Not really. Unlike with writing a novel, where all you need is paper and a pen, or a movie, where all you need is a camera and a memory card, to make a video game you have to filter your artistic output through something like Unreal Engine. That needless layer of technological involvement, where every idea is needlessly filtered through an algorithm, results in a less authentic expression of human thought, and a fundamental distortion of reality.
Two words: Dwarf Fortress
your argument shows a distinct lack of understanding of how making games works.
I can see why you might have this opinion, there are a lot of """"indie"""" games now that are actually made by large corporations (everything by NightDive, Devolver Digital etc), and engines like Unity and Unreal have basically taken over the industry completely.
But there are still countless games that are truly indie. Most of them are also awful. From Minecraft to the random Browser games we all played as kids (remember Kingdom of Loathing, Runescape etc?), there have always been games made on pennies which fit the mould of what developers want without industry or corporate interference.
But even the "larger scale" indie projects are usually 5-10 people making a game in Unity, or some equivalent. For the most part their vision will remain intact, which is why there are so many good Indie games even if most of them aren't truly """"indie"""" because they are on Unity (seriously, what a stupid definition). Making a game in Unity requires no investment because the entire business model of Unity only charges you if you're successful, so the majority of indie developers will pay nothing. You can also subvert the vast majority of Unity's systems if you want to, and even if you don't, "the algorithm" doesn't apply when you're using engine features like colliders, raycasting, navmeshes, etc, unless you somehow think the existence of these features somehow "undermines" the vision of developers.
The reality is, without tools like Unity the average Indie developer would be absolutely fucked, writing an engine from scratch is a big undertaking and not everyone has the time/resources/know-how to do it.
Hopefully I have explained in-depth why your position on this is completely invalid and is based on a complete misunderstanding of how game development actually works. You're essentially arguing the equivalent of "this indie musician owns a $2000 guitar and a $1000 amp which they bought from a large company, therefore they aren't truly indie", which is absurd.
This man wins the award for the most annoying voice of all time.
Anyway, this whole thread reeks of elitism. Instead of pointing out some genuine flaw with how the word indie has been misused, with examples, most posts here seem to be more interested in basically categorising everything as "not indie" except for some specific subset of things (usually what they personally like) as being "TRUE indie" based on arbitrary criteria, like "oh they aren't tied to THIS company in this one specific way".
I feel there's good discussion to be had about the corporatisation of indie culture (whatever the FUCK that is, we need to have that discussion first), especially with how sanitised a lot of it has become. But this thread is just a shit flinging contest.
Enjoy the music, games, and shows you like, and stop worrying about if it's "TRULY indie" or not. If it's made by people who care, and they are allowed to express their vision, it will be good and will have soul, which will be noticeable in the work. This is completely irrelevant to whether or not they are technically tied to a big publisher/label or not. Tool got better once they started doing it professionally, as did a number of other bands, and indie games are often too small to really realise a vision, while many "CORPO INDIE PRODUCST" are excellent. Hotline Miami is fantastic, both in terms of art-style and vision, despite being "not true indie" because it's owned by Devolver Digital. Please for the love of fuck look at this more objectively and less emotionally, and get over yourselves.