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Personally, I tend to drop games into 3 types...

AAA

AA -- developers with modest budgets and / or small publishers

Indie -- very small dev teams often without secured publishing (or self-publishing)

I like all kinds of games, but tend to often enjoy AA games most. IMO recent indies tend heavily toward retro aesthetics and I'm not a big nostalgia fan... but... some indies rank up there with my favorite game experiences of all time.

In the end I just think it comes down to whether you have broad or specific tastes in games (and specific is not bad). If you are open to all kinds of games you'll surely find all kinds of games -- across all types -- that you'll enjoy. Still, if you only enjoy AAA games, great... tastes are personal... and that's ok.
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BlueMooner: Short games, by their nature, can't really be deep.
Umm... that's like saying poems can't be deep, because novels are longer.
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BlueMooner: Short games, by their nature, can't really be deep.
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toxicTom: Umm... that's like saying poems can't be deep, because novels are longer.
Interestingly, I completed Quantum Break last night. Only took two or three days. Was good fun though, and it’s a AAA game as far as I am aware of the classification. Most of the product is not a game, but a tv series.
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BlueMooner: I looked at the recent equal justice bundle with 1000+ games, and many of them seemed flat out embarrassing. Maybe being a goger and not a Steamer I'm spoiled, not looking at shovelware.all day. I dunno.
Just through this bundle alone I got a bunch of indie games I wanted all along: such as the aforementioned Celeste, a brutal platformer with a deep storyline about overcoming a mountain (and depression) (actually I already got celeste on epic but screw epic, itch is better). Or Sky Rogue, an arcade dogfight game with rogue-like elements. How about Pyre from Supergiant? Or Tanglewood for the Genesis and Micro Mages for the NES? Runner 3? OneShot? And I want to give Tonight We Riot a try.

I find AAA games to be barely changing staples rather than risks taken. How many Assassin's Creeds or Call of Duties are released at a dizzying pace? The endless armies of remakes? If AAAs take any risks these days, it's to introduce monetization to franchises or entries of franchises that didn't have it before.

Indies on the other hand take risks. An indie franchise often doesn't have thousands of installments with little differentiation, and each game feels unique. "Sensitive" or "taboo" issues (e.g. capitalism in Tonight We Riot, or depression in Celeste, or LGBT topics) are already tackled by indies in full force while AAA companies are still researching (if they even are) how to approach them lightly. Indies tend to focus more on the gameplay and it feeling good rather than graphics. Oh, and indies are less likely to put in monetization and more likely to offer fully premium experiences.

What I want to say is indies try. AAAs just stick to a formula and are likely to monetize the hecc out of their games.
I can categorize the majority of indie games into three categories:

1. Games that are modeled after (usually older) AAA games. Examples of this might include Timespinner (see GBA/DS Castlevanias), Avernum (and other games by that developer), Stardew Valley and Fell Seal: Arbitrer's Mark. These games clearly fall into established genres (though in some cases genres that have become less popular in more mainstream games), and generally seek to refine such concepts.

2. Games that resemble more conventional genres, but do their own thing. For example, I could put Super Meat Boy (one of the first precision platformers) and the freeware parody game Syobon Action (a troll platformer that appeared around that time) as examples of this, The basic gameplay (run and jump in these two examples) is rather familiar, but the game takes things in a different direction. Sometimes these spawn other games, like the precision platformer Celeste (which has a much more serious plot than either of the other games I mentioned here).

3. Games that are more experimental, often not fitting into established genres, or are of genres many gamers wouldn't think of. I could mention something like Cookie Clicker (which was originally made as a joke, and spawned its own genre that is mostly popular in the web and mobile spaces), or something like Waking Mars. I could also put Minecraft (at least when first released, might not be categorized as such now) and its spawn Terraria in this category. Then we have things like Visual Novels and arguably even Roguelikes (even if there were AAA-developed roguelikes like Shiren the Wanderer and Pokemon Mystery Dungeon); I could put Secret Little Haven (which I would classify as a visual novel, even though there is one major puzzle in it and its presentation is not typical) in this category.

It is likely that one's opinion of these 3 types of games might be different, even though they're all "indie".

I note that, for games in category 1, I am likely to like them if they are of a genre that I am otherwise interested in, so from that standpoint they're not really distinguishable from AAA games (even if you have to look back in time to see those AAA games).

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Pookina: Indies tend to focus more on the gameplay and it feeling good rather than graphics.
Except for those indies that have primarily non-gameplay focuses. I could mention something like Proteus, for example, where the focus is on appreciating the beauty of a procedurally generated world. (One consequence of the game being procedurally generated: The game's RAM usage is much higher than the installation size.) I could also mention kinetic novels as another extreme example; these games (if "games" is the right term for them) have no gameplay at all! Even something like Secret Little Haven focuses more on story and dialog than on gameplay (the main "gameplay" loop of that game involves going into an in-game chat program and reading the messages as they appear).
Post edited July 09, 2020 by dtgreene
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ChrisGamer300: If we go with Indie as budget and not inpendence then there's plenty that could be counted among them like:

* BG 1&2 was indie games back in the day
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teceem: Do you know the budget of the first Baldur's Gate games? And what are you comparing it against? An EA game from last year?
Baldur's Gate was a licensed product by TSR, and Black Isle, which was a brand of Interplay, has behind its publishing, so it wouldn't be "indie", to be precise.
Post edited July 09, 2020 by user deleted
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USERNAME:teceem#Q&_^Q&Q#GROUP:4#Q&_^Q&Q#LINK:19#Q&_^Q&Q#Do you know the budget of the first Baldur's Gate games? And what are you comparing it against? An EA game from last year?#Q&_^Q&Q#LINK:19#Q&_^Q&Q#
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Read the post I quoted. He made a divide by budget in stead of publisher.