I don't think indie games are failing to fill the void, if anything they're just bringing the dev process more out into the open.EzraPound said:So with the mainstream game industry in a ruinous creative state, and indie designers failing to fill the void, the new question becomes: whereto from here?
In the AAA space, you only hear about cancelled projects that were previously announced, but never the tons of unannounced projects that were cancelled, never to see the light of day. I should know, I was part of one ... a year of promising work down the drain. =(
With indie, we hear of a lot more ideas get pushed forward and advertised, since obviously they have to drum up support and funding with support sites like KickStarter and Indiegogo. So even poor ideas could get enough funding to push to release, then we see it do badly.
What would have normally been a behind the scenes evaluation where it gets stopped there, instead now it gets further along in dev process to release, giving the perception the failure rate is much higher in the indie scene, when it's most likely the same percentage as AAA (obviously there are some exceptions).
It's like user generated content in games like Neverwinter Nights and the MMO, Little Big Planet, TF2 maps, etc. We'll always end up with content following a bell curve of quality of bad stuff, average stuff, good stuff and a very small percentage of the truly excellent stuff.
Just that with normal pro development, you'd normally have a filter and should only see the (hopefully) above average to excellent stuff.
And shows how crucial good design and internal review can be.