4.1 Emergent Tensions in Both Team-based Labor and Individual Labor to Pursue the Non-Profit Agenda
As part of an open and participatory movement in game development, non-profit driven indie game developers often emphasize the importance of teamwork and collaboration in their technological practices. Our participants praise the popularity of and willingness to offer mutual help and collaboration in the indie community for free. In their opinion, this openness highlights the fundamental value of non-profit driven indie game development (e.g., making game development open and more accessible to everyone) and makes indie game development as a whole inherently different from traditional game development. However, they also acknowledge that this more open and democratic model of game development raises emergent tensions in both their labor when working as a team and their own individual labor. In addition, issues regarding attracting and retaining a diverse and inclusive workforce in non-profit driven indie game development still remain.
4.1.1 Challenges to Seek Qualified and Reliable Team Labor Who Take Indie Development Seriously.
Indie developers are often geographically distant from one other and non-profit driven indie game development is usually perceived as a niche technological area with limited public visibility and recognition. Therefore, all participants mention that they tend to develop indie games as small teams (e.g., 2 to 4 people) and highlight the team-based labor involved in indie game development. For them, working as a team is a core value of the indie culture, especially for those with a non-profit agenda. Teamwork defines the collaborative and creative nature of non-profit driven indie game development, which is crucial to maintaining the independence of this subset of the indie community from the main gaming industry (e.g., in terms of intellectual property and freedom to express and create) and supporting their focus on more artistic or cultural purposes over the pursuit of economic benefits. Yet, the emphasis and dependence on teamwork and team-based labor often lead to challenges when seeking qualified and reliable teammates who also share a non-profit driven agenda. For example, P1 (man, 30, USA, Hobbyist) shares his struggle:
"The first problem to develop indie games would be finding people who compliment your skills to work with. So, in my case, I don’t know very much about programming. So I kind of rely on and hope to find a really good programmer. I have used a couple of websites such as Crowdforge.io to find people. I have used Discord channels, old fashioned forums, and Reddit, all that stuff. But it is still very hard to find a person who is good and whom I’m willing to work with. That’s one reason I haven’t made much progress in my development."
Though the non-profit driven indie culture is largely motivated by teamwork and collaboration, there seems to be no effective mechanism to help these indie game developers identify qualified teammates and build a team with a shared, non-profit driven goal. Developers like P1 have had to use various online platforms and methods to seek potential teammates with desired skills but the result is still not satisfactory. In contrast, the mainstream gaming industry has well-established and sophisticated HR systems for identifying and recruiting potential teammates. More profit-driven indie game studios may also be able to provide higher incentives and long-term contracts, which can ensure the desired skillsets and compatibility for a certain team.
Even if non-profit driven indie game developers manage to find teammates with desired skills, they are still uncertain about the quality of their teammates’ work and their work styles because their teamwork is mostly voluntary and not every indie developer takes indie game development seriously. P2 (man, 26, Austria, Hobbyist) and P19 (woman, 30, USA, Full Time Indie) describe their frustration, "I heard stories about teams or people who are just not very communicative or lazy. For example, they didn’t fulfill the tasks or fulfilled them poorly so there was a problem with the expectations and the promises." (P2)
"In indie game development, the challenge is getting people to work on things like revenue share and stuff like that. People tend to be a lot less reliable." (P19)
According to these participants, non-profit indie game development seems to promote a more democratic, flexible, and accessible model of designing and developing games. However, as previously mentioned in this paper, many indie developers may just be hobbyists who make games for fun and may not take their involvement in an indie project seriously, leading them to ignore their responsibilities, such as assigned tasks in teamwork. As a result, it is challenging for non-profit developers who take indie game development seriously to work within such a team due to the varying degrees of commitment. In particular, the contracts, policies, and/or penalties that mainstream gaming companies and even more profit-driven indie studios may utilize to reign in such behavior are otherwise lacking in the less rigid and more voluntary setting of non-profit driven indie game development. In this sense, non-profit driven indie game developers seem to face a dilemma. They are expected to seek and value team-based, voluntary labor practices, as said labor represents the fundamental value of the non-profit driven indie culture and is critical to collectively innovating how games should be designed and developed as an activist community. However, there is a lack of essential mechanisms and resources for them to foster such labor and build a qualified and reliable team who actually are on the same page to pursue this non-profit driven agenda. This thus creates extra difficulties when trying to conduct their game development practices and working towards the non-profit driven indie community’s aspiration for a more open and participatory game development model.
4.1.2 Non-Profit Driven Innovation as a Personal Burden.
Our participants indeed recognize the above-mentioned dilemma regarding team-based labor in their endeavors to pursue the non-profit agenda in their game development practices. Therefore, sometimes they choose to solely rely on their individual labor to (1) maximize their independence and creativity to further focus on the artistic and cultural values of their games, and (2) avoid the risk of having to work with unqualified and unreliable teammates who do not share the same non-profit agenda. However, this may easily become a severe personal burden both mentally and emotionally. P4 (man, 35, USA, Hobbyist) describes, "The biggest problem that I don’t enjoy working alone as an indie. You spend hundreds of hours trying to solve an issue, and then nobody will have any idea that that ever happened. This is a very lonely and draining experience." (P4)
Obviously, developing games is a significant intellectual challenge to indie developers regardless of their skills and experiences. It requires a wide range of sophisticated skills from design to programming. Choosing to develop games alone further adds additional burdens to the individual, especially if this individual takes their engagement in game development seriously. They not only need to "wear different hats", especially in areas where they do not have the expertise, but also lack the necessary emotional support that usually comes from a co-worker, a teammate, or a colleague who shares the same aspirations, commitment, and seriousness about game development as them. This double challenge thus makes non-profit driven indie game development a "lonely" and "draining" journey.
Others also comment that non-profit driven indie game development could become a personal burden as it might significantly affect one’s self-confidence. P14 (man, 18, India, Hobbyist) and P17 (man, 22, N/A, Hobbyist) point out:
"It’s like a leap of faith. If you’re jumping and you hit the target, it’s awesome. But if you don’t, you just go spiraling down. It’s not so good for your self-esteem." (P14)
"You’ll have somebody come in and start nitpicking you, which I think can really hurt a lot of people’s self esteem, especially with programming." (P17)
These accounts raise concerns about the tension between the non-profit driven indie community’s focus on creativity, independence, and openness to innovate traditional game production and the excessive stress on individual developers to pursue and embrace these values. As P14 mentions, the cost of making artistic, creative, and non-profit driven indie games that differ from the mainstream commercial games or the more revenue-driven indie games is a constant blow to one’s self-confidence. Many non-profit indie games may not be appreciated by the mainstream audience and developers will need to shoulder the failure and disappointment themselves while pursuing their non-profit goal to focus on artistic and cultural purposes over economic benefits. According to P17, the cost of having an open and non-profit driven game development model is the possibility of over-criticism. In this open model, non-profit driven indie developers can openly share their work and receive various types of support from the community. Yet, they may also need to deal with criticisms for their work from the entire community, who may not share the non-profit agenda and consider their games unprofitable and thus worthless. Of course, many indie game developers tend to consider such criticisms constructive and beneficial for improving their game development practices. However, to some, this may significantly undermine their self-confidence and thus discourage them from continuing the non-profit agenda in their game development.
4.1.3 Diversity Concerns Remain for Building an Inclusive, Non-Profit Driven Indie Workforce.
The gaming industry has a notorious history for being traditionally male and White dominated. Scandals of sexism and misogyny often emerge (e.g., the Gamergate controversy). Therefore, as a counter-culture, non-profit driven indie developers often focus on fostering a more diverse workforce by engaging the underrepresented in game design/development rather than merely pursuing economic benefits,
such as supporting women developers and providing queer alternatives to traditional gaming culture [10, 19]. In our study, participants also highlight how indie developers with a non-profit agenda work together to overcome the social stigma and engage the underrepresented populations (e.g., women) in game development. For example, P12 (man, 50, USA, Full Time Indie) explains that one of the main strategies to promote a more diverse workforce in indie game development is to showcase what indie game development can empower people to do, and introduce these visions to the younger generation:
"I have been very involved in promoting diversity in game development. In fact, today I’m giving a tour to a bunch of middle school kids on game development and what it’s like to do that. My daughters have been in this organization called ’girls make games’ where middle school and teenage girls make games in a camp for over the summer. And I’ve been heavily involved with that for a long time, like being a judge, promoting it, and things like that."
P12 believes that such a strategy will cultivate the next generation of game developers and help build a more diverse and inclusive gaming culture in the future. However, this does not mean that diversity issues do not exist in this subset of the indie community. Some participants express concerns that despite their efforts, non-profit indie game development still seems to be male-dominated. Our sample also reflects the relatively low engagement from women in non-profit driven indie game development: out of the 28 participants, only 4 self-identify as women and 1 as gender non-binary. This may partially be due to how we recruited participants (e.g., through Reddit, Facebook, and Discord), which we will discuss more in the limitations section. Despite this recruitment limitation, our women participants indeed note that women can still feel unsafe and harassed in the non-profit driven indie community, which is expected to be more diverse and inclusive than the mainstream gaming culture. P28 (woman, 36, USA, Full Time Indie) shares:
"I think that there could still be a lot better security and safety in this community. We didn’t have many people come in who were racist or sexist but we had a few. The first time it happened, it was really uncomfortable because he followed me on all my social media after coming into the chat. And I didn’t know if this person was going to seriously harass me more. We blocked him. But I didn’t know if it would keep going, because for some people it does. And I think that’s really scary. And you also have to be really smart about what you are sharing. And are you sharing things that are too much? Like could people figure out where you live? It would be a really scary thought."
P28 and other women in our study on the whole describe their participation in non-profit driven indie game development to be mostly positive because they feel more supported, valued, and respected compared to being in the mainstream gaming industry. However, more mechanisms and methods to encourage women’s and other underrepresented populations’ participation and to protect them from potential sexism, racism, and harassment are still much needed in the indie culture, regardless of non-profit or profit-driven. As P28 mentions, how to better protect women developers’ safety and privacy and help them prevent online harassment is still an unsolved issue in the indie community, which can significantly discourage their overall participation in this field and their engagement in the non-profit driven agenda to innovate game production.
4.2 The Lack of Various Forms of Capital to Sustain Indie Developers’ Endeavors for Achieving the Non-Profit Agenda
As described earlier in this paper, capital is critical in any work practice as it plays a central role in supporting productive labor and sustaining production. In the mainstream gaming industry or more profit-driven indie game development, capital emerges in wealth from the previous products (e.g., selling a popular game) and is used to maintain a stable workforce for the next production (e.g., recruiting and retaining skilled workers to develop a new game). In contrast, while non-profit driven indie game developers dedicate themselves to a more open and participatory model of game development, they often do not start with sufficient capital to support their ongoing endeavors to achieve their non-profit agenda, including technological resources, social capital, and financial stability. This lack of "startup" capital also prevents them from creating future capital in their current technological practices.
4.2.1 The Lack of Technological Resources.
While people who work in mainstream game companies have access to comprehensive technical support and are provided with devices or a hardware allowance, indie developers, especially those with a non-profit agenda, often struggle with acquiring, sustaining, and actively controlling some of the most fundamental and necessary resources to continue their game development effort, including hardware, network, and software.
For example, for advanced game development, indie developers need hardware with high configuration (e.g., a computer with symmetric multiprocessors, a comfortable keyboard, large memory, and adequate bandwidth) to help them learn, communicate, and implement smoothly. Unfortunately, non-profit driven indie developers seem to face additional difficulties to access these essential resources. As P15 (man, 23, Nigeria, Full Time Indie) mentions:
"It’s hard being an indie game dev. Because you have many other things to attend to, like technical difficulties, rather than just developing games. My computer is not that strong and I cannot afford buying a better one. So this definitely affects what I can make and how I can work on games."
According to P15, many non-profit indie developers cannot just focus on developing good quality games because of the lack of fundamental technological resources, such as an appropriate computer. Likewise, P14 (man, 18, India, Hobbyist) adds that not every non-profit indie developer can access high-speed Internet, and a poor Internet connection can significantly undermine their work efficiency and the quality of their game development. In our study, many non-profit driven indie game developers started as freelancer developers, artists, or everyday users who had little programming/development experience. It is through their engagement in game development that they gradually develop strong technical skills and professional work styles. In this process, fast and stable access to the Internet and various online platforms (e.g., live streaming for learning, sharing, and communicating) become necessary resources that help them stay connected and learn from each other. However, many non-profit developers may not have such access and thus have to compromise their game development practices (e.g., watching live streams in low resolution).
In addition to hardware and network, non-profit driven indie developers also lack access to necessary software, such as those for professional file management and version control. P2 (man, 26, Austria, Hobbyist) and P4 (man, 35, USA, Hobbyist) highlight:
"A question for all indies is how to manage the resources, for example version control. We have music and image assets. So the challenge is where to put your art and where to put music. We don’t really have a common version control repository where we can decide on the hosts, for example, GitHub or Bitbucket." (P2)
"Any big company has systems that do all the version control for them. They set up such things for their internal teams, like the intranet. But when it comes to indies, it becomes tricky." (P4)
These participants point out yet another important difference between working as a non-profit indie versus within the mainstream gaming industry or a more profit-driven indie studio: while the latter is often equipped with a clear division of labor and powerful internal tools, non-profit driven indie developers have limited resources to purchase or develop essential tools to support and facilitate efficient and organized technological practices. For these developers, it is challenging to even have certain fundamental technical support such as an asset repository.
In particular, non-profit driven indie developers’ game production is largely supported and mediated by free tools and middleware (e.g., free game engines such as Unity and Unreal). Many developers believe that this model mitigates the technological barriers to entering game development and helps developers focus on the artistic/cultural values of their games rather than building tools from scratch. This model also increasingly opens up game development to everyday technology users. However, they express concerns about how "independent" non-profit indie developers can really be from the mainstream gaming industry due to their dependence on these free tools. P9 (man, 19, USA, Hobbyist) points out, "Without Unity, you can’t really model a game. [...] I cannot imagine how I can develop games if Unity is gone." As shown in P9’s account, indie game developers, especially non-profit driven indie developers, often use a special free platform or engine to develop their games. However, despite being open and free to the indie community, such tools are developed and shared by the mainstream gaming industry, while indie developers have very limited power to affect their functionalities and availability. In this sense, non-profit indie developers’ pursuits of artistic and cultural values in their games and their ultimate goal to innovate game development are at risk, as they not only lack the necessary technological resources to start and sustain their game production but also are highly dependent on resources that they cannot control.
4.2.2 The Lack of Social Capital.
Social capital refers to "the sum of the resources, actual or virtual, that accrue to an individual or a group by virtue of possessing a durable network of more or less institutionalized relationships of mutual acquaintance and recognition" [
4]. In the indie community, such capital is often demonstrated as the public visibility and acknowledgment of one’s reputation and work. Yet, many developers still tend to consider non-profit driven indie game development an "underdog" that lacks adequate recognition from the broader gaming community and the general public. For them, this lack of social capital discourages their game development practices and may eventually drive them away from this field. For instance, live streaming platforms (e.g., Twitch) and spectatorship have grown into a critical component of the modern-day gaming culture [
18,
27,
50]. Though non-profit driven indie developers have increasingly used these free platforms to promote their work and improve publicity, they are still not quite visible even to the heavily gaming-focused live-streaming community. P18 (man, 40, USA, Hobbyist) describes how difficult it is for non-profit driven indie game development streams to receive public attention and earn revenue:
"I have not seen people who do indie game development live streams that have gotten more than 1000 views. It feels like no one paid attention to them or to this field."
P8 (man, 18, Canada, Hobbyist) also adds that the current design of live streaming platforms further undermines the public visibility of the indie community, especially those with a non-profit agenda. According to him, even Twitch, the largest game-based live streaming platform, does not provide a clear and straightforward way to appropriately label and categorize "game development" relevant streams. Rather, such streams are irretrievable as they are mingled with other gameplay streams or science and technology streams. This not only weakens the public visibility of the indie community but also creates additional barriers for non-profit driven indie game developers to build their community and make such a community more impactful.
Additionally, this issue of lacking social capital seems to be more severe in cultures where game development is not perceived as a legitimate profession, making engaging in non-profit driven indie game development even less socially acceptable. P16 (man, 24, Brazil, Full Time Indie) and P15 (man, 23, Nigeria, Full Time Indie) share their concerns:
"I see that people in Brazil, for instance, don’t quite value games as an art form or as a legit medium. This creates a barrier. It’s hard for people to appreciate games; it is also hard for them to get into game development." (P16)
"In my country, it’s hard being an indie game developer because there is not an indie culture here. And there’s no institution that teaches game development here. So learning is harder for us and it feels like no one knows what you are doing and no one appreciates what you are doing." (P15)
Our data clearly shows that non-profit driven indie game development has become a global movement rather than a Westernized trend. Developers from all over the world, such as P16 from Brazil and P15 from Nigeria, are passionate about creating games in a more open, independent, and democratic manner to further highlight digital games as artistic and cultural products rather than merely as commercial products for revenues. However, some of them seem to suffer from even lower social capital than others. As the above accounts have demonstrated, the broader sociocultural expectations for game development as a career in a society can significantly affect how people perceive and appreciate non-profit driven indie developers’ aspirations and efforts, which may make people more unwilling or unable to become an indie developer who aims to innovate traditional game production.
4.2.3 The Lack of Financial Stability.
Non-profit driven indie developers do not perceive profit-seeking as their main goal when engaging in indie development. However, this agenda obviously often leads to a trade-off: their games may never be profitable and their effort may never pay off. Such uncertainty of financial stability thus makes it difficult for them to sustain their innovation or devote themselves to indie game development as a full-time job. P18 (man, 40, USA, Hobbyist) reflects,
"I do not see any way that I could transit to making games full time and be able to replace my current day job wages. A good clean stable job is way more important to me if I want to continue making games."
As we already mentioned in this paper, the mainstream gaming industry, especially in North America, has often been criticized for its long work hours, stressful working atmosphere, and sexism [
35]. However, developers who are employed by the mainstream gaming industry or the more profit-driven indie studios also have certain financial security (e.g., a stable paycheck). In contrast, non-profit driven indie developers like P18 do not affiliate with any main company or publisher. They already lack financial capital when they first enter game development, as many of them are self-funded to start the development process. It is also challenging for them to create financial capital, as they do not emphasize economic benefits over the artistic or cultural values of their games.
In fact, this lack of financial stability may directly contradict these developers’ pursuits for artistic and cultural values within their games, as P20 (man, 25, Belgium, Full Time Indie) and P28 (woman, 36, USA, Full Time Indie) discuss,
"In general, I’ve struggled to find artists who are interested in making games without compensation because most projects usually, like smaller projects, don’t really create revenue. And if you go into it just for the experience or just for fun, I’ve noticed that it can be pretty hard to find some other people to work with." (P20)
"If you want to make games and you’re indie, you probably have to do many of the roles yourself because there’s sort of an understanding that you probably don’t have the money to hire really great people to do things you don’t know how to do." (P28)
Both participants are full time indie developers and they both highlight the insecurity of pursuing non-profit indie game development as a career: they might suffer financial pressure due to an unstable income, and they also could not afford to recruit skillful teammates to create a high-quality game. In this sense, non-profit driven indie developers seem to be trapped in a complicated cycle where they do not have the established financial capital to support their effort to create high-quality products of artistic and cultural values, while the challenge to create such products prevents them from establishing sufficient financial capital in turn.
4.3 Barriers to Innovate the Traditional Game Production Model Through the Non-Profit Agenda
Non-profit driven indie game developers endeavor to innovate the traditional game production model by offering an alternative to the closed, capitalist profit-seeking model in the mainstream gaming industry. Yet, there are several obstacles for them to actually innovate the traditional game production model through this approach, including copyright and intellectual property concerns and the technology and economic policy barriers for entrepreneurship.
4.3.1 Concerns about Protecting Non-Profit Indie Developers’ Copyright and Intellectual Property.
The non-profit driven indie community highly encourages and promotes values of openness and sharing in game production. However, to many of our participants, it is unclear how indie developers of a non-profit agenda can protect their intellectual property and ensure that their creativity and innovation are not stolen in the process of sharing. For example, P3 (woman, 24, N/A, Hobbyist) explains,
"Live streaming is great for promoting the indie community but I have not used it to stream details of my project. I want to keep the specifics of my project private and confidential. Note that somebody’s going to watch my stream and copy my game, it’s always the thing that kind of freaks me out. Like, maybe they’ll steal my ideas if I’m programming it right in front of them."
Developers such as P3 are willing to share and open up their development process to others via various ways (e.g., through live streaming) without charging others a fee. However, they are cautious about what they can share and to what degree they can share. In P3’s opinion, sharing too many technical details of her ongoing project may risk losing her intellectual property rights.
In particular, some participants highlight that non-profit driven indie developers in fact do not have the freedom to share their game development practices that they claim to have because they have obligations to protect not only their but also others’ copyrighted content. P4 (man, 35, USA, Hobbyist) points out,
"If you’re developing a Switch game and you’re using Nintendo assets and their back-end things, you’re in this gray area and you are not supposed to share those technically."
P4’s account further highlights the complicated relationship between non-profit driven indie game development and the mainstream gaming industry. As we have described in section 5.2.1, the mainstream gaming industry provides the indie community with the free tools and middleware they use in game development. It also offers them necessary digital assets if they develop for a certain platform. Therefore, if non-profit driven indie developers create their own content and assets for their games, they cannot completely share their game development practices in order to protect their intellectual property. Further, if they gain resources and materials from a third party for their games, they still cannot completely share their game development practices due to the regulations on copyrighted content from the third party.
Additionally, there seem to be no copyright policies/regulations at the national level to address this double challenge, which appears to be a universal issue across different countries. P14 (man, 18, India, Hobbyist) shares his experience in India:
"In India, you don’t have a ’if you made it, your own the copyright’ policy. It is ’you made it, you have registered it, and then you have the copyright.’ So the copyright system in India is not friendly to indie game developers [...]. For every tiny idea and every tiny thing that you make, you have to file a copyright. Things in the USA may be better but the same issue is still there."
According to P14, the copyright and intellectual property concerns about non-profit driven indie game development are not unique to only one country or one culture. As he notes, no matter whether in India, the USA, or other countries, the existing copyright policies appear to be unfriendly to these indie developers and the alternative game development and production model they pursue. Such policies are also insufficient and inadequate to balance the culture of mutual help, sharing, and openness in this model and the urgent need to protect non-profit driven indie game developers’ intellectual property rights.
4.3.2 Technology and Economic Policy Barriers for Entrepreneurship.
Many non-profit driven developers in this study express their aspirations for becoming entrepreneurs in gaming. Compared to being employed by a mainstream gaming company or more profit-driven indie studios, they consider entrepreneurship a relatively flexible alternative path to both establish certain financial stability (despite being non-profit) and continue their aspirations to focus on creative, cultural, and artistic values in the gaming field. However, they cite multiple technology and economic policy barriers to actually pursue entrepreneurship for their non-profit agenda, including complicated platform policies for self-publishing and distributing games, bureaucracy for startups and non-profit organizations, and the limited government support for the creative industry.
Traditionally, games are funded, published, and distributed through major game companies/publishers, while individual game developers have little impact on this process. In contrast, non-profit indie game development seeks to implement a new game production model with a focus on independence and open sharing where self-publishing and distributing games outside the traditional publisher model plays a critical role. In doing so, the non-profit driven indie community believes that developers will be more empowered and gain more agency over their own creative products. Participants admit that many platforms, such as Apple’s App Store, Google Play Store, and Steam, do support and allow non-profit driven indie developers to self-publish and directly distribute their games to customers without an official traditional "publisher."
However, such services are still neither developer-friendly nor free. Participants complain that these platforms often reinforce complicated and strict policies that make self-publishing and self-distributing difficult and costly. For example, P2 (man, 26, Austria, Hobbyist) shares his opinion:
"Apple recently made it mandatory to have a notary review for new apps on your OS X. So this adds another layer of complexity for the release cycle. For example, if you want to push updates, they have to review it first and they take a certain view for that. So basically all the decisions are to force you to do something more or pay for things that could possibly be influential even for some people who just want to make games for fun. The hundred dollar release fee is an issue."
Developers such as P2 appreciate and understand the importance of the self-publishing/distributing model to non-profit driven indie game development. Yet, the problem is that non-profit indie developers themselves still do not have much independence and power in this model. According to P2, instead of being subjected to traditional game publishers’ rules and regulations, they now have to acquiesce to other third parties who provide self-publishing/distributing services. They also have to pay for whatever amount these platforms charge them for such services out of pocket. For many non-profit indie developers who are already dealing with limited financial security, this constitutes an additional burden if they wish to continue their game development practices.
Therefore, as an endeavor to gain more power and agency in publishing and distributing, some developers explore the possibility of starting their own studio or non-profit organization – but this route is not easy either. P14 (man, 18, India, Hobbyist) reveals,
"Triple A studios don’t exactly have to jump through the hoops that any indie developer might have to, simply because a lot of things for setting up their company are already made and in place. Most indie developers have to go through a ‘company-formation’ route if they want to start their own thing. But they often get this huge bureaucracy. If it was a bit easier to set up your own company, it would be really more useful."
Based on P14’s experience in India, few business and economic policies exist at the regional or national level to support establishing startups or small businesses that focus on arts, cultural creativity, and innovation. As a result, non-profit driven indie developers continue to lack strong voices in game production as it is difficult for them to build their own brands.
Even in cultures that have a long tradition of appreciating the creative industry, non-profit driven indie developers receive limited support from policymakers. P23 (man, 46, Japan, Full Time Indie) shares his experience in Japan, a country with a robust gaming culture and a prosperous gaming industry:
"Indie game development is considered part of the innovative business in Japan. So they have on paper a lot of grants and help from the government. It’s like the government pays you back 30% of the price of game development. It looks really great but in reality, it takes a lot of time. They pay you like three years after they love the game. So the result on paper is a lot of help, but the reality there is not a lot of help."
Compared to some cultures where policies to support non-profit indie developers’ pursuits for artistic and cultural values simply do not exist, P23, as a full-time indie developer, acknowledges the supportive economic policy for his game development practices at the national level in his country. However, his concern lies in the fact that such policies are neither proactive nor timely. As we have discussed in this paper, one common challenge for most non-profit driven indie developers is that they lack the necessary financial capital to jump-start their development process. In P23’s opinion, government help for supporting non-profit driven indie game development should come before or upon the beginning of the game development activity rather than much later when developers have been struggling to sustain their game production for too long – in P23’s case, three years later.