Interviewed 2014. The increase in publishers and platforms working with independent developers has led to a rise in indie games, even though those games often look a play very differently than typical AAA games.
I think definitely at this point, there are limitations to what kind of game you can make in the triple-A space, specifically based on you know, marketing expectations and return on investment, and you know, all of the kinds of things where a large game publisher would - it would be hard for them to green light something like Gone Home, you know, as far as like we're going to make Gone Home an internal production of 2K games or whatever, right, is a much harder sell I think, just because it doesn't slot easily, like it doesn't fit into their portfolio of like we make large, you know,$60.00 games and try to sell millions of copies of them. But on the other hand, the - something good that's going on now I think is you know, indies are partnering more with publishers and - and platform holders and stuff, to take the games that small teams are making that wouldn't necessarily have come from those large organizations, but providing some amount of you know, access to like okay, we will make it easier for you to get onto a PlayStation or an Xbox, or you know, we'll help fund this game that you're making, that you've convinced us we should believe in, but that wouldn't be an internal production. You know, in the indie space, obviously most people don't have access to anything like the you know, the-the-the resources to have dozens of people work on a single game, or you know, to do really high-budget marketing or-or anything like that. But personally, I feel like at this point, um, the limitations of working in indie are getting lower - you know, getting-getting less all the time because the access to the means of production, you know, like engines and-and the means of distribution through Steam and other digital platforms, are just becoming so much more accessible that you know, I personally - I mean obviously, since I made the decision I did, I felt like it's - I feel like it's more like the kind of game that you can make in triple-A, I feel like at this point, is more limited than the kind of games that you can make in indie.