To be honest, I’m not sure if I’m indie or not! I’m coming at this a little differently to most…
I started coding in 1996 when I was 10. At that age you’re obviously only interested in games, so I learned by making simple games. Like the rest of you, most of my projects were never actually completed… I suppose I was writing them more as a way of learning than anything else, and back then publishing anything wasn’t really an option for amateurs so once you’re bored of working on something, there’s not really any incentive to keep at it.
I started in qbasic, dabbled with basic-a, then switched to Windows, experimented with a few languages (they all came as free trials with magazines), and eventually settled with Visual Basic. From there I moved more into software development, probably because VB was terribly slow and games require speedy processing.
In 2001 I moved to web development and although I’ve periodically messed around in my free time with games development again, I ended up building my career in web and on 2013 I set up a web agency.
Towards the end of last year I found Corona and it stuck. This time I’m not just dabbling, I’ve actually returned to games development and even gone as far as rebranding my company.
And this is where I’m in an unusual position. I’ve built up a number of contacts over the years and as a company there are two of us in-house, plus about a dozen designers and developers who work for us as contractors. They’re not employees so on the face of it we’re a tiny agency, but behind the scenes there are some seriously impressive people. They’re all web people though… I’m the only game programmer, and I’m terribly rusty to say the least. On my own I’m indie at best, and as a company we’re basically a web agency with an indie game programmer sitting in the middle, but we have digital designers, print designers, video guys, email campaign designers, SEO specialists, and so on all with skills that can easily be translated from web to game. If a client approaches us with a game idea and some money, I can put together a team and we can do a really good job, but we’re not in a position where we can throw our own money at a project so that’s a less feasible option for our own ideas.
So again, I’m not sure whether I’m indie or not at the moment. Definitely aiming for ‘not’ though.
As for publishers - in a nutshell, unless you just strike it lucky, actually putting something out there isn’t as simple as uploading to the Android/iOS marketplace. Sure you’re in front of an audience then, but you’re not going to be featured in those marketplaces until you’re snowballing and proving to Google/Apple that your game is going to make them more money if they feature it. You’re going to get lost in the vast quantity of other titles now that everybody with the ability to use a keyboard is able to make something and upload. To get your product noticed, you have to throw money into advertising and you have to know all of the tricks to make your game show up under the right searches on all of the right mediums. This is where the risk is - we don’t all have large sums of money to throw at a project without knowing that it’s going to return a larger sum in the end. That’s where a publisher comes in. Firstly they have a reputation to maintain which means that any title they take on and market has to be on par with every other title they market, so having their brand name on your title gives it credibility and immediately puts you in front of that publishers group of followers. And secondly they have the money to spend on huge advertising campaigns knowing that if it doesn’t work out, they’re not going to have to fold. Put simply, if you go with a publisher you’re handing over the risk and the expense of putting your game out there, and you’re giving it a good head start if your publisher is a reputable brand, but you’re doing this in return for a potentially large share of the profits. It’s a fair deal when you think about it though - you’re going to be in profit from your smaller share long before your publisher is, because they’re covering all of the initial expense.
It used to be that you could approach a publisher with a working concept and they’d fund the remaining development etc. I’m not sure that this is the case any more but if it is, I imagine this just replaces the stress of having to cover the expenses with a new stress of being pressured by the publisher to hit deadlines and incorporate design changes you’re unhappy about… I’d avoid such a set-up myself.