How the Games Industry Shake-Up Could Play Out

As an undergrad working as a QA tester between classes, KYLAN COATS had a plan to create scope in the games industry studio before he had even made a game. Crispy Creative had a good year, and his first game was an idea he’d been pondering over for a while.

According to Coats, A Long Journey to an Uncertain End is a queer narrative space opera. Players pilot a renegade spaceship that is escaping between colorful Mobius-like planets, with duties such as transporting drag queens on spectacular adventures.

Coats are a minor component of two major shifts in the gaming business. One of them stands out.

Moreover, the Games Industry is booming at a level that Microsoft paid $68 billion for Activision-Blizzard, making it the largest tech acquisition ever. Sony, whose stock had dropped as a result of Microsoft’s acquisition, devoured Bungie, the creator of Halo and the publisher of Destiny, eleven days later.
Moreover, it appears that the games business is consolidating.

The industry is likewise splintering, albeit more subtly. Veteran developers, weary of the industry’s rising corporatization, are quitting the AAA sector to carve their path.

What differentiates the studio as “indie”?

The term “independent” is a thorny one. “Indie” conjures up an aesthetic—pixel art or lo-fi graphics; complex topics or challenging mechanics—as well as a state of ownership, an ambiguity that might distort reality. Independent funding comes in a variety of forms: Developers usually categorize themselves according to their budget size. 

Crispy, for example, is more akin to what most people imagine when they think of independent development: a “single I” in reaction to the AAA. 

“We’re a small, scrappy team juggling client business, leisure time, and a lot of hope to put together our first title,” Coats explains.

Developers are artists, but game development is a job. Indeed, development, which is notoriously exploitative and breakdown-inducing, is the type of work that many of us are less likely to endure as a result of the epidemic. When you combine stories on r/antiwork about employees with broken limbs being penalized for overusing a stool with Blizzard’s sexual-harassment scandals, Coats argues the Great Resignation might just as easily be termed the Great Reprioritization. Other long-standing roadblocks have also become a source of frustration for developers. Coats claims that leadership at Obsidian was established, and many female creators departed because they didn’t see a future there.


According to Coats, Obsidian applied a softer kind of pressure than other studios he’s worked with. Characters that were white, masculine, straight, cisgender, and able-bodied were never asked. However, if a character was unique, their existence had to be explained to avoid offending the stereotype of a particular sort of gamer. If you couldn’t persuade the leads, and sometimes even the owners,” Coats adds, “the character would be eliminated or transformed into a whitewashed version.”

These limitations stem from a fear of offending a specific type of customer. “Just for that region, they had to remove all of the female characters and all the character’s colour, to meet the publisher demands”- according to Coats. He claims the crew also asked to remove additional inclusive information for the rest of the world. “There was apprehension: don’t upset gamers, don’t offend people who will be interested in this sort of game, don’t offend people who will be interested in this type of game, don’t offend people who will be interested in this type of game, don’t offend people who “he continues.

Future of the Indie

These are all too familiar limitations. Nonetheless, it appears easier than ever to get away from them. For one thing, the tools for creating your games are now more accessible. Developers no longer need to spend months developing an engine; instead, they can create the game in Unity or Unreal or prototype it first and then seek funding. Veterans have assimilated the less exciting aspects of game production, such as budgeting and workflow, and are in a stronger position here than enthusiasts. The pandemic made freelancing and remote work more common, letting small studios hire people from all around the world.

Breakaways have defined the video gaming industry. After all, it was a group of Atari developers who formed Activision in 1979.

What do you think the future of the Games Industry?

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