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Independent video game development


Independent video game development is the video game development process of creating indie games; these are video games, commonly created by individual or small teams of video game developers and usually without significant financial support of a video game publisher or other outside source. These games may take years to be built from the ground up or can be completed in a matter of days or even hours depending on complexity, participants, and design goal.

Driven by digital distribution, the concept of independent video game development has spawned an "indie" movement. The increase in popularity of independent games has allowed increased distribution on popular gaming platforms such as the PlayStation Network, Nintendo eShop, Xbox Live and Steam.

The origins of indie video games may be traced back to the 1970s, when there was virtually no established computer gaming industry. As video game firms developed they employed more programmers. Nonetheless, independent programmers continued to make their own games. During the 1990s, indie games were most commonly distributed as shareware or shared from friend to friend and therefore known as "shareware games".

As the industry grew during the 1980s, publishing a game became more difficult. Chris Crawford said in late 1984,

I will point out the sad truth. We have pretty much passed the period where hobbyists could put together a game that would have commercial prospect. It's much more difficult to break in, much less stay in. Right now ... I would discourage anyone. If you want to do a game, do it for fun, but don't try to do game designs to make any money. The odds are so much against the individual that I would hate to wish that heartbreak on anyone.

Before the mid-1990s, commercial game distribution was controlled by big publishers and retailers, and developers of indie games were forced to either build their own publishing company, find one willing to distribute their game, or distribute it in some form of shareware (e.g. through BBSs). The increased production costs at the beginning of the 2000s made the video game publishers even more risk averse and let them reject all small-size and too innovative concepts of small game developers.


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