But while I spent some number of hours being entertained by all of those games, none of them formed an emotional connection with me. I couldn't relate to most of them as anything more than the sum of their gameplay mechanics, and (with the possible exception of World of Goo) I'm not going to look back at any of them years from now and remember them with unqualified fondness. And it struck me as problematic that, upon reflection, I struggled to come up with a single character from an indie game that I identified with, or even remembered. (I posed my question to another attendee, who frowned at the sentiment, puzzled for a while, and then offered the goo balls from World of Goo as a counterexample. I don't remember reacting to the little guys in quite the same way, cute as they may have been.) Now, I should get this out of the way: there is nothing wrong with making games like these. Not every game needs to be a life-changing experience; some of them just need to be fun. And some of them even manage to be more than this - World of Goo and the recent Limbo boast art direction which is genuinely impressive. My concern, however, is that the minimalist, non-story-based gameplay of many indie games is beginning to constitute an ethos.
There is, after all, a definite adverse reaction to the view I've raised among the indie buffs I talked to at the meeting, as well as throughout the web. The idea persists that big-budget titles have so thoroughly drowned themselves in superfluous frills - highly realistic graphics, sweeping orchestral scores, lengthy cutscenes - that they've lost sight of gaming's actual roots: gameplay. By positioning themselves in opposition to the big budget title, many indies tout themselves as a sort of return to form, injecting some badly-needed innovation into a medium that is increasingly stagnant and awash with frivolous eyeglitter. The constraints of indie development - simple, accessible gameplay instead of complex mechanics, abstract visuals rather than realism, loose interpretive plots instead of concrete ones - become construed as a kind of purism.
The problem with this view is that art matters. The corners that were cut to make N fit the indie budget weren't just secondary and they weren't just frills - they were what pushed the game above the level of Minesweeper or Solitaire. This is not to say that all or even most indie games don't care about art. Limbo, for instance, boasts some of the best art direction I've seen in a game in the past few years. But it is becoming increasingly and troublingly difficult to find an indie game which doesn't ascribe to the minimalistic indie paradigm. Limbo was a great game, but once I realized that the game was adamantly refusing to give me anything concrete to work with plotwise, I couldn't help but feel a little disappointment that all its artistic brilliance was going to produce another minimalist, interpretive story. Minimalism, while not a flaw in its own right, is consuming the genre, and this cannot be a sign of health for it.
Worse still, some indie games are receiving praise for their minimalistic elements they have no business receiving. GameSpot described N+ as having "stylish design;" worthplaying.com writes "I think [the basic graphics] work in favor of the game, though, because there's something charming about its plainness. It's almost as if the devs created the graphics that way on purpose, knowing that the gameplay would carry the game." N+ is a visual abortion. It falls well short of what can be accomplished visually on an indie budget, and it troubles me to see such low effort met with such high praise. Meanwhile, Braid's lopsided, fanfiction-level prose has been lauded as a "moving story "(GameSpot), a "beautifully written text-based story filled with philosophical turmoil and horrifying twists," (GamePlanet) "a fairy tale full of melancholy... unlike any story you'll see on XBLA" (IGN). When the outright ugliness of N+ becomes "charming," and Braid's present-only-just-enough-to-be-embarrassing story becomes "beautifully-written", this suggests that a fetishization of minimalism is beginning to pervade.

Of course, Metal Gear Solid is kind of a laughable standard to hold indie games to: it just costs too much money to be an exemplar. However, the ability to form an emotional bond with the player is not a function of money, and there's certainly untapped room on the spectrum of minimalism somewhere between N and Metal Gear Solid. Enter Cave Story. Developed by a single individual (Daisuke "Pixel" Amaya) over five years, Cave Story's detailed sprite art and chiptune soundtrack evoke the SNES golden age, circa 1994. If you've played any of the material which obviously inspired Cave Story, it's almost impossible to not be immediately enchanted with it. And when I reflected on my experience with Cave Story, it made an enigma of itself. Why does it connect with me while other indie games fail to do so? Why did I care about Cave Story, instead of just play it?
I owe the solution to this problem to Scott MacMillan of Macguffin games, one of the three speakers at the Post Mortem meeting. When asked to describe a sequence of different games as "indie" or "not indie," MacMillan refused to answer, claiming that the distinction was not only stupid, but counterproductive. All it accomplished, he argued (and I paraphrase), was to further the stratification of "indie" as a brand, positioned in a sort of counterculture opposition to the triple-A spectacle. And the persistence of this brand is harmful to the development of indie games, because it just gives them another form to mimic, instead of letting them be their own production.

The drive to realize such visions is what makes games great, and Amaya shows that it can be done on your own, but Cave Story is a frighteningly rare breed. With the "games as art" debate set as a permanent backdrop for the philosophy of game development, the minimalist, interpretive puzzle game is beginning to look like gaming's equivalent of the Oscar-bait Scorsese drama. I am glad that games like Limbo and World of Goo exist - they need to exist - but fledgling independent game-makers need a development culture in which Cave Stories are encouraged just as much as Limbos.
I freakin LOVE! Cave Story!
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