Where's the remote? Is the remote over there?
What the Hell?
Are you fucking kidding me?
Are you fucking kidding me?
I have plenty of information...
It's not here.
I know on our launch day,
Where is it?
which is our biggest sales day,
What the fuck is that!?!
that we're not even featured anywhere.
I know on our launch day, at this point,
We're going to do worse than all of them.
Part of it,
is about not trying to be...
Like a lot of people come in to indie games,
trying to be like a big company.
What those companies do,
is create highly polished things
that serve as large of an audience as possible.
The way that you do that
is by filing off all the bumps on something.
If there's a sharp corner,
you make sure it's not going to hurt anybody,
if they bump into it or whatever.
That creation of this highly glossy, commercial product,
is the opposite of making something personal.
I am determined to make video games,
and I make video games because I can.
I'm very, very good at programing.
I can still basically make something that expresses myself,
like a movie or something that I wrote.
I can make that as a video game.
And I have the full ability to do that.
Things that are personal have flaws.
They have vulnerabilities.
To me, games are the ultimate art form.
It's just the ultimate medium.
It's the sum total of every expressive medium of all times
How is that not...
I want to be part of it.
I want to have a say in what becomes of video games.
If you don't see a vulnerability in somebody,
You're probably not relating with them
on a very personal level.
So it's the same with a game design.
My whole career has been me, trying to find new ways
to communicate with people.
Because, I desperately want to communicate with people.
But I don't want the messy interaction of having to
make friends and talk to people.
Because I probably don't like them.
You know, when you make games, and you put stuff up online.
And people like your stuff or if they don't like your stuff.
they're going to give you some kind of feedback in someway.
And you have like this conversation.
It's why a writer writes I guess.
Because they can.
That's the most effective way to express themselves.
And a video game is
the most effective way I can express myself.
Making it was about
let me take my deepest flaws and vulnerabilities,
and put them in the game,
and let's see what happens.
The generation that indie game developers are coming from,
and I'm part of this generation also,
we're the first generation that grew up with video games,
but not as an active purchasing choice.
Since I was part of that generation
that grow up with it,
I feel an ownership of it.
Games are mine.
For anyone that grew up basically
after 1975, 1980 or so,
we were the first generation
to grow up with our parents giving us games.
And for us to grow up with games...
as a natural, and relevant part of our everyday existence.
This is not a weird kid activity for me.
This is not like some strange nerdy pastime.
This has been a part of my life.
There's been a tendency
over the past couple decades in mainstream games
to make everything bigger and more realistic.
Just a kind of like 'amp up' everything.
Big games have other goals.
They want to entertain you.
They want to get 10 million people playing at the same time.
But indie games...it's like frequently one person who says:
I want a game to be like this.
I want a game to be about this special thing.
Independent games are any game that a small team...
or individual creator worked on to their own vision.
按照自己的意愿制♥作♥ 编程 润色
Something that they felt like making, coding and finishing.
The one major thing that made this possible,
is the rise of digital distribution.
It used to be that retailers had a lot of power...
over every game creation company,
because that was the only avenue available to sell games.
So nobody was willing to start distributing games digitally,
because WalMart would get upset at them,
and take their products off the shelf,
and nothing would happen.
But Valve changed that,
when they came out with Steam.
They had no loyalties to retail.
So they just did it.
After that everyone else said:
'Well, we have to compete with them.'
And there was kinda this whole flood of,
XBox Live Arcade...
and WiiWare followed suit with that.
I think 2008 was the first year that indie games
started to do really well.
Audiosurf came out on Steam.
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