I love indie games. So much so, in fact, that I've basically given up on AAA development. AAA development - to me, at least, seems like an endless cesspool of "generic brown shooter 56," or "Watch The Crew Dogs Cry Far As The Creed of Assassin's" takes over. Or to some degree or other, they're plagued with silly launch day fiascos that involve you paying extra money to get stuff that's already on the disk. Even if you somehow dodge all those bullets, you have to contend with pre-order exclusives, Day 1 "Downloadable content" and my absolute favourite, "we're patching the game on day 1, because we didn't actually test properly, so now we have to fix all these errors at launch." [which, of course, doesn't work for the most part, cf: the fiasco that was Batman: Arkham Knight, where that game just didn't work at launch and then continued to just not work even after patching.]
So, I'll take indies any day over AAA games. The experiences are shorter, more focused, often reasonably tested [within the limits/budgets of the small team, of course] and often, they're just more fun to play.
I'm currently about half way through Evoland 2, a game I've been waiting for for several years, now. It does absolutely everything better than the first game and is proof that indie devs can learn from their previous offerings.
The problem is, indie devs still need to learn one crucial skill and that's communication. Read more