We at Indie Haven like to get you as close as possible to the games you love and the people making them. That’s why every month we aim to bring together a wide selection of of Indie Developers from all walks of life, from BAFTA winners to teenage and student devs, to discuss the hottest issues affecting games, development, coverage and the Indie community. These chats will be broken up into chunks and released across the month, before we start all over again with new developers and new questions.

If you’re an Indie Dev of any size that would like to take part in a future roundtable, please email Laurak@IndieHaven.com and let us know a little about yourself. The more the merrier.

“What’s the biggest Indie game that you wanted to see suceed but untimately failed?”

Charlie Nash: Mine

Kyle Welsh: haha

Stacy Smith: I have been very lucky to never put my heart and soul and fandom behind a game that didn’t make it (Other than my own, which got IP gobbled by the industry)
Megan Fox: Um… man. Ok, I REALLY hope Neverending Nightmares doesn’t become that game, but right now it might. It might not fund and Matt has SO much riding on it and just… ugh. So I guess Retro/Grade is another that comes to mind.

Alan Zucconi: Hahah I think every game developer will say “MINE”! 😀 But maybe it’s because every one, in his mind, is pictureing the perfect game. And of course, is something that you can’t realise unless you are an AAA company XD

Megan Fox: Hugely critically successful, but not enough to be a real financial success.

Stacy Smith: When I look at all the titles I’ve followed from the first sparks of media, they’ve always come to fruition.

Megan Fox: But also yes, mine. Jones On Fire. Critical success, financial flop. It was heart-breaking 🙁

Charlie Nash: Neverending Nightmares will succeed. That guy who films himself screaming at the screen played it. That means, insta-succeed.

Laura Kate: For those of you saying your own, do you think with hindsight you could have done anything to change how they did?

Stacy Smith: The only one which could be considered a failure was Monaco. Not because it failed but because I really got behind it, bought it shortly after launch and just didn’t enjoy it.

Megan Fox: My mistake with Jones On Fire was not taking enough risks. Early on, I said to myself “ok, it’s mobile, so I have to play it safe and play to the masses – so I’ll make a runner instead of a platformer, even though I really want to make a platformer. It was doomed right then. Done, period. If I’d made a platformer, it would have been even better received, but ALSO not been seen as yet another runner and had a better shot at success.

Alan Zucconi: The game that changed my life is Creatures. Recently, a company is working on its fourth instalment but it has delayed several times. I wish playing it again will be as good as I remember it, but of course that’s nearly impossible. 😛 So in a way, I am worried that it won’t be able to compete with my own memories and with the expectations I’ve build in those 15 years, waiting and dreaming for its *ultimate* version. 😛

Stacy Smith: Well in my case it was because I was working for a big company, had an idea, was allowed to work on it, it got ‘back burnered’ and put into the IP vault. Meanwhile I was put to work on a game based on their big reliable existing IP. It was well recieved by the fans. I f***ing hated it.

Kyle Welsh: I would have liked to see Jason Rhoer’s DS game, Diamond Trust of London, succeed. Think it would have been interesting to see what that could have led to. Him being someone from the arty end of the Indie spectrum and Nintendo being so far from the Indie scene.

Stacy Smith: That game will now never be made because they don’t think it’s worth while and I no longer ‘own my idea’.

Kyle Welsh: Stacy we were almost “acquired” by another studio to work on our title after we helped them finish theirs. Pretty sure we would have been “back-burnered” too

About The Author

Founding Member

Laura’s gaming journey began in the 90′s when she was given a SNES by her older brother with Mario paint. From that day video games were all she thought about day or night, be it playing them, designing them, discussing them or writing about them. Why does she want to write about indie games? Because indie devs are awesome and she wants to be their new best friend by telling them how terrible their games are. That’s how it works right? Twitter: @LauraKBuzz Email: Laurak@indiehaven.com

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