Lets face it. Whether people find value in arguing about it or not, I’m sure everyone who has ever been interested in anything relating to independent games has had at least 7.24 arguments (scientific average) about what it means to be indie. “Indie means independently financed”, you say. “Indie means creative and innovative!”, your friend responds.” Another friend cries “Who cares!” , and in the background, your mother calls “Come and help with the dishes!”. After rolling your eyes, you take off your headset, close the group video conversation on Skype, and help your mother clean the kitchen.

People could argue about what it means to be indie until the cows come home. If they were fans of Ian Bogost’s Cow Clicker, they could then proceed to click every single one of them, delighted in the knowledge that they don’t have to wait another 6 hours to do so. Though I had my fair share of arguments on the topic before eventually deciding, like many other people, that indie was a pretty useless label (it doesn’t actually describe anything at all about my game), I know that I didn’t always feel that way.

So what’s the point of this post? Hazard was featured on IGN again (the last time it was featured was for standing out at E3), and in the feature, there’s a bunch of discussion about the value, or lack of value, of putting things into boxes. You can see from the comments threads for the article that there’s a bunch of people who find value in the discussion, and a bunch of people who cry “Who cares!” (though, the article probably interrupted their session of Call of Duty!).

This is definitely something I’ve spent time trying to get around. Though Hazard started as a mod, I never considered myself a modder, and though I was working on it as a student, it wasn’t intended to be a student project. When people tried to fit the game into any particular box, I’d argue that they’d put it in the wrong box.

The first trailer I made back in August 2009 drew countless comparisons to Portal, simply because the player had a gun and was solving puzzles. The second trailer from March 2010 aimed to explain the game more to avoid people calling it out for being a Portal clone (given the game is hardly like Portal), but gave people other reasons to classify it as one thing or another, often incorrectly. After spending a lot of time thinking about it, I’ve come to the conclusion that my best bet with the next trailer is to explain nothing and let people make whatever judgements make it easy for them to understand, and simply not care one way or the other.

People will always find the game hard to understand, simply because it doesn’t fit within any of their boxes of what a game is. I’ve had many stories from people who’d played Hazard at a conference, went home to try to tell their friends about it, and totally failed at communicating the experience. Not because the game was bad, but because nothing they could really say to try to explain it was necessarily accurate or useful. I still remember TimW first describing it as being “like Portal meets Braid (minus the portals and time manipulation stuff)”, which is another way of saying “Hazard is like nothing”.

I’ve tried to avoid classifications, so that people could see the game on its own merits (hence my tongue in cheek description of it as an MAWPFPSPEPAG), and as I stated in the IGN article, I don’t think there’s any inherent problem in labeling things if it helps you understand them, but I always die a little inside when people ask “Is it like Portal?” and I ultimately just have to say yes, knowing that if I actually explained the game more accurately, I’d lose their interest for being too hard to comprehend. It’s just something that needs to be played.

 

A few months ago, I entered the Indie Games Challenge. A few weeks ago, I received news that I was a semi-finalist. A few days ago, I found out I was a confirmed finalist. A few minutes ago, I started writing a blog post about it, and few seconds ago, I became disappointed with the stupid title I gave the post, and how I started writing it.

Anyway, the 2011 Indie Game Challenge finalists have now been announced publically, and Hazard is nominated in the non-professional category. I had someone ask me why I was in the non-professional category (as they believed I was a professional, as this is my full time job), but I did it because I fit the criteria (I don’t have over 2 years industry experience) and to get the hell out of the way of Limbo, Monaco, etc. I’m glad I did, because the competition in both categories looks rough!

This now makes 9 out of 10 competitions that I’ve entered that I’ve been a finalist in. I missed out on the PAX10 earlier in the year, and I’ll try for that again this year. May still miss out on it, but there’s no harm in trying! This also means I’ll have another month overseas, given that DICE and GDC are within a month of each other, and it would be more expensive flying in and out of Australia several times. But don’t worry, I now have my laptop, and can be working on the game the entire time! It’s coming along really really nicely.

Jan 202011
 

You know, it took me ages to get around to getting onto Facebook. I never really understood why people wanted it, before I went to GDC 2010. I then met hundreds of people, and needed an easy way to keep in touch with them all. That’s when I suddenly understood why people wanted this thing. It wasn’t about posting about what you were making for lunch, or getting stalked by random strangers… that’s just how the media had portrayed it to me. Of course people still do both of those, but it’s actually pretty useful for more normal things as well. For a long time, Twitter seemed even more useless to me, before I started using it to keep in contact with people who didn’t use Facebook, and to get the other half of updates from people who used both.

Anyway, that was a pretty pointless story. The main reason for this post was just to say that I’ve now finally made a page for Hazard on Facebook. You should probably go off and like it. I’m also on Twitter, if you wanted to keep in touch with me that way. It’s not an official Hazard stream or anything, but at least if you go off and follow that, you’ll know that I’m still alive, and there’s a good chance I’ll post random updates about things I’m currently working on in the game. Alternatively, if you’re someone I’ve met previously, or you just want to add me on Facebook… that’s cool too. I’m all about being easy to talk to. Perhaps you have some development stuff you’d like to talk about.

I’m thinking about making a new trailer soon and posting that at some stage. The current one is now pretty ancient, and has far exceeded its purpose. Oh… also… the game isn’t coming out in 2010, like that trailer says. Sorry!

 

So, as I’m sure that you’re aware now, following the EXPLOSION of IGF news that happened on the internet at about 2am my time, the remaining finalists for the 2011 IGF have now been announced. I highly recommend everyone go off and check them out and read the jury statements about them all too.

As you’d know from my previous post, getting into the IGF is pretty big news to  some of us. Though everyone has had their own ups and downs throughout the year, when it comes to getting into the IGF, no one can ever be too sure about whether or not they’ve made it in (ok maybe a lot of people expected Minecraft to get in, but those guys were still pretty happy following the announcement). I’m really happy to see Chris Hecker’s Spy Party, SuperGiant’s Bastion and the Copenhagen Games Collective’s B.U.T.T.O.N amongst the finalists.

For anyone looking through the list and not paying attention to the honourable mentions, I’d urge you to think again. Last year, the Nuovo award was the only one to announce honourable mentions, but looking at the list of them again now, 6 games were honourable mentions for the category, one of them (Trauma) was a finalist in other categories, and 4 of them came back as finalists this year.

Zach Gage’s honourable mention for Lose / Lose was upgraded this year to a finalist for Best Mobile Game nomination with Halcyon. Mike’N'Greg’s honourable mention for Fig. 8 was upgraded to finalist for Best Mobile Game nomination with Solipskier. Mark Essen’s honourable mention for Flywrench was upgraded to 3 nominations for Nidhogg, one of which is for the Grand Prize! And I upgraded my honourable mention with Hazard to a finalist for Nuovo (and honourable for Technical Excellence!), by spending the year turning it into a far more complete and polished experience.

Other people were also successful at trying again a second time. Erik Zaring and Anders Gustafsson successfully re-entered and achieved a nomination for Visual Art with The Dream Machine. Jan Willem Nijman is now a Design finalist with Super Crate Box, after standing at the pavilion at GDC 2010 and declaring “I will be here next year!”. Marc Ten Bosch also successfully turned a nomination for Design last year into another nomination for Technical Excellence this year, with Miegakure.

For anyone who tried entering this year and didn’t make it, try again next year. You may just be successful! For anyone who got honourable mentions this time, you now know how close you are for next time!

© 2012 Demruth Suffusion theme by Sayontan Sinha