Really? I find this difficult to believe, considering the success of Cave Story back in 2004.
Really? I find this difficult to believe, considering the success of Cave Story back in 2004.
1) it was on a console 2) it made the creator rich 3) it inspired a generation of puzzle platformers
All three of those things contributed to the growth of the indie community.
Before that they were just "games" or "a cool new game" or stuff like that. I dunno.
"Next time, be more careful!"
Man, I need to replay Cave Story.
EDIT: You may find it interesting to read Jordan Mechner's journals about the making of Prince of Persia as a solo dev (published by Broderbund, so not quite fitting the indie self distribution model today, but otherwise fairly similar). They used to be available online, which may not be true anymore, but it's certainly worth $8 or whatever they may be asking for.
I'm not saying you're wrong, I'm sure they published it later via a variety of publishers, but they made a ton off of the shareware version. Masters of Doom is a fantastic read, if you haven't read it.
All pretty indy and commercially successful.
Before Braid, the average (console) gamer did not know what an indie game was. Or if they did, generally considered indie games to be terrible.
I say Spacewar! is the original indie game.
Interestingly for me was the second in the list which I hadn't heard of before - Alan Turing's chess simulator.
so yes this another case of the "kids are so cute, thinking Katy Perry invented rock-and-roll" pattern.
I'm pretty sure industry comparisons with indie filmmakers and indie music bands started before Braid (IndieCade was founded in 2005), but as a widely used and popular term, I think it's fair to choose 2008 as a turning point [1], and Braid as the poster child.
[1] http://www.gamasutra.com/view/feature/132041/the_state_of_in...