SvennoJ said:
Spore was a polarizing game, many, myself included, expected so much more of it. The first game was basically (the excellent) Flow copied, then you make your main character style(s) in what didn't feel like evolution at all. I don't remember if it mattered much what you made, I tried some different designs, didn't seem to matter. I found the simulation part of Sim Earth and Sim Life more interesting at the time. A character editor rather than a simulation in Spore. |
I played a lot of SimEarth and SimLife, and really loved them, but I find them to be very niche compared to SimCity, Sims and SPORE - which is fine, I like them just the way they are, and, if you're actually into that thing, find them deeper "simulation" experiences than the 3 I placed as his Top 3. The thing is, I find those 3 were both very satisfying sims, and very mainstream friendly. I actually played a lot of SPORE (but nowhere as near as nearly as much as my older son) and found that there are quite a few differences while making your creatures. Yes, it had its problems, it didn't live up completely to its promise, but for me it was really entertaining and replayable.
There were other "indie" games before Braid, and "indie" revolution was cooking for some time with XBLA and STEAM, but I distinctly remember when it launched and sold a lot, everyone started noticing out that "guy without a publisher made a game and earned...WHAT MONEY?!?!?".
"Braid is considered the definitive title that launched wide interest in independently developed video games starting around 2008 and onward.[115][116][117][118] The Guardian considered the game as the "Sex, Lies, and Videotape" of indie gaming, a potent symbol for the saleable potential of non-mainstream productions".[119] Joshuah Bearman for The New York Times called Braid the "Easy Rider moment", showcasing how a small developer can be as successful as a large one.[120] Indie game studios Playdead, Supergiant Games, and Amanita Design stated that Braid was not unique as it was released on newly-created digital distribution services alongside other successful indie titles like Castle Crashers, World of Goo, and Super Meat Boy. However, they continued, Braid's financial success without aid of a publisher showed that small teams could achieve mainstream success, paving the way for many future indie games developed out in a similar manner."