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October 19, 2006
The Independent Games Movement (Part Two): An Interview with Manifesto Game's Greg CostikyanWe will develop for open platforms, not proprietary consoles. -- Designer X, The Scratchware Manifesto Designer X (better known as Greg Costikyan) doesn't mince words. He says what other designers are thinking but are afraid to say -- though they weren't afraid to give him a standing ovation at the Games Developers Conference in 2005 when he denounced the contemporary mainstream games industry and vowed to create an alternative model for how games can be produced and distributed. Manifesto Games, the company he created with Johnny Wilson, a long time trade press reporter and games critic. Both Costikyan and Wilson are tired of talking about what's wrong with the games industry. We heard some of their analysis of the problems here last time. They are working to change the infrastructure to make it easier for creative game designers to work outside of the major games publishers, do innovative work, and get it into the marketplace and also to allow discriminating, engaged consumers to find the best work to emerge from the indie games movement. Something of the mixture of ideological and business motivations behind the venture can be seen at Manifesto's home page, which combines what they see as a utopian vision statement with a more pragmatic description of their business plan. They hope to exploit the current moment of digital distribution of games content and web 2.0 strategies to expand the public's access to innovative game content. All of this is spelled out in Manifesto's, er, manifesto. Go to their website and you can already seen a broad range of independent games content as well as space for critical commentary and for community members to share their own impressions of what works and doesn't work about individual titles. The group is taking on itself some of the challenges of educating the public about the diversity that is emerging from independent game designers as well as to provide a portal which allows interested designers and curious consumers to interact. I am sure there will be plenty written down the line about what works or doesn't work in this approach. For the moment, I simply want to let people here Costikyan's arguments for themselves and decide whether this represents one potential direction for the future of games culture. What factors have led you to step out of the world of major games publishers and create Manifesto? I don't know that this is an accurate characterisation--almost everything I've done has been in one niche market or another: tabletop, online (mostly pre-Internet, and certainly before EQ proved the market), and mobile... Rather, I think that, as with online and mobile, I've identified an emerging market that has great potential. The difference is that I'm doing it this time as a distributor instead of a developer--but I think that's where we can make the most difference at present. You describe Manifesto Games as a "Long Tail play." Can you explain how this effort has been informed by the "Long Tail" theory? Companies like EA clearly aim for the mass market end of the tail. What evidence do we have that niche game products might succeed? Back in the late-80s and early 90s, companies like Talonsoft were profitable on the basis of 15,000 unit sales. Companies like Codemasters were happy with 25,000 unit sales. You seem to associate a kind of entrepreneurial or artisan based mode of production with a range of aesthetic virtues, including innovation and diversity. What makes you think an entrepreneur is more likely to embrace these virtues than a larger studio?
Part of the interest of independent cinema is that the film express alternative perspectives -- political, cultural, sexual, what have you -- which would not otherwise gain broader circulation. Is the same likely to be true for independent games? Would this require a greater focus on what the game is about rather than simply the play mechanics? What relationship are you positing between indie games and art games or serious games? I hope so, albeit we have relatively few examples to hold up at present. Although I'll note that one of our best-sellers at present is The Shivah, an old-school graphic adventure about a Rabbi having a crisis of faith. I'd love to have more games that strike off in odd directions--from a crass commercial perspective, The Shivah is far more promotable for us, far easier to interest people in than another shmup or third-person shooter.
Hm... Well, there's a risk in trying to hew too closely to independent comics model--e.g., there's a feeling on the part of many independent comic creators that doing anything other than self-publishing and distributing yourself is selling out. Part of the reason this is feasible in comics is that there are a handful of important distributors, and it's quite feasible for an independent creator to contact them all, and get distribution. We are dealing in a different retail environment here--online is a different beast... Do you see the primary goal as to publicize existing indie games or to provide incentive for their production? I don't think there's a contradiction between the two goals. I believe there are many excellent indie games today that haven't gotten the exposure they deserve, and to the degree that we can expose them to a new audience, that's great. How is the digital distribution of games going to change the ability of indie publishers to get their content in front of the general public? Clearly part of what you hope will work here is a web-based model for the delivery of content and a web 2.0 model for users assessing and evaluating the content which is offered. Well, we're back into "long tail" theory here. The problem with brick-and-mortar retail is that you're either on the shelf, or not. And if you're on the shelf for an extended time, you can sell in huge quantity--but if you're not, you've got nothing. In a web environment, at least in theory, things are different; you might not have huge sales velocity out of the gate, but word-of-mouth might lead you to substantial sales over time. What criteria should we use to measure the success of Manifesto games? Heh. Well, survival for a start. But ultimately, my goal is to establish 'indie games' as a category that people talk about in the same way they talk about mobile and casual games today: as a large, emerging market with lots of opportunity. In some ways, I'll view it as a victory when we attract real competition, because that means the indie market is being taken seriously. 3 CommentsHenry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |
Interesting series. For a somewhat "indie" games company which is using a novel content-delivery system (monthly episodes purchased as files online), albeit with licensed properties, you might want to check out TellTale Games.
Isn't the driving force of long tail sales, technically speaking, "word of type"?
I'm probably splitting hairs here.
You sound too serious for that to have been sarcasm, Patrick. If it's sarcasm, I excuse myself on basis of it's 1:30am and I didn't sleep much last night.
The metaphor is "mouth", which I expect you should know, and plenty of people discover long tail niches through friends IRL. Long tail actually occurs quite frequently in large cities without the aid of the Internet, simply because there is sufficient diversity of population to meet the supply for niche shops, cafes, and whatnot.