Korean language
The “inspiration game” with “independent thinking” at its core identity created a new game ecosystem, veering itself from the existing serious game framework, and further expanded the idea in which players can independently intervene in the game and privatize the world through the gameplay. Games such as “This War of Mine,” “After Days,” and “21 Days” convey social issues, allowing us to take a new perspective on the cultural value of games.
We call games that address current socio-cultural issues and deliver significant values beyond entertainment, “indie games.”
So, how are indie games different from the existing games we know? First of all, it is premised on the fact that they do not depend on established capital. If we look at this by limiting it to the game industry, it means developers are free from the interference from investment companies or publishers. This also means that developers can create original games that they want to make. In other words, “independent thinking” free from any interference is the most important to keep the identity of an indie game.
indie games= independent(독립적인) + games(게임)
But these days, countless indie games are being introduced to the public. Due to this, publishers specializing only in indie games are emerging. But this raises a question as to whether indie games can be completely independent from capital.
Essentially, the game is divided into mechanics, dynamics, and aesthetics. Among these, the element that forms the foundation of the game is the mechanics. The mechanics are invisible, but it is the factor that determines the rules and interaction mechanism of the game. Among them, it is very important for indie games to create mechanics that have not been used in other games.
<Papers, Please> (2013) was explored as it is viewed as one of the most well-established examples of an indie game in which these attempts were successful.
<paper, please>, 2013
<Crypt of the NecroDancer>, 2015
<21 Days>, 2016