InsufferableCynic
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As AAA gaming has gotten worse (which it no-doubt has), I've been finding that more and more people are flocking to indie games, especially as AAA games become more and more formulaic. I was watching someone play Assassins Creed Shadows just yesterday, and it looked like every other Ubisoft game released in the last 10 years. This is expected and healthy, and I fully endorse people abandoning AAA games to seek out more meaningful experiences elsewhere.
At the same time, when I look at which indie games are getting the most attention, I get the impression that it's almost always ultra-simple, mindless and sometimes even predatory games with very little gameplay but very flashy visuals. Games like Vampire Survivors and Balatro have become extremely popular, despite both games essentially being idle-games where you watch numbers go up with very little control over what happens. Balatro especially, to me at least, feels like a slot machine - as a player you have very little control over your run outside of Jokers (which are also heavily RNG dependent), and the main appeal of the game seems to be watching that magical round score number go up - which it does in an extremely flashy way.
I feel like a lot of indie gamers are falling into the same gambling traps as AAA gamers are, the only difference is that AAA gamers are being expected to gamble with real money - spending it on loot boxes, in-game currency, etc - while a lot of indie games essentially have gameplay that operates like slot machines, which I still feel is a problem because it ends up being a huge time sink for games that don't end up feeling fulfilling, almost like the gaming equivalent of empty calories. Roguelikes especially seem to operate this way in more and more cases, where runs can frequently be determined by RNG and other mechanisms outside of the players control, where the gameplay can easily boil down to repeatedly trying runs over and over again until you hopefully get something good enough to win, completely independent of your skill level.
While not all roguelikes are like this, and I can recommend a few good ones (Dead Cells, for instance), I am finding increasingly more and more that indie darlings (the sorts of games that win tons of awards and are surprise sleeper hits) are becoming more and more simplistic slot machines where the gameplay boils down to making a number go up as fast as possible, but the extra flashy effects and presentation value usually keep people engaged, at least until it doesn't anymore and they stop playing forever.
I am getting the impression that more and more indie games are being made as small, byte-sized experiences with overly simplistic gameplay and high presentation values, which is a shift from the older indie model where games would be extremely rough, barely polished and buggy messes that had heart and soul behind them.
I don't like a lot of the indie puzzlers or walking sims either, I find most of them boring and tedious, but I chalk that one up to them just being not for me - I only really take issue with the games designed like slot machines or overly polished but overly simplistic experiences.
I don't think we're going to see another Minecraft, Selaco or Factorio anytime soon. Especially since Minecraft was the last of these types of games to really have huge mainstream success. Don't get me wrong, games like this will continue to be made, but as the indie industry moves in this negative direction, I feel like these sorts of games are less likely to be made because there's more appeal in making something people are more likely to play in droves.
This thread is coming off the back of Balatro winning a ton of awards in the 2025 GDC awards show, so I apologise if it feels like a rant. I am increasingly feeling like Indie games just aren't that good anymore, and I have no idea where everything went wrong. It feels like indie developers aren't trying anymore, a lot of "indie" games are being published by indie publishers who popularize and reward these sorts of games, and the whole indie scene is becoming it's own sort of cookie-cutter industry. Be honest, how many times have you played the same pixelated platformer with puzzles, a wacky lip-smacking protagonist, and barebones gameplay? I would say for me that number is in the hundreds.
I feel like as long as gamers keep rewarding these types of games, the indie scene will never feel a need to improve. I also feel like, quite often, these games aren't engaging enough to hold people's attention for long, so they become hugely popular for a few months, then disappear. When was the last time any of you played vampire survivors, among us, or PUBG?
I understand that there are always great indie games, with a few masterpieces released every year. My issue isn't that these don't exist - they clearly do. It's more that the indie games I see reaching heights of popularity are always these overly simplistic slot machines, and I feel like this popularity is driving the industry in the wrong direction, and making indie games worse over time.
How did this happen? There's no concerted marketing campaign to sell people slop, and I doubt the majority of indie developers are purposely making overly simplistic gambling-machine games for the sake of raking in easy money, so is the problem just the general addictive and shallow nature of gamers? Are players just not interested in complex, deep game experiences anymore? Am I out of touch and the industry is actually totally fine?
At the same time, when I look at which indie games are getting the most attention, I get the impression that it's almost always ultra-simple, mindless and sometimes even predatory games with very little gameplay but very flashy visuals. Games like Vampire Survivors and Balatro have become extremely popular, despite both games essentially being idle-games where you watch numbers go up with very little control over what happens. Balatro especially, to me at least, feels like a slot machine - as a player you have very little control over your run outside of Jokers (which are also heavily RNG dependent), and the main appeal of the game seems to be watching that magical round score number go up - which it does in an extremely flashy way.
I feel like a lot of indie gamers are falling into the same gambling traps as AAA gamers are, the only difference is that AAA gamers are being expected to gamble with real money - spending it on loot boxes, in-game currency, etc - while a lot of indie games essentially have gameplay that operates like slot machines, which I still feel is a problem because it ends up being a huge time sink for games that don't end up feeling fulfilling, almost like the gaming equivalent of empty calories. Roguelikes especially seem to operate this way in more and more cases, where runs can frequently be determined by RNG and other mechanisms outside of the players control, where the gameplay can easily boil down to repeatedly trying runs over and over again until you hopefully get something good enough to win, completely independent of your skill level.
While not all roguelikes are like this, and I can recommend a few good ones (Dead Cells, for instance), I am finding increasingly more and more that indie darlings (the sorts of games that win tons of awards and are surprise sleeper hits) are becoming more and more simplistic slot machines where the gameplay boils down to making a number go up as fast as possible, but the extra flashy effects and presentation value usually keep people engaged, at least until it doesn't anymore and they stop playing forever.
I am getting the impression that more and more indie games are being made as small, byte-sized experiences with overly simplistic gameplay and high presentation values, which is a shift from the older indie model where games would be extremely rough, barely polished and buggy messes that had heart and soul behind them.
I don't like a lot of the indie puzzlers or walking sims either, I find most of them boring and tedious, but I chalk that one up to them just being not for me - I only really take issue with the games designed like slot machines or overly polished but overly simplistic experiences.
I don't think we're going to see another Minecraft, Selaco or Factorio anytime soon. Especially since Minecraft was the last of these types of games to really have huge mainstream success. Don't get me wrong, games like this will continue to be made, but as the indie industry moves in this negative direction, I feel like these sorts of games are less likely to be made because there's more appeal in making something people are more likely to play in droves.
This thread is coming off the back of Balatro winning a ton of awards in the 2025 GDC awards show, so I apologise if it feels like a rant. I am increasingly feeling like Indie games just aren't that good anymore, and I have no idea where everything went wrong. It feels like indie developers aren't trying anymore, a lot of "indie" games are being published by indie publishers who popularize and reward these sorts of games, and the whole indie scene is becoming it's own sort of cookie-cutter industry. Be honest, how many times have you played the same pixelated platformer with puzzles, a wacky lip-smacking protagonist, and barebones gameplay? I would say for me that number is in the hundreds.
I feel like as long as gamers keep rewarding these types of games, the indie scene will never feel a need to improve. I also feel like, quite often, these games aren't engaging enough to hold people's attention for long, so they become hugely popular for a few months, then disappear. When was the last time any of you played vampire survivors, among us, or PUBG?
I understand that there are always great indie games, with a few masterpieces released every year. My issue isn't that these don't exist - they clearly do. It's more that the indie games I see reaching heights of popularity are always these overly simplistic slot machines, and I feel like this popularity is driving the industry in the wrong direction, and making indie games worse over time.
How did this happen? There's no concerted marketing campaign to sell people slop, and I doubt the majority of indie developers are purposely making overly simplistic gambling-machine games for the sake of raking in easy money, so is the problem just the general addictive and shallow nature of gamers? Are players just not interested in complex, deep game experiences anymore? Am I out of touch and the industry is actually totally fine?