Something I've always felt interesting looking on the past of gaming,
is that there were many kinds of games, for many kinds of people,
and they were made by many kinds of developers, sometimes
created in a very specific way for a very specific public and
created by people with very specific angles and tastes.
It was possible because in the past, it took less money to
make stuff and be profitable, which let companies of all sizes
to create stuff that your developers might feel passionate about,
even if it's not going to put the world on fire, as they say.
That is not to say it doesn't happen nowadays, far from that, but in
the interconnected and global industry we live with today, things like
trends, focus group testing, a much larger consumer base and the search
for the "lowest common denominator" in order to maximize the money you
make have changed not only how games are made, but which ones are made
and what your average consumer wants (and flat-out ignores) in a game.
Specially if we talk about middle to big companies, where the business
mentality has grown so much that in the eyes of higher ups and investors
anything that does not give you an assured certain amount of profit is seen
as a risk, a problem that also plagues the music and movie industries.
That's probably why small studios and indies have become such a beloved
part of the industry for many game enthusiasts. They can bring stuff you
want and the bigger guys don't care about. They can take more risks,
and they also can make way more specific and niche experiences
that scratch some itches your typical blockbuster stuff just can't.
Now, you may be asking why the hell I'm saying all this.
Well, you see, the game I'm talking today is such a strange and specific beast that
I can hardly look at it without thinking this was a passion project that only their
biggest fans would give it a chance blindly, making it a rather risky product...
Yet it was green-lighted, and it managed to get localized.
I don't see it having such luck in these times.
So today I'll take a look at Inindo - Way of the Ninja.
And if you think this introduction is too long, wait to see the rest of this entry.
is that there were many kinds of games, for many kinds of people,
and they were made by many kinds of developers, sometimes
created in a very specific way for a very specific public and
created by people with very specific angles and tastes.
It was possible because in the past, it took less money to
make stuff and be profitable, which let companies of all sizes
to create stuff that your developers might feel passionate about,
even if it's not going to put the world on fire, as they say.
That is not to say it doesn't happen nowadays, far from that, but in
the interconnected and global industry we live with today, things like
trends, focus group testing, a much larger consumer base and the search
for the "lowest common denominator" in order to maximize the money you
make have changed not only how games are made, but which ones are made
and what your average consumer wants (and flat-out ignores) in a game.
Specially if we talk about middle to big companies, where the business
mentality has grown so much that in the eyes of higher ups and investors
anything that does not give you an assured certain amount of profit is seen
as a risk, a problem that also plagues the music and movie industries.
That's probably why small studios and indies have become such a beloved
part of the industry for many game enthusiasts. They can bring stuff you
want and the bigger guys don't care about. They can take more risks,
and they also can make way more specific and niche experiences
that scratch some itches your typical blockbuster stuff just can't.
Now, you may be asking why the hell I'm saying all this.
Well, you see, the game I'm talking today is such a strange and specific beast that
I can hardly look at it without thinking this was a passion project that only their
biggest fans would give it a chance blindly, making it a rather risky product...
Yet it was green-lighted, and it managed to get localized.
I don't see it having such luck in these times.
So today I'll take a look at Inindo - Way of the Ninja.
And if you think this introduction is too long, wait to see the rest of this entry.





