The History and Future of Indie Games

How Indie Games Genre Started



The phrase Indie Game started being used commonly around the early 2000’s. Before that, they were termed as amateur, enthusiast, or hobbyist games. One of the first known examples of an indie game is Spacewar! which was released in 1963 but there is still some debate as to which is the first indie video game.

As personal computers became increasingly prevalent, their availability, as well as easily available BASIC source codes for games, encouraged several people to start making their own games. Around the 1980s, playing a new game could be as simple as coding it yourself using magazines. One of the most popular games during this period was Football Manager, where the designer, Kevin Toms used his knowledge about football management and board games along with the new technology to make a game– right from his bedroom! However, with this onslaught of games being made, it was harder and harder for them to sell them. An indie developer would either have to publish their game by establishing their own publishing company which was expensive or find a distributor willing to publish it, both of which were difficult. They started giving away pieces of their game in magazines and the like, where if gamers enjoyed the game, they could pay for the full version.


With shareware proving to be a good way to sell and distribute games, especially with Doom proving its massive success, it became a platform for mainstream devs as well. Eventually, with the internet becoming commonplace, digital distribution took off. Game engine developers started offering their software at low or even no cost for indie programmers, and open source libraries also helped them get started. Indie games also began being seen as artsy and innovative. Social and political movements started using indie video games to send messages. With Steam taking off and their Greenlight program (which despite being a bit opaque and awkward, still helped indie games), as well as Xbox, PlayStation, and the iOS store making game development on them easier, indie developers had a place to sell their games as well to the rest of the world. With Steam Direct replacing the Greenlight program, Steam became a haven for indie video games.

However, around 2015, the perception of indie games began to change. More and more people in the game industry began worrying about an oversaturation of lackluster indie video games as a result of how easy it was to make and distribute them. Digital platforms were overcrowded and it was hard for games to gain visibility even if well made. This is still a worry for some but indie video games are nevertheless adored by the gaming community for the unique games they bring to the table.

Finally, indie games constantly raise the bar when it comes to innovation. An important result of this is that a lot of the ideas of these games, if successful, are adopted by AAA and AA studios and eventually become mainstream. For example, Frictional Games made Amnesia: The Dark Descent, then Penumbra: Black Plague. Released in 2008, the latter was one of the first survival horror games that focused minimally on combat, ensuring the player felt a real sense of fright when they couldn’t fight their adversaries in game. This game, while revolutionary and successful, did not have the polish of a AAA game. Alien: Isolation, published in 2014 by Sega had a similar concept where a key focus was to get through the horror game without resorting to combat.


Another game we can take as an example is Player Unknown’s: Battlegrounds (PUBG). Upon this indie release’s stupendous success, several AAA games with similar concepts started coming out like Fortnite, Apex Legends, and Call of Duty: Warzone. Indie video games like Undertale which focused on the player’s choices and characters had a similar ripple effect on RPGs and how player choices can affect in-game relationships and even endings.

Future of Indie Games Industry

There is an evolving trend where some AAA publishers have been acquiring indie studios around the world. Between 2016 and 2020, at least 76 indie studios were purchased and the number of them being bought per year is increasing, going from 7 in 2016 to 31 in 2018. In 2019, THQ Nordic announced they raised $225 million to acquire more studios. Even Netflix has gotten on the bandwagon with their acquisition of Night School Studio in September 2021.

But why are they buying them? Acquiring pre-existing studios is cheaper than building one from nothing. You also get experienced employees along with their intellectual property. An example of this would be EA buying Respawn Entertainment and getting Titanfall. They also buy studios making games they think might be huge, such as Sega’s acquisition of Two Point Studios right after they released Two Point Hospital. Several AAA companies have indie initiatives like EA Originals and Take-Two’s Private Division which let them find nascent creators before they become popular and by extension, expensive. True, they also provide opportunities to indie developers but it isn’t purely out of the goodness of their hearts. AAA studios acquiring indie ones is a win-win: the former get a studio of experienced professionals and the latter get financial security and stability. However, this may come at the cost of what makes indie games indie: their independence.

AAA publishers have been proven to be highly averse to taking risks, and it’s likely that they might use these studios to push out content they think will make money, rather than what they originally wanted to make. Another restriction would be games made by these studios being exclusive to a particular platform. For instance, Microsoft allows The Outer Worlds on the PS4 right now as a result of prior commitments from the platform, but future games will likely be released only for the Xbox and PC. The culture of these companies also changes. The way AAA publishers might treat their new employees is an issue as well. A case of this is Disney closing down LucasArts after getting the Star Wars license because they didn’t want to make games, then farming the license for future games over to EA.

The issue is that when independent studios who’ve made famous games get acquired, they carry heavy expectations about their future games. While they have bigger budgets and access to better technology, they also have to sell massively and perform well. This reduces the likelihood of risk-taking and innovation. These studios are also put to work on projects of their acquirers and their own creative ideas are often put on hold, such as Firewatch’s creator Campo Santo, who was acquired by Valve, having to put their next game, In The Valley of the Gods, on ice because they were working on Dota Underlords and Half-Life: Alyx.



It’s safe to say however that indie video games aren’t going anywhere. The chief reason for the increase in the number of games released in 2020 despite several famous games like Deathloop and Kerbal Space Program 2 being delayed were the number of indie releases. The working from home situation which came about as a result of the pandemic has not only let developers spend more time on their projects but also let more people who are hobbyist game developers work on their pet projects.

This increase in releases hasn’t just come from low quality projects made by amateurs though. Looking at the prices of the games released in 2020, the average price has gone from $6.3 in 2018 to $7.7 by the second half of 2020. The average reviews for these games are also higher than those released in the previous year, with 78% positive ratings. January 2021 continued this trend, with 756 new games being released, a 17% YoY increase.

Indie games have always been important because of how they push the envelope. This spirit is only growing, and indie games will always have a key role to play in driving the industry forward.