The Indie Game Magazine June 2014 | Issue 38 | Page 9
ADVICE
BEING INDIE
DOESN’T MEAN
BEING NICHE
by Lance James
Community Director
Versus Evil
www.vsevil.net
I think people often hear the word “indie” and assume that it’s a game built for a certain player, or a small
audience. Honestly, that’s not fair. Indie games have evolved over the past 5, or even 10, years to the point
where being indie doesn’t mean you have to be niche.
There are numerous games launched every
single week, from digital games, to console games,
to DLC, to pre-releases. Getting awareness for one
indie developer can be a daunting task, and getting
global awareness can at times seem impossible. One
of the things we often hear is “why should I do this?
I’m an indie developer, not some huge company out
to rule the world.” That being said, you shouldn’t
short sell yourself, or your game either.
We live in a world where we can easily chat
with someone 4,000 miles away from us. Let’s do
things smarter, and try to amplify your reach as
much as possible so that there are no restrictions
or shortcomings when it comes to your game. Don’t
assume that someone in Germany won’t play your
game. Present the game to everyone, and let them
choose if they want to play it or not. You shouldn’t
make those assumptions, nor something such as
“this is a guy only game”, which is something I’ve
heard multiple times.
Plan ahead, use your resources or get some
resources to make impactful messages and
impactful stories that your audience will engage
with, and don’t stop moving forward. Often times,
something as simple as an announcement plan or
schedule can make a huge impact on a game being
picked up and played. Having that roadmap out in
the public space will give your audience insight to
the plan, and will keep them involved down the
stretch. Communication is key, and if you can involve
your audience, that experience will only be better
for them. As long as you keep striving for your goal,
you’ll often encounter a supportive audience willing
to be your voice.
The only thing I want to stress here is that you
as the developer should never short change yourself
or your work. You need to be realistic with your
expectations and plans, but don’t fall into the trap of
“being indie means being small.”
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