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.” 9 The Indie Game Magazine | www.indiegamemag.com