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Eludamos: Journal for Computer Game Culture
The computer game industry is now dominated by a handful of global publishers, leaving small developers little room in the console market.
This article by Andreas Jahn-Sudmann argues that independent games, unlike independent films, do not constitute a genuinely oppositional aesthetic practice against mainstream game culture. Using American independent cinema as a comparative model, the author examines whether independent games can be meaningfully distinguished from commercial products along industrial, aesthetic, and socio-political lines, drawing on Geoff King's three-part framework for identifying independence in film. The central thesis is that while independent games may be innovative or differ in appearance from mainstream titles, they lack an explicit logic of negation or challenge toward conventional game forms.
On the industrial dimension, the piece notes that the computer game industry has grown into a transnational media business dominated by a handful of global publishers, leaving small developers with little room to compete in the console market. Large console productions are described as costing between 15 and 30 million US dollars to develop, with marketing adding up to 10 million more, which pushes many independent studios toward cheaper casual, browser, and downloadable titles and toward license-based funding arrangements that offer limited prospects for significant profit.
Aesthetically, the author finds that most casual games conform to conventional genres and accessible design principles, though a few, such as the Flash-based title FlOw, show experimental ideas in dynamic difficulty adjustment. Socially and politically, the article examines "serious" and "agenda" games, including Christian titles and the refugee-themed Escape from Woomera, concluding that these tend to use games as instruments of message delivery rather than as critical aesthetic practices.
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