardan o'yin. O'sha paytdagi bir qator indie o'yinlari bu sohaga ko'proq qiziqish uyg'otadigan muvaffaqiyat hikoyalariga aylandi. O'shandan beri sanoatning yangi imkoniyatlari paydo bo'ldi, ular orasida yangi jamoalarga o'z o'yinlarini erdan, arzon narxlardagi va boshqa o'yinlarda yordam berish uchun yangi raqamli do'konlar, kraudfanding va boshqa indie fondlari mexanizmlari mavjud ochiq manba barcha o'yin maydonchalaridagi kichik jamoalar uchun ishlab chiquvchi vositalar, ishlab chiqaruvchilarga ijodiy erkinlikni qoldiradigan indie o'yinlari nashriyotlari va asosiy o'yin mukofotlari tadbirlarida asosiy o'yinlar qatori indi o'yinlarini sanoat tomonidan tan olinishi.

Yaqinda juda ko'p sonli indi o'yinlari xavotirga tushdi va 2010 yil o'rtalarida prognoz qilingan "indiepokolilpse" hech qachon amalga oshmagan bo'lsa-da, ko'pchilik indi o'yinlari mavjud emasligi sababli, o'z o'yinining kashf etilishi aksariyat hind dasturlari uchun dolzarb bo'lib qolmoqda. moliyaviy jihatdan foydali. Ba'zi muvaffaqiyatli indie o'yinlariga misollar kiradi Super Meat Boy, Fez, Braid, Minecraft, Shovel ritsari, Undertale va Cuphead.

Ta'rif

"Indie game" atamasining o'zi shunga o'xshash atamalarga asoslangan mustaqil film va mustaqil musiqa, bu erda kontseptsiya ko'pincha o'z-o'zini nashr qilish va yirik studiyalar yoki distribyutorlardan mustaqillik bilan bog'liq.[1] Biroq, hind filmlarida ham, musiqada ham, "hind o'yini" ni anglatadigan aniq va keng qabul qilingan ta'rif mavjud emas. triple-A video o'yinlarini ishlab chiqish yirik noshirlar va rivojlanish studiyalari tomonidan.[2][3][4][5] Laura Parker tomonidan tavsiflangan bitta oddiy ta'rif GameSpot, "mustaqil ravishda video o'yinlarni ishlab chiqish - bu noshirlarning ko'magi bo'lmagan o'yinlarni ishlab chiqarishdir", ammo bu barcha vaziyatlarni qamrab olmaydi.[6]

Indie o'yinlari odatda ma'lum umumiy xususiyatlarga ega. Indie o'yinini aniqlashning bir usuli mustaqillikning tabiati bo'lib, u quyidagilar bo'lishi mumkin:[7]

  • Moliyaviy mustaqillik: Bunday vaziyatlarda ishlab chiquvchilar o'yinni ishlab chiqish va / yoki nashr etish uchun o'zlari yoki boshqa mablag 'manbalaridan mablag' to'lashgan. olomonni moliyalashtirish va, xususan, katta noshirning moliyaviy ko'magi bo'lmasdan.
  • Fikrning mustaqilligi: Bunday holda, ishlab chiquvchilar o'z o'yinlarini noshir kabi uchinchi tomon tomonidan hech qanday nazorat va yo'naltiruvchi ta'sirisiz yaratdilar.

Indie sifatida o'yinni baholashning yana bir usuli - bu individual o'yinlar, kichik guruhlar yoki kichik mustaqil kompaniyalar tomonidan ishlab chiqilgan individual o'yinlarni ishlab chiqish bilan uning rivojlanish guruhini tekshirish.[3][8][9] Odatda, indie o'yinlari kichikroq asosiy nomlarga qaraganda.[9] Indie o'yinlarini ishlab chiquvchilar odatda moliyaviy jihatdan qo'llab-quvvatlanmaydi video o'yinlar noshirlari, kim tavakkal qilmaydigan va "katta byudjetli o'yinlar" ni afzal ko'radi.[10] Buning o'rniga, indie o'yinlarini ishlab chiquvchilar odatda kichik mablag'larga ega, odatda shaxsiy mablag'lardan yoki orqali kraudfanding.[2][3][5][11][12] Mustaqil bo'lib, ishlab chiquvchilar boshqariladigan manfaatlarga ega emaslar[4] yoki ijodiy cheklovlar,[3][13][5] va noshirning roziligini talab qilmaydi,[2] odatda o'yinlarni asosiy ishlab chiquvchilari bajaradilar.[14] Shunday qilib, dizayn qarorlari ajratilgan byudjet bilan cheklanmaydi.[13] Bundan tashqari, jamoaning kichik o'lchamlari individual ishtirokni oshiradi.[15]

Biroq, bu nuqtai nazar hamma narsani qamrab olmaydi, chunki rivojlanish yirik noshirdan mustaqil bo'lmagan, ammo hanuzgacha hind deb hisoblanadigan ko'plab o'yinlar mavjud.[1] O'yinlarning ayrim e'tiborga loyiq holatlariga quyidagilar kiradi:

  • Sayohat tomonidan yaratilgan o'sha kompaniya, ammo moliyaviy yordamga ega edi Sony shuningdek, nashriyotni qo'llab-quvvatlash. Kelli Santyago thatgamecompany kompaniyasining fikriga ko'ra, ular mustaqil studiya, chunki ular Sony-ning ishtirokisiz o'z o'yinlarida yangilik yaratishga muvaffaq bo'lishdi.[1]
  • Bastion, shunga o'xshash tomonidan ishlab chiqilgan Supergiant o'yinlari, lekin tomonidan nashr etilgan Warner Bros. Ko'ngil ochish, birinchi navbatda sertifikatlash jarayonida qiyinchiliklarga yo'l qo'ymaslik Xbox Live.[16] Supergiantdan Greg Kasavin ta'kidlashicha, ular o'zlarining studiyalarini indey deb hisoblashadi, chunki ular biron bir bosh kompaniyaga ega emas.[1][17]
  • Guvoh tomonidan ishlab chiqilgan Jonathan Blow Va uning studiyasi Thekla, Inc. O'z-o'zini moliyalashtirgan va nashr etgan bo'lsa-da, o'yinni rivojlantirish taxminan 6 million dollarga tushdi va aksariyat hind o'yinlaridan farqli o'laroq, 20 dollargacha baholandi. Blow ushbu turdagi o'yin indi va AAA nashriyotlari o'rtasida nimanidir anglatishiga ishongan.[18]
  • Hech kimning osmoni yo'q tomonidan ishlab chiqilgan Salom o'yinlar Sony tomonidan nashr etilgan, ammo moliyaviy bo'lmagan yordam bilan bo'lsa ham; chiqarilgan o'yin odatdagi AAA unvoniga teng narxga ega edi. Salom O'yinlardan Shon Myurreyning fikricha, ular hali ham kichik jamoa bo'lib, o'yin juda tajribali bo'lib, ular o'zlarini hind deb hisoblashadi.[19]
Nidxogg taqdimotida retro pikselga asoslangan 1980-yillarning uslubiga tayanadigan indiy o'yinning namunasidir

O'yinni indey sifatida baholashning yana bir burchagi - bu moliyaviy va ijodiy nazoratdan xoli bo'lgan kichik jamoalar tomonidan ta'minlanadigan yangilik, ijodkorlik va badiiy eksperimentlar. Ushbu ta'rif AAA rivojlanishining korporativ madaniyatiga tubdan qarama-qarshi bo'lgan "indi ruhi" ni aks ettiradi va moliyaviy va ijodiy mustaqillik omillari o'yinni "mustaqil" qiladigan "indi" o'yinini yaratadi.[20][2][9][15][21][22][23][24] Grafika yaratish imkoniyati cheklangan ishlab chiquvchilar ishonishlari mumkin o'yin yangilik[25] Bu ko'pincha a-ga ega bo'lgan indie o'yinlariga olib keladi retro uslubi ning 8-bit va 16-bit avlodlar, murakkabroq mexanikaning tepasida oddiyroq grafikalar mavjud.[20] Indie o'yinlari klassik o'yin janrlariga tushishi mumkin, ammo yangi o'yin yangiliklari paydo bo'ldi.[22] Biroq, "hind" bo'lish, o'yin innovatsiyalarga qaratilganligini anglatmaydi.[9][26] Aslida, "indi" yorlig'i bilan ko'plab o'yinlar sifatsiz bo'lishi mumkin va foyda olish uchun amalga oshirilmasligi mumkin.[5]

Jesper Juul, dotsent Daniya Qirollik tasviriy san'at akademiyasi video-o'yinlar bozorini o'rgangan, deb yozadi o'z kitobida Qo'lda tayyorlangan piksellar indi o'yinining ta'rifi noaniq va turli sub'ektiv mulohazalarga bog'liq. Juul o'yinlarni uchta usul deb tasnifladi: yirik noshirlardan moliyaviy jihatdan mustaqil, estetik jihatdan mustaqil va AAA o'yinlarida ishlatiladigan asosiy san'at va vizual uslublardan sezilarli darajada farq qiladiganlar va asosiy oqimdan mustaqil bo'lgan madaniy g'oyalarni taqdim etadigan o'yinlar. o'yinlar. Juul shu bilan birga, oxir-oqibat o'yinni "hind" deb belgilash hali ham sub'ektiv bo'lishi mumkin va biron bir qoida hind o'yinlarini hind o'yinlaridan ajratishga yordam bermaydi.[27]

Ko'pchilik uchta A o'yinlari singari unchalik katta bo'lmagan, ammo noshirning qo'llab-quvvatlagan yoki qo'llab-quvvatlamagan katta mustaqil studiyalari tomonidan ishlab chiqilgan va jamoaning tajribasi tufayli uch karra A dizayn tamoyillari va jilolini qo'llay oladigan o'yinlar ba'zan "uch karra" deb ham nomlanadi. Men "ushbu ekstremallar orasidagi o'rtani aks ettiruvchi o'yinlar. Ninja nazariyasi "s Hellblade: Senuaning qurbonligi uchlik-I o'yinining eng yaxshi namunasi hisoblanadi.[28][29]

Indie o'yinlari ajralib turadi ochiq manbali o'yinlar. Ikkinchisi - ozod qilish maqsadida ishlab chiqilgan o'yinlar manba kodi va boshqa aktivlar ochiq manba litsenziyasi. Ochiq manbali o'yinlarni ishlab chiqishda qo'llaniladigan ko'plab printsiplar indi o'yinlari bilan bir xil bo'lsa-da, ochiq manbali o'yinlar tijorat maqsadlarida ishlab chiqilmaydi va buning o'rniga havaskorlik bilan shug'ullanish uchun.[30] Biroq, tijorat savdosi indi o'yin uchun shart emas va bunday o'yinlarni taklif qilish mumkin bepul dastur, eng muhimi bilan Spelunkiy uning asl nusxasida va Mitti qal'a rejalashtirilgan kengaytirilgan vizual oldingi versiyadan tashqari, uning asosiy versiyasi bepul bo'lib qoladi.[31]

Tarix

Indi o'yinini rivojlantirishning boshlanishini indi o'yinini belgilaydigan narsa kengligi sababli kuzatib borish qiyin va bu atama haqiqatan ham 2000-yillarning boshlariga qadar qo'llanilmagan.[32] 2000 yillarga qadar bunday dasturiy ta'minotni tavsiflash uchun havaskor, havaskor va havaskor dasturlar yoki o'yinlar kabi boshqa atamalardan foydalanilgan.[33] Bugungi kunda havaskor va havaskorlarni rivojlantirish kabi atamalar yaratuvchilarni aks ettiradi modlar mavjud o'yinlar uchun,[34] yoki to'liq o'yinlarni ishlab chiqish o'rniga ma'lum texnologiyalar yoki o'yin qismlari bilan ishlash.[4] Bunday havaskorlar odatda ishlab chiqaradilar notijorat mahsulotlar va yangi boshlovchilardan sanoat faxriylariga qadar bo'lishi mumkin.[4]

BASIC va yotoq xonasi uchun koderlar (1970-1980 yillar)

Indie rivojlanishi oldin boshlanganmi yoki yo'qmi degan munozaralar mavjud Kompyuterlar uchun ishlab chiqilgan o'yinlar bilan asosiy kompyuterlar universitetlarda va boshqa yirik muassasalarda. 1963 yilgi kabi o'yinlar Spacewar! tijorat tomonidan moliyalashtirilmagan va kichik bir guruh tomonidan ishlab chiqarilgan, ammo o'sha paytda videooyunlar sanoatida mustaqil ishlardan ajralib turadigan tijorat sektori yo'q edi.[35] Biroq, ushbu tizimlar uchun shartnoma asosida ishlab chiqilgan o'yinlarning eng qadimgi misollaridan biri bu edi Joys Vaysbeker, o'zini birinchi indi dizayneri deb biladi, chunki u uchun bir nechta o'yinlar yaratgan RCA Studio II 1976 yilda mustaqil pudratchi sifatida konsol RCA.[36]

1977 yilda birinchi shaxsiy kompyuterlar chiqarilganda, ularning har biriga oldindan o'rnatilgan versiyasi kiritilgan ASOSIY foydalanuvchilarning ushbu tizimlarda nima qila olishlarini ko'rsatish uchun kompyuter tilini misol dasturlari, shu jumladan o'yinlar. Ishlab chiqaruvchilar kompyuterlar uchun sotib olinadigan tijorat o'yinlarini chiqargan bo'lsalar-da, BASIC-ning mavjudligi odamlarning o'z dasturlarini yaratishga urinishlariga olib keldi. Kitobning 1978 yilda qayta nashr etilishi savdosi BASIC kompyuter o'yinlari tomonidan Devid H. Ahl shu jumladan manba kodi yuzdan ortiq o'yin uchun, oxir-oqibat, milliondan ortiq nusxadan oshib ketdi.[37] BASIC-ning mavjudligi bir qator odamlarni o'z o'yinlarini yozishni boshlashga ilhomlantirdi.[3][24]

The ZX spektri ingliz havaskor dasturchilari orasida mashhur bo'lgan va 1980-yillarda video o'yinlar sanoatining boshlanishiga yordam bergan.

Video o'yinlar sanoatining tijorat sektori o'sishga yo'naltirilgan bo'lsa uy video o'yin konsol 1970-yillarning oxiri - 80-yillarning boshlarida bozor, shaxsiy kompyuterlar uchun bir nechta o'yinlar bir yoki ikki kishilik jamoalar tomonidan chiqarildi, do'konlarda o'z-o'zidan tarqatildi yoki sotildi pochta orqali buyurtma.[32] Bu, ayniqsa, video o'yin konsollari Qo'shma Shtatlardagidek katta qiziqish uyg'otmagan Buyuk Britaniyada juda to'g'ri edi. U erda dastlabki mikrokompyuterlar ZX spektri mashhur bo'lib, Buyuk Britaniyaning videoo'yin sanoatini boshlagan bir qator "yotoq xonasi koderlari" ni ishga tushirdi.[38][39] 1984 yilga kelib Birlashgan Qirollikning o'yin sanoati o'yinlarni katta tezlikda o'tkazadigan ko'plab professional rivojlanish guruhlari bilan gavjum bo'ldi. O'yinni ishlab chiquvchi Kris Krouford 1984 yil oxirida potentsial kichik ishlab chiqaruvchilar konning tijorat istiqbollaridan uzoqlashishi haqida ogohlantirdi:

Achinarli haqiqatni ta'kidlayman. Biz havaskorlar tijorat istiqbollariga ega bo'lgan o'yinni to'plashlari mumkin bo'lgan davrni deyarli bosib o'tdik. Uyga kirish juda qiyin, qolish kamroq. Hozirda ... Men birovni ko'nglini qoldiraman. Agar siz o'yin qilishni xohlasangiz, buni o'yin-kulgi uchun qiling, ammo pul topish uchun o'yin dizaynlarini bajarishga urinmang. Qarama-qarshiliklar shu qadar ko'pki, shaxsga qarshi, shuning uchun men bu yurak xafa bo'lishini birovga tilashni yomon ko'raman.[40]

Ushbu davrda indi o'yinlari eksperimental o'yin kontseptsiyasini taqdim etishi yoki o'z o'rnini namoyish qilishi mumkin degan fikr arthouse apellyatsiya shikoyati aniqlandi.[35] Kabi Buyuk Britaniyaning yotoq xonasi kodlovchilaridan ko'plab o'yinlar Manik konchi (1983), ning quirkiness-ni o'z ichiga olgan Britaniyalik hazil va ularni juda tajribali o'yinlarga aylantirdi.[41][42] Shunga o'xshash boshqa o'yinlar Chet elliklar bog'i (1982) yuqori tajribali o'yin namoyish etdi.[35] Infocom o'zi matnga asoslangan holda reklama qildi interaktiv fantastika o'yinchilarning tasavvurlari o'rniga ularning etishmovchiligidan qochish orqali o'yinlar, grafika og'ir aksiyalar o'yinlari odatiy hol edi.[35]

Umumiy ta'minot va konsolni ta'qib qilish (1990-yillar)

1990-yillarning o'rtalariga kelib, shaxsiy kompyuterni o'yinning maqbul varianti deb tan olish va texnologiyaning rivojlanishi 3D o'yin video o'yinlar uchun ko'plab tijorat imkoniyatlarini yaratdi. 1990-yillarning so'nggi qismida ushbu yakka yoki kichik jamoaviy studiyalarning o'yinlari ko'rinishini pasayadi, chunki kichik jamoa tijorat tashkiloti sifatida xarajatlar, tezlik va taqsimotda raqobatlasha olmaydi. Sanoat atrofida birlasha boshlagan edi video o'yinlar noshirlari o'yinlarni ishlab chiqarish uchun barcha ishlab chiqaruvchilarga pul to'lashi va barcha marketing va nashr xarajatlarini, shuningdek franchayzing o'yinlari seriyasining imkoniyatlarini hal qilishi mumkin.[39] Nashriyotchilar ishlab chiqarishning yuqori xarajatlari tufayli xavfdan qochishga moyil edilar va ular kichik o'yin ishlab chiqaruvchilarining barcha kichik o'lchamlari va juda innovatsion tushunchalarini rad etishadi.[43] Bozor, shuningdek, qimmat yoki sotib olish qiyin bo'lgan video o'yin konsollarining keng tarqalishi tufayli sinib ketdi. o'yinni rivojlantirish to'plamlari odatda yirik ishlab chiquvchilar va noshirlar uchun ajratilgan.[24][44][35]

Hali ham oldinga intiladigan o'yinlarning asosini yaratgan kichik jamoalar tomonidan muhim o'zgarishlar yuz berdi. Umumiy ta'minot o'yinlar 1980-yillarda va 1990-yillarda demolarni tarqatish yoki qisman yakunlangan o'yinlarni tarqatish uchun ommalashgan vositaga aylandi, bu erda o'yinchilar uni sinab ko'rgandan so'ng sotuvchidan to'liq o'yinni sotib olishlari mumkin edi. Bunday demolarni tarqatish odatda bepul bo'lganligi sababli, o'sha paytlarda o'yin jurnallariga shareware bepul demo to'plamlari kiritilib, havaskor va havaskor ishlab chiqaruvchilarga tan olinishi uchun oson vositalar yaratildi. O'yinlarning ko'p nusxalarini, hatto shareware / demo versiyalarida ham, arzon narxda ishlab chiqarish qobiliyati bu g'oyani kompyuter sifatida o'yin platformasi sifatida rivojlantirishga yordam berdi.[24][32] O'sha paytda, shareware odatda havaskor dasturchilar bilan bog'liq edi, ammo nashrlari Volfenshteyn 3D 1992 yilda va Qiyomat 1993 yilda shareware dastur marshruti asosiy ishlab chiquvchilarning unvonlari uchun munosib platforma ekanligini ko'rsatdi.[35]

Indie o'yinlarining raqamli tarqatishdan kelib chiqishi (2000−2005)

N bu 2004 yil brauzer o'yini keyinchalik tijorat indie o'yiniga aylandi, N ++ 2015 yilda.

Shaxsiy kompyuterdagi indie o'yinlariga umumiy qarash 2000-yillarning boshlarida bir nechta omillardan kelib chiqqan. Kalit mavjudligi edi onlayn tarqatish ustidan Internet, o'yinni ishlab chiquvchilarga to'g'ridan-to'g'ri o'yinchilarga sotish va chakana tarqatish cheklovlarini va noshirga bo'lgan ehtiyojni chetlab o'tish.[45][32] O'sishini ta'minlash uchun foydalaniladigan dasturiy texnologiyalar Butunjahon tarmog'i, kabi Adobe Flash, ishlab chiquvchilarga arzon narxlarda taqdim etildi va indi o'yinlarining o'sishi uchun yana bir vosita bo'ldi.[25][32] Indie o'yinlariga bo'lgan yangi qiziqish sabab bo'ldi o'rta dastur va o'yin mexanizmi ishlab chiqaruvchilar o'z mahsulotlarini hind taraqqiyoti uchun arzon yoki arzon narxlarda taklif qilishlari,[32] ga qo'shimcha sifatida ochiq manba kutubxonalar va dvigatellar.[46] Kabi maxsus dasturiy ta'minot GameMaker Studio va shunga o'xshash birlashtirilgan o'yin dvigatellari uchun vositalar Birlik va Haqiqiy bo'lmagan vosita ushbu o'yinlarni yaratish uchun istiqbolli indi ishlab chiqaruvchisi uchun zarur bo'lgan dasturiy to'siqlarning ko'pini olib tashladi.[32] Hozirgi vaqtda indie o'yinlarining tijorat imkoniyatlari ushbu o'yinlarni avvalgi havaskor o'yinlaridan ajratib olishga yordam berdi.[33]

Tijorat muhitida boshqa siljishlar ham bo'lgan, ular 2000-yillarda hind o'yinlarining o'sishiga turtki bo'lgan. Ushbu davrdagi indie o'yinlari bo'lgan ko'plab o'yinlar asosiy o'yinlarning antitezi deb hisoblangan va bu asosiy o'yin nomlari jamoasiga nisbatan ushbu o'yinlarning qanday amalga oshirilganligini mustaqil ravishda ta'kidlagan. Ularning aksariyati o'zlarining dizayni, san'ati yoki rivojlanishdagi boshqa omillarga retro uslubida yondashishdi, bu o'yinchilar orasida mashhur bo'lib chiqdi.[33] Ijtimoiy va siyosiy o'zgarishlar, shuningdek, indi o'yinlarini nafaqat ko'ngil ochish maqsadida, balki asosiy omillar bilan amalga oshirib bo'lmaydigan narsalarni aytib berishga ham olib keldi.[33] Indi o'yinlarini taqqoslashda mustaqil film va o'zlarining tegishli sohalarining holati, indi o'yinining ko'tarilishi taxminan bir vaqtning o'zida ro'y berayotgan edi, chunki uning bozori tez sur'atlarda o'sishni boshladi va asosiy ishlarning qo'llab-quvvatlovchi tarmog'i sifatida qaraldi.[33]

Ko'chirish sanoati va ko'rinishni oshirish (2005−2014)

Fez ta'kidlangan bir nechta indie o'yinlaridan biri edi Indie o'yini: film indi o'yinlari asosiy qamrovga kiritilgan.

Indie o'yinlari 2005 yildan boshlab videoo'yinlar sanoatida va butun dunyoda ko'rinishni sezilarli darajada kuchaytirdi. Buning asosiy omili bu kabi vitrinalar bilan yangi raqamli tarqatish usullariga o'tish edi. Bug ' an'anaviy AAA unvonlari bilan bir qatorda indi o'yinlarini, shuningdek, indi o'yinlari uchun ixtisoslashgan do'konlarni taklif qildi. To'g'ridan-to'g'ri onlayn tarqatish indie o'yinlarini o'yinchilarga etkazishda yordam bergan bo'lsa-da, ushbu do'kon peshtaxtalari ishlab chiquvchilarga o'z o'yinlarini to'g'ridan-to'g'ri nashr etish, yangilash va reklama qilish imkoniyatini berdi, shuningdek o'yinchilar istalgan joyga o'yinlarni yuklab olishlari mumkin, aks holda do'kon oldida tarqatish va sotish omillari.[34][25][3][22][24] Steam o'zi dastlab og'ir davolashni boshlagan bo'lsa-da, oxir-oqibat Steam Greenlight va Steam Direct dasturlari bilan indie nashriyotiga ruxsat berib, mavjud o'yinlar sonini ko'paytirdi.[32]

Ushbu davrda hind o'yinlarining yanada o'sishiga o'xshash yirik noshirlarning ketishi sabab bo'ldi Elektron san'at va Activision ularning kichikroq, bir martalik sarlavhalaridan, ularning kattaroq va muvaffaqiyatli xususiyatlariga e'tibor qaratish uchun, indiy o'yin maydonini alternativa sifatida qisqaroq va eksperimental unvonlarni taqdim etish uchun qoldiring.[47] AAA o'yinlarini ishlab chiqish xarajatlari juda ko'tarilib, 2007-2008 yillarda o'rtacha har bir unvon uchun o'nlab million dollarga tushdi va o'yin eksperimentida xavf-xatarga yo'l yo'q edi.[48]

Yoki yo'qligi bilan bog'liq munozaralardan yana bir haydovchi keldi video o'yinlarni san'at turi sifatida ko'rish mumkin edi; kino tanqidchisi Rojer Ebert 2005 va 2006 yillarda video o'yinlar san'at bo'lishi mumkin emasligi haqidagi ochiq munozaralarda postulyatsiya qilingan bo'lib, ishlab chiqaruvchilar indie o'yinlarini yaratib, ushbu tushunchaga qarshi chiqishdi.[49]

Indie video o'yinlarini rivojlantirish yordamida yanada kuchaydi kraudfanding hind ishlab chiqaruvchilari uchun yaxshi sotilmaydigan o'yinga vaqt va sarmoya kiritish o'rniga, o'yin ishlab chiqarish uchun mablag 'to'plash va o'yinga bo'lgan istakni aniqlash vositasi sifatida. 2012 yilgacha video o'yinlarda kraudfanding ishlatilgan bo'lsa, bir nechtasi indie o'yinlari bilan bog'liq yirik loyihalar orqali millionlab dollarlarni muvaffaqiyatli yig'di Kickstarter, va o'sha vaqtdan beri o'yinni ishlab chiquvchilar uchun bir nechta shunga o'xshash kraudfanding variantlari mavjud bo'ldi. Crowdfunding indi o'yinlarini rivojlantirish bilan bog'liq ba'zi xarajatlar xavfini yo'q qildi va indi ishlab chiqaruvchilariga yangi unvonlarga imkoniyat yaratish uchun ko'proq imkoniyatlar yaratdi.[32]

Ushbu davrda ko'proq indie unvonlari paydo bo'lganligi sababli, yirik noshirlar va umuman sanoat sohadagi muhim harakat sifatida indi o'yinlariga e'tibor berishni boshladilar. Bunga birinchi misollardan biri edi Goo dunyosi (2008), uning ishlab chiqaruvchilari 2D Boy sinab ko'rgan, ammo chiqarilishidan oldin noshirlardan hech qanday yordam olmagan. Chiqarilgandan so'ng, o'yin turli mukofot tadbirlarida, shu jumladan Mustaqil o'yinlar festivali, ilgari 2D Boy nashr etishni taklif qilgan rad etgan noshirlarga olib keladi.[50]

Konsol ishlab chiqaruvchilari ushbu davrda indi o'yinlarini tanib olishga yordam berishdi. Tomonidan ettinchi avlod 2005 yildagi konsollarning har bir platformasi o'yinchilar uchun onlayn xizmatlarni taqdim etdi, masalan Xbox Live, PlayStation Network va Nintendo tarmog'i, bu o'yinlarning raqamli tarqatilishini o'z ichiga olgan. Shaxsiy kompyuterlar uchun indi o'yinlari to'g'risida xabardorlikni oshirgandan so'ng, ushbu xizmatlar kutubxonalarini kengaytirish uchun tijorat takliflari bilan bir qatorda indi o'yinlarini nashr etishni boshladilar.[3][23] The Xbox 360 bilan 2005 yilda ishga tushirilgan edi Xbox Live Arja (XBLA), ba'zi bir indie o'yinlarini boshqa sarlavhalar qatoriga kiritgan, ammo ular dastlabki bir necha yil ichida kam e'tibor qaratgan. 2008 yilda Microsoft o'zining "XBLA Summer of Arkada" aktsiyasini o'tkazdi, unda indiy o'yinlari chiqarildi Braid, Qasr Crashers va Geometriya urushlari: Retro evolyutsiyasi 2 ikkita AAA o'yinlari bilan bir qatorda. Uchala indi o'yinlarining ham ko'p sonli yuklab olishlari bo'lsa-da, Braid tanqidiy sevgilim edi va faqat ikki kishi tomonidan ishlab chiqilgan o'yin uchun ommaviy axborot vositalarining tan olinishini jalb qildi.[51][52] Keyingi yillarda Microsoft ushbu aktsiyani davom ettirib, XBLA-ga ko'proq o'yinlarni olib keldi Super Meat Boy, Limbo va Fez.[53][54] Sony va Nintendo ham o'zlarining platformalariga o'yinlarni olib kirish uchun hind dasturchilarini jalb qilishdi.[51]

2013 yilga kelib, uchta konsol ishlab chiqaruvchi uchta dastur ishlab chiqaruvchilarga tasdiqlash jarayonidan so'ng to'g'ridan-to'g'ri konsolning tegishli do'konlarida nashr etish uchun arzon narxlardagi ishlab chiqarish vositalarini va litsenziyalarini olish uchun ariza berishga imkon beradigan dasturlarni yaratdilar.[51] Ushbu davrda indie o'yinlarini moliyalashtirish, texnik qo'llab-quvvatlash va nashr etishni qo'llab-quvvatlash uchun bir qator "butik" indie o'yinlari nashriyotchilari turli raqamli va chakana platformalarda tashkil etilgan.[55][56] Yagona hamma vaqt eng ko'p sotilgan o'yin, Minecraft, shuningdek, dastlab ushbu davrda indi o'yin sifatida chiqarilgan.[57] 2012 yilgi hujjatli film Indie o'yini: film ushbu davrdan gullab-yashnagan bir nechta o'yinlarni qamrab oladi.[58]

Mobil o'yinlar shuningdek, arzon ishlab chiqarish vositalari va past to'siqli do'kon peshtaxtalari bilan indi ishlab chiqaruvchilari orasida mashhur bo'ldi Uskunalar Do'koni va Google Play 2000-yillarning oxirida ochilgan.[59]

Doygunlik va kashfiyotdan qo'rqish (2015 yil)

Taxminan Steam-da nashr etilgan o'yinlarning soni, yilga ko'ra Bug 'ayg'oqchisi 2020 yil yanvarida.[60][61][62] Ushbu jadvalda 2004 va 2005 yillar ko'rinmaydi.

2015 yilga kelib, videoo'yinlarni yaratish va tarqatish uchun ishlatilishi oson bo'lgan vositalarning ko'payishi videoo'yinlarning haddan tashqari ko'pligiga olib kelishi mumkin degan xavotir bor edi, bu "indepokalipsis" deb nomlandi.[63] Indiepokalipsis haqidagi ushbu tasavvur bir ovozdan qabul qilinmaydi; Jeff Vogel da so'zlagan nutqida aytilgan GDC 2016 yil har qanday pasayish standartning bir qismi bo'lganligi biznes tsikli. Indie o'yin bozorining hajmi 2016 yil mart oyida faqatgina ushbu o'yinlar uchun yiliga kamida 1 milliard dollarni tashkil etishi taxmin qilingan Bug '.[64] Mayk Uilson, Grem Stuterzlar va Garri Miller, indie nashriyotining asoschilaridan biri Devolver Digital, 2016 yil aprel oyida indiy o'yinlar bozori har qachongidan ham raqobatbardosh, ammo hech qanday chayqalish belgilari bo'lmagan holda sog'lom ko'rinishda davom etayotganini aytdi.[65] Gamasutra 2016 yil oxiriga kelib, indi o'yin bozorining halokatli qulashi bo'lmagan bo'lsa-da, bozor o'sishi sezilarli darajada pasayganligi va biznes sifatida "indepokalipsisdan keyingi" bosqichga o'tganligi haqida alomatlar mavjudligini aytdi. indi o'yinlari bilan bog'liq modellar ushbu yangi bozor sharoitlariga moslashadi.[66]

2015 yildan beri indi o'yin maydonining qulashining biron bir turi bo'lmagan bo'lsa-da, bozor ko'plab ishlab chiquvchilar e'tiborini jalb qilish uchun bozor juda katta ekanligi haqida xavotirlar mavjud. Tanlangan hind unvonlarining juda oz qismi ommaviy axborot vositalarida keng yoritilib, odatda "hind azizlari" deb nomlanadi. Ba'zi hollarda, indie azizlari o'yinni maqtaydigan iste'molchilar reaktsiyalari orqali aniqlanadi va bu yanada qamrab olishga olib keladi; bunday o'yinlarning misollarini o'z ichiga oladi Seleste va Nomsiz g'ozlar o'yini.[67] Shu bilan birga, video o'yinlar ommaviy axborot vositalari kelajakdagi nomni muvaffaqiyat deb bilishi va uni chiqarilishidan oldin uni sevgilisi sifatida tutishi mumkin bo'lgan holatlar ham mavjud, faqat o'yin o'yinchilarda kuchli taassurot qoldirmasligi mumkin, masalan, Hech kimning osmoni yo'q va Suv sharobni yoqtiradigan joy.[68][69] Kashf etilishi indi ishlab chiqaruvchilari uchun ham dolzarb masalaga aylandi. Bilan Bug ' tarqatish xizmati har qanday ishlab chiquvchiga o'z o'yinini minimal xarajat bilan taklif qilishiga imkon beradi, har yili minglab o'yinlar qo'shiladi va ishlab chiquvchilar Steam-ning kashfiyot vositalariga - avvalgi xaridlar asosida katalog sahifalarini mijozlarga moslashtirish usullariga ishonishga kirishdilar. ularning unvonlarini sotishda yordam berish.[70] Mobil ilovalar do'konlari katta hajmdagi takliflar bilan o'xshash muammolarga duch kelishdi, ammo 2010 yil oxirida iste'molchilar tomonidan kashf etish uchun yomon vositalar.[59] Bir nechta indie ishlab chiqaruvchilari yaxshi narsaga ega bo'lishni juda muhim deb topdilar jamoat bilan aloqa ijtimoiy tarmoqlarda reklama qilish va matbuot bilan o'zaro aloqada bo'lib, o'yinni rivojlanish tsikli boshida qiziqish olish va qiziqishni olish uchun ushbu qiziqishni saqlab qolish uchun, bu rivojlanish xarajatlarini oshiradi.[71][72]

Kabi unvonlarga qo'shimcha ravishda Seleste va Nomsiz g'ozlar o'yini, shu davrda chiqarilgan boshqa juda muvaffaqiyatli indiy o'yinlari Undertale,[73] Stardyu vodiysi,[74] va Cuphead.[75]

Boshqa mintaqalar

Indie o'yinlari odatda G'arbiy mintaqalar, xususan Shimoliy Amerika, Evropa va Okean mintaqalari bilan bog'liq. Biroq, boshqa mamlakatlar global sanoat bilan kesishgan indiy o'yinlarining o'xshash kengayishlariga ega.

Yapon djjin yumshoq

Yaponiyada dōjin yumshoq Jamiyat odatda 2010 yilgacha havaskorlik faoliyati sifatida qaraldi. Kompyuterlar va yotoqxonalarni kodlash xuddi shunday 1970-yillarning oxiri va 1980-yillarning boshlarida boshlangan edi, ammo kompyuterlar bozori tezda konsollar tomonidan zabt etildi. Shunga qaramay, havaskor dasturchilar o'yinlarni rivojlantirishni davom ettirdilar. Yaponiya diqqat markazida bo'lgan sohalardan biri o'yinni rivojlantirish to'plamlari, foydalanuvchilarga o'z o'yinlarini yaratishga imkon beradigan maxsus dasturiy ta'minot. Ularning asosiy yo'nalishi tomonidan ishlab chiqarilgan ASCII korporatsiyasi, nashr etilgan ASCII foydalanuvchilar o'z dasturlari bilan bo'lishishi mumkin bo'lgan havaskor dasturlash jurnali. Vaqt o'tishi bilan ASCII o'yinni rivojlantirish to'plamlarini nashr etish imkoniyatini ko'rdi va 1992 yilga kelib uning birinchi tijorat versiyasini chiqardi RPG ishlab chiqaruvchisi dasturiy ta'minot. Dasturiy ta'minotni olish uchun mablag 'sarflangan bo'lsa-da, foydalanuvchilar u bilan tugallangan o'yinlarni bepul dasturlar yoki tijorat mahsulotlari sifatida chiqarishi mumkin edi, bu 2000-yillarning boshlarida G'arbda hind o'yinlarining mashhurligiga mos ravishda tijorat mustaqil o'yinlari bozorini yaratish imkoniyatini yaratdi.[76]

Boshqa ommaviy axborot vositalarida muxlislar tomonidan yaratilgan boshqa yapon asarlari singari, djjin o'yinlari ko'pincha mavjud aktivlardan qurilgan va iste'molchilar tomonidan katta hurmat va qiziqish olmagan, aksincha, odatda, ularni boshqa manfaatdor o'yinchilar bilan va konventsiyalarda o'ynash va bo'lishish uchun qilingan. Taxminan 2013 yilga kelib, bozor kuchlari G'arbiy mintaqalarda hind o'yinlarining mashhurligi bilan o'zgarishni boshladilar va qonuniy nomlar sifatida djjin o'yinlariga ko'proq qiziqish uyg'otdilar. The Tokio o'yinlari shousi birinchi bo'lib 2013 yilda djjin o'yinlari uchun maxsus maydonni taklif qildi Sony Interactive Entertainment O'tgan yillarda G'arb indie o'yinlarining targ'ibotchisi bo'lgan va shu vaqtdan beri kengayib bordi.[77] Yaponiyada ishlab chiqarilgan djjin o'yinlari va hind o'yinlari orasida hali ham farq bor: uzoq muddatli o'yinlar o'q jahannam ketma-ket, Touhou loyihasi, hali ham dōjin o'yinlari hisoblanadi Cave Story nafaqat hind o'yini, balki Yaponiyada ishlab chiqarilgan eng muvaffaqiyatli o'yinlardan biri hisoblanadi va bu o'yinlarning qayta tiklanishiga ham hissa qo'shgan. Metroidvaniya janr.[78][79][80] Djjin o'yinlari G'arb bozorlariga katta qiziqish uyg'otdi, chunki ba'zi ingliz tilida so'zlashadigan guruhlar ingliz tilida chiqish uchun ruxsat bilan turli nomlarni tarjima qildilar, xususan Qayta tiklash: buyumlar do'konining ertagi, 2010 yilda Steam-da nashr etilgan birinchi shunday djjin.[81][82]

Mixail Fiadotau, videoo'yinlarni o'rganish bo'yicha o'qituvchi Tallin universiteti, o'rnatilgan djjin madaniyati va G'arb indie o'yinlari g'oyasi o'rtasidagi uchta asosiy farqni aniqladi. Kontseptual nuqtai nazardan, indie o'yinlari umuman fikrdagi mustaqillik va yangilikni targ'ib qiladi, djjin o'yinlari esa oddiy odamlar guruhi tomonidan o'rtoqlashiladigan g'oyalarga aylanadi va belgilangan kontseptsiyalardan chetlanishga moyil emas (masalan, yaxshi tashkil etilgan RPG janriga kuchli favoritizm). . Geneologik nuqtai nazardan, tabiati djjin 19 asrga to'g'ri keladi, indiy hodisalari esa yangi. Va nihoyat, yaqin vaqtlargacha djjin o'yinlari faqat boshqa djin madaniyati bilan bir xil doiralarda (muxlislar ijodi va yozuvlari) haqida gaplashishga moyil edi va kamdan-kam tijorat ishlab chiqarishlari bilan aralashdi, holbuki, indi o'yinlari AAA o'yinlari bilan bir bosqichda bo'lishdi.[83][84]

Rivojlanish

Asosiy nomlar uchun video o'yinlarni ishlab chiqishda bir xil asosiy tushunchalarning barchasi indi o'yinlarini rivojlantirishga, xususan dasturiy ta'minotni ishlab chiqish aspektlariga tegishli. Asosiy farqlar o'yinning rivojlanishi noshir bilan qanday bog'liqligi yoki uning etishmasligi bilan bog'liq.

Rivojlanish guruhlari

Va shunga qaramay u harakat qiladi talabalar tomonidan ishlab chiqilgan o'yin jamoaning bitiruvidan so'ng tijorat nomiga kengaytirilgan namunasidir.

Mustaqil o'yin ishlab chiqarish studiyasi qanchalik katta bo'lishi mumkinligi haqida aniq bir o'lchov yo'q. Bir nechta muvaffaqiyatli indie o'yinlari, shu jumladan Axiom Verge, Cave Story, Iltimos, hujjatlar va Spelunkiy, barchasi bitta shaxs tomonidan ishlab chiqilgan, garchi ko'pincha ushbu aktivlar uchun rassomlar va musiqachilarning yordami bilan.[85] Tashqi rassomlarning qo'shimcha qo'llab-quvvatlashi bilan ikki kishidan o'nlabgacha bo'lgan kichik ishlab chiquvchilar guruhlari keng tarqalgan. Rivojlanish guruhlari kattaroq bo'lishi mumkin bo'lsa-da, studiyani boshqarish uchun qo'shimcha xarajatlar kelib chiqadi, agar o'yin yaxshi ishlamasa, bu xavfli bo'lishi mumkin.[86]

Indie jamoalari turli yo'nalishlarda paydo bo'lishi mumkin. Yaqinda umumiy yo'llardan biri talabalarning loyihalarini o'z ichiga oladi, ular prototip sifatida o'zlarining dars ishlarining bir qismi sifatida ishlab chiqilgan bo'lib, talabalar maktabni tugatgandan so'ng tijorat imkoniyatidan foydalanadilar. Bunday o'yinlarga misollar kiradi Va shunga qaramay u harakat qiladi,[87] Octodad: Dadliest Catch, [88] Yomg'ir xavfi,[89] va Tashqi Wilds.[90] Ba'zi hollarda talabalar tijorat imkoniyatidan foydalanish uchun yoki boshqa sabablarga ko'ra maktabni tark etishlari mumkin; Vlamber Masalan, asoschilar, tijorat o'yinlarini hali maktabda o'qishni boshlagan va maktab o'yin huquqlarini talab qilganda tashlab ketgan.[91]

Indie rivojlantirish jamoalari uchun yana bir yo'nalish, odatda korporativ jarayon tufayli ijodiy tükenmişlik tufayli yoki kompaniyaning bekor qilinishi natijasida, ixtiyoriy ravishda indie loyihalarini amalga oshirish uchun ketadigan sanoatning tajribali ishlab chiquvchilari tomonidan keladi. Bunday guruhlarning o'yinlariga misollar kiradi FTL: Nurdan tezroq,[92] Iltimos, hujjatlar,[93] Eng qorong'i zindon,[94] va Uyga ketdi.[95]

Yana bir marshrut bu shunchaki o'yin sohasida kam tajribaga ega bo'lganlar, ammo kompyuterda ishlash ko'nikmalariga ega bo'lishi va o'yinlar uchun g'oyalar va yangi istiqbollar bilan, umuman olganda odamga ko'proq mos keladigan va ularning qalbiga yaqin g'oyalar bilan bo'lishi mumkin. Ushbu ishlab chiquvchilar odatda o'z-o'zini o'qitadilar va shuning uchun odatiy dasturchilarning ma'lum intizomlariga ega bo'lmasliklari mumkin, bu ko'proq ijodiy erkinlik va yangi g'oyalarga imkon beradi.[96] Biroq, ba'zilar havaskorlik ishlarini, maktabda yoki ishlab chiqarishda bo'ladimi, dasturlash tillariga emas, balki o'yinlarni ishlab chiqish vositalariga tayanib, tajribaga ega bo'lganlarga qaraganda kamroq yaxshi ko'rishlari va havaskor yoki havaskor kabi unvonlarni birlashtirishi mumkin.[97] Bunday havaskor o'yinlarining namunalari Braid,[98] Super Meat Boy,[99] Mitti qal'a,[100] va Undertale.[101]

Odatda, boshlang'ich indie o'yin studiyasi asosan dasturchilar va ishlab chiquvchilar bo'ladi. Badiiy buyumlar, shu jumladan badiiy asarlar va musiqa ijaraga olingan rassomlar va bastakorlarga berilishi mumkin.[102]

Rivojlanish vositalari

Shaxsiy kompyuter o'yinlarini rivojlantirish uchun hind o'yinlari odatda mavjud narsalarga tayanadi o'yin dvigatellari, o'rta dastur va o'yinni rivojlantirish to'plamlari maxsus dvigatellarni yaratish uchun resurslardan mahrum bo'lib, o'z unvonlarini yaratish.[20] Umumiy o'yin motorlariga quyidagilar kiradi Haqiqiy bo'lmagan vosita va Birlik, ammo boshqa ko'plab odamlar ham bor. Katta savdoni kutmagan kichik studiyalarda odatda asosiy o'yin dvigatellari va o'rta dasturiy ta'minot uchun arzon narxlar mavjud. Ushbu mahsulotlar bepul taqdim etilishi mumkin yoki royalti katta chegirmada taqdim etilishi mumkin, faqatgina ularning sotuvi ma'lum raqamlardan oshib ketganda oshadi.[103] Indie dasturchilari ham foydalanishlari mumkin ochiq kodli dasturiy ta'minot va uy qurilishi bemalol mavjud bo'lgan, ammo teng savdo dvigatellari bilan taqqoslaganda texnik jihatdan rivojlangan xususiyatlarga ega bo'lmagan kutubxonalar.[103]

2010 yilgacha konsollarda indi o'yinlarini ishlab chiqish juda qimmat bo'lganligi sababli cheklangan edi dasturiy ta'minotni ishlab chiqarish to'plamlari (SDK), odatda, disk raskadrovka funktsiyalari qo'shilgan konsolning bir necha ming dollarga tushadigan va konsol bilan bog'liq tijorat sirlari oshkor qilinmasligi uchun uni ishlatishda ko'plab cheklovlar mavjud bo'lgan versiyasi. Konsol ishlab chiqaruvchilari, shuningdek, SDK-larni faqat ma'lum mezonlarga javob beradigan ba'zi ishlab chiqaruvchilarga sotishni cheklab qo'ygan bo'lishi mumkin va potentsial indi ishlab chiqaruvchilar ularni sotib ololmaydilar.[104] When indie games became more popular by 2010, the console manufacturers as well as mobile device operating system providers released special software-based SDKs to build and test games first on personal computers and then on these consoles or mobile devices. These SDKs were still offered at commercial rates to larger developers, but reduced pricing was provided to those who would generally self-publish via digital distribution on the console or mobile device's storefront, such as with the ID @ Xbox program or the iOS SDK.

Nashriyotlar

While most indie games lack a publisher with the developer serving in that role, a number of publishers geared towards indie games have been established since 2010, also known as boutique game publishers; ularga kiradi Xom g'azab, Devolver Digital, Annapurna Interactive va Suzuvchilar uchun suzish o'yinlari. There also have been a number of indie developers that have grown large enough on their own to also support publishing for smaller developers, such as Chucklefish, Qahva dog'lari studiyalari va Jamoa17. These boutique publishers, having experience in making indie games themselves, typically will provide necessary financial support and marketing but have little to no creative control on developers' product as to maintain the "indie" nature of the game. In some cases, the publisher may be more selective of the type of games it supported; Annapurna Interactive sought games that were "personal, emotional and original".[55][105]

Moliyalashtirish

The lack of a publisher requires an indie developer to find means to fund the game themselves. Existing studios may be able to rely on past funds and incoming revenue, but new studios may need to use their own personal funds ("bootstrapping"), personal or bank loans, or investments to cover development costs,[12][105][106] or building community support while in development.[107][108]

Yaqinda, olomonni moliyalashtirish campaigns, both reward-based and equity-based, have been used to obtain the funds from interested consumers before development begins in earnest. Esa using crowd-funding for video games took off in 2012, its practice has significantly waned as consumers became wary of campaigns that failed to deliver on promised goods. A successful crowd-funded campaign typically required significant development work and costs associated with before the campaign is launched to demonstrate that the game will likely be completed in a timely manner to draw in funds.[109]

Another mechanism offered through digital distribution is the erta kirish model, in which interested players can buy playable beta versions of the game to provide software testing and gameplay feedback. Those consumers become entitled the full game for free on release, while others may have to pay a higher price for the final. This can provide funding midway though development, but like with crowd-funding, consumers expect a game that is near completion, so significant development and costs will have had to been invested already.[110] Minecraft was considered an indie game during its original development, and was one of the first titles to successfully demonstrate this approach to funding.[111]

More recently, a number of dedicated investor-based indie game funds have been established such as the Indie Fund. Indie developers can submit applications requesting grants from these funds. The money is typically provided as a seed investment to be repaid through game royalties.[108] Several national governments, through their public arts agencies, also have made similar grants available to indie developers.[112]

Tarqatish

Prior to digital distribution, hobbyist programmers typically relied on pochta orqali buyurtma to distribute their product. They would place ads in local papers or hobbyist computer magazines such as Ijodiy hisoblash va Bayt and, once payment was received, fulfil orders by hand, making copies of their game to cassette tape, floppy disc, or CD-ROM along with documentation. Others would provide copies to their local computer store to sell. In the United Kingdom, where personal computer game development took off in the early 1980s, a market developed for game distributors that handled the copying and distribution of games for these hobbyist programmers.[41]

As the media shifted to higher-capacity formats and with the ability for users to make their own copies of programs, the simple mail order method was threatened since one person could buy the game and then make copies for their friends. The shareware model of distribution emerged in the 1980s accepting that users would likely make copies freely and share these around. The shareware version of the software would be limited, and require payment to the developer to unlock the remaining features. This approach became popular with hobbyist games in the early 1990s, notably with the releases of Volfenshteyn 3D va ZZT, "indie" games from fledgling developers id dasturi va Tim Suini (later founder of Epik o'yinlar ) navbati bilan. Game magazines started to include shareware games on pack-in demo discs with each issue, and as with mail-order, companies arose that provided shareware sampler discs and served to help with shareware payment and redemption processing. Shareware remained a popular form of distribution even with availability of e'lonlar taxtasi tizimlari va Internet.[113] By the 2000s, indie developers relied on the Internet as their primary distribution means as without a publisher, it was nearly impossible to stock an indie game at retail, the mail order concept having long since died out.[34]

Continued Internet growth led to dedicated video game sites that served as repositories for shareware and other games, indie and mainstream alike, such as GameSpy"s FilePlanet.[114] A new issue had arise for larger mainstream games that featured multiplayer elements, in that updated and patches could easily be distributed through these sites but making sure all users were equally informed of the updates was difficult, and without the updates, some players would be unable to participate in multiplayer modes. Vana qurilgan Bug ' software client originally to serve these updates automatically for their games, but over time, it became a digital storefront that users could also purchase games through.[115] For indie games, Steam started curating third-party titles (including some indies) onto the service by 2005, later adding Steam Greenlight in 2012 that allowed any developer to propose their game for addition onto the service to the userbase, and ultimately replacing Greenlight with Steam Direct in 2017 where any developer can add their game to the service for a small fee.

While Steam remains the largest digital storefront for personal computer distribution, a number of other storefronts have opened since, with Itch.io, established in 2013, more focused on serving indie games over mainstream ones, providing the develop with store pages and other tools to help with marketing. Others serve more as digital retailers, giving tools to the indie developer to be able to accept and redeem online purchases and distribute the game, such as Humble Bundle, but otherwise leaving the marketing to the developer.[116]

On consoles, the distribution of an indie game is handled by the console's game store, once the developer has been approved by the console manufacturer. Similarly for mobile, the distribution of the game is handled by the app store provider once the developer has been approved to release apps on that type of device. In either case, all aspects of payment, redemption and distribution are handled at the manufacturer/app store provider level.[117]

A recent trend for some of the more popular indies is a limited physical release, typical for console-based versions. Distribyutor Cheklangan yugurish o'yinlari was formed to produce limited runs of games, most commonly successful indie titles that have a proven following that would have a market for a physical edition. These versions are typically produced as maxsus nashrlar with additional physical products like art books, stickers, and other small items in the game's case.

In nearly all cases with digital distribution, the distribution platform takes a daromad qisqartirildi of each sale with the rest of the sale going to the developer, as a means to pay for the costs of maintaining the digital storefront.

Sanoat

Most indie games do not make a significant profit, and only a handful have made large profits.[118] Instead, indie games are generally seen as a career stepping stone rather than a commercial opportunity.[45] The Dunning-Kruger effekti has been shown to apply to indie games: some people with little experience have been able to develop successful games from the start, but for most, it takes upwards of ten years of experience within the industry before one regularly starts making games with financial success. Most in the industry caution that indie games should not be seen a financially-rewarding career for this reason.[119]

The industry perception towards indie games have also shifted, making the tactics of how to develop and market indie games difficult in contrast to AAA games. In 2008, a developer could earn around 17% of a game's retail price, and around 85% if sold digitally.[25] This can lead to the appearance of more "risky" creative projects.[25] Furthermore, the expansion of ijtimoiy veb-saytlar has introduced gaming to oddiy o'yinchilar.[3] Recent years have brought the importance of drawing social media influencers to help promote indie games as well.[120]

There is contention as to how prominent indie video game development is in the video game industry.[21] Most games are not widely known or successful, and ommaviy axborot vositalari attention remains with asosiy oqim sarlavhalar.[121][3] This can be attributed to a lack of marketing for indie games,[121] but indie games can be targeted at Mart bozorlari.[9][24]

Hamjamiyat

The Mustaqil o'yinlar festivali exposition during the 2013 O'yin ishlab chiquvchilar konferentsiyasi in San Francisco, California, where indie developers can showcase their games to attendees

Indie developers are generally considered a highly collaborative community with development teams sharing knowledge between each other, providing testing, technical support, and feedback, as generally indie developers are not in any direct competition with each other once they have achieved funding for their project. Indie developers also tend to open with their target player community, using beta testing and early access to get feedback, and engaging users regularly through storefront pages and communication channels such as Ixtilof.[122]

Indie game developers can be involved with various indie game savdo ko'rgazmalari, kabi Mustaqil o'yinlar festivali, held alongside the O'yin ishlab chiquvchilar konferentsiyasi va IndieCade held prior to the annual E3 anjuman.[2][123] The Indie Megabooth was established in 2012 as a large showcase at various trade shows to allow indie developers to show off their titles. These events act as intermediaries between indie developers and the larger industry, as they present the abilities to connect with larger developers and publishers for business opportunities, as well as to get word of their games out to the press prior to release.[124]

Game jams, shu jumladan Ludum Dare, Indie Game Jam, Nordic Game Jam, va Global Game Jam, are typically annual competitions in which game developers are given a theme, concept and/or specific requirements and given a limited amount of time, on the order of a few days, to come up with a game prototype to submit for review and voting by judges, with the potential to win small cash prizes.[125][126][127][128] Companies can also have internal game jams as a means to relief stress which may generate ideas for future games, as notably the case for Ikki karra jarima and its Amnesia Fortnights. The structure of such jams can influence whether the end games are more experimental or serious, and whether they are to be more playful or more expressive.[129] While many game jam prototype go no further, some developers have subsequently expanded the prototype into a full release after the game jam into successful indie games, such as Superhot, Super Time Force, Gods Will Be Watching, Jarroh simulyatori va Echki simulyatori.[130]

Ta'sir

Indie games are recognized for helping to generate or revitalize video o'yin janrlari, bringing new ideas to either stagnant gameplay concepts or creating whole new experiences. Ning kengayishi qaroqchilar dan ASCII, tile-based hack-and-slash games to a wide variety of so-called "rogue-lites" that maintain the roguelike procedural generation and permadeath features bore out directly from indie games Strange Adventures in Infinite Space (2002) va uning davomi Weird Worlds: Return to Infinite Space (2005), Spelunkiy (2008), Ishoqning bog'lanishi (2011), FTL: Nurdan tezroq (2012) va Rogue Legacy (2012).[131] Metroidvanias resurged following the releases of Cave Story (2004) va Soya majmuasi (2009).[132] Art games have gained attention through indie developers with early indie titles such as Samorost (2003)[133] va The Endless Forest (2005).[134]

Shuningdek qarang

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