<p>It’s hard to believe it’s been over five years since the independent game scene ignited a surprising revolution&period;  Video games have often been a medium which has to looked to the future in order to define itself&period;  While theatre harkens back to Shakespeare&comma; film worships Citizen Kane&comma; and literature is indebted to Dickens&comma; video games &&num;8211&semi; while having its own colorful past &&num;8211&semi; is usually fixated on what comes next&period;  When we talk about the future of video games we often discuss technology&comma; better graphics and more immersion&period;  Talking about virtual reality and the &OpenCurlyDoubleQuote;p”s or &OpenCurlyDoubleQuote;k”s games are running on is all well and good&comma; but video games have already been revolutionized in by their very business model&period;  This revolution wasn’t led by massive teams and multi-billion dollar companies&period;  It was pioneered by the independent scene&comma; and now the big boys of AAA are trying to catch up&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>For years video games have been rigidly structured in terms of price and distribution&period;  In fact&comma; going back to the late 80’s and early 90’s&comma; Nintendo ran distribution and pricing with an iron fist&comma; telling companies what price their games would be and how many copies would be distributed&period;  Nintendo’s grip on the industry has loosened over the last couple decades&comma; but companies still were beholden to the pricing and structure of traditional video game business&period;  Games would be printed on a disc&sol;cartridge&comma; it would be shipped to stores&comma; then it would sell between &dollar;40 to &dollar;60&period;<&sol;p>&NewLine;<p>Independent game development has existed since the early days of video games&comma; however&comma; without a publisher&comma; these game-makers had no ability to reach an audience&period;  It wasn’t until the internet became charted territory in the video game space that a route around publishers became was truly revealed&period;  The mainstream independent scene arrived when Microsoft announced in 2008 they would be giving independent game development a voice with their Xbox Community Games&comma; later retitled Xbox Live Indie Arcade&period;  Over the last six years we have seen an explosion of the independent scene&period;  Ignoring the traditional business model of more content for more money&comma; the independent scene sought to cut prices significantly and deliver more compact experiences which could be enjoyed in a number days&comma; rather than a number of weeks or months&period;  These games skipped retailers and disc distribution by releasing digitally on Steam&comma; Xbox Arcade&comma; and PlayStation Network&period;<&sol;p>&NewLine;<p>The independent structure has became a roaring success&comma; every year more small teams and developers are attracted to the independent space&comma; attempting Kickstarters or hoping to pass through Steam Early Access&period;  At this point&comma; so many independent studios are releasing games&comma; inspired by a handful of success stories each year&comma; they almost drown each other out&period;  Each week another studio pitches their small game&comma; asking between &dollar;10-&dollar;20&comma; trying to be another Braid&comma; Thomas Was Alone&comma; or Gone Home&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>Despite this thriving section of the video games industry&comma; AAA development has forged on&comma; almost ignorant of the revolution happening beneath its feet&period;  Studios continued releasing their &dollar;60 product&comma; focusing on retailers such as Gamestop and Best Buy to carry their games&period;  There is solid reasoning behind the long hesitation to embrace the digital market by large publishers&period;  First&comma; big publishers are sprawling companies&comma; changing ideology doesn’t happen overnight&comma; decisions are calculated and deliberated before being given a green light&period;  Second&comma; while the rise of digital distribution has been fun to watch&comma; there are large sections of the United States &&num;8211&semi; and the rest of the world &&num;8211&semi; who do not have internet access which would support digital purchasing&period;<&sol;p>&NewLine;<p>Thus&comma; AAA development and independent development have lived side-by-side&comma; nodding to each other in distant appreciation while never dipping a toe in each other’s waters&period;  Digital purchases have been on the rise&comma; something Sony and Microsoft sought to take advantage of with their new consoles&period; There have also been cases where Sony and Microsoft have offered to publish independent games on their consoles&comma; helping independent developers like thatgamecompany or Giant Sparrow&period;  Large publishers have also dabbled in free-to-play games&comma; mostly in the mobile space&comma; but none of have released traditional&comma; console-focused titles in the &dollar;10-&dollar;20 price range&comma; with a digital focus&period;<&sol;p>&NewLine;<p>Last fall&comma; when Ubisoft announced Child of Light and Valiant Hearts&comma; it was a unique moment for AAA games&period;  Both titles felt like something which would be touted by an independent studio&period;  Smaller teams and asking price&comma; shorter play-times&comma; digital-only releases&comma; it was obvious Ubisoft was basing their strategy for these games off of the independent business model&period;  While at PAX East&comma; I spent time playing both games at the Ubisoft booth&period;  With large explosions&comma; bombastic trailers&comma; and booming audio all-around&comma; Child of Light and Valiant Hearts felt like they belonged next to Hyper Light Drifter and Aztez rather than Wolfenstein&colon; The New Order and Evolve&period;<&sol;p>&NewLine;<p>Ubisoft’s release strategy is something which has been a long-time coming&period;  Companies either get accused of being repetitive&comma; releasing franchise titles every year which sell based on the title printed on the box-art&comma; or they lose millions of dollars taking a risk on a new property&period;  This new distribution model seems to split the difference&comma; creating minimal financial risk for Ubisoft &&num;8211&semi; not to mention little risk for the customer &&num;8211&semi; and new life for the video game industry&period;  It gives creators like Patrick Plourde a break from Assassin’s Creed and Far Cry&comma; allowing them to make something creatively rewarding and personal&comma; meanwhile protecting Ubisoft from a financial blunder&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>From what I’ve played&comma; Child of Light seems to be a fantastic game&period;  It will be interesting to see how many players find themselves trying it out&comma; not only because it looks great but also because of its instant availability at an affordable price&period;  If Child of Light and Valiant Hearts are successful&comma; who knows how many more games Ubisoft will release with this new business model&comma; or how long it will be until other third party publishers like EA&comma; Activision&comma; or 2K are releasing games the same way&period;  Child of Light could end up proving to be a lucrative and safe future for many AAA publishers looking to join the revolution indie games started years ago&period;<&sol;p>&NewLine;&NewLine;<div class&equals;"essb&lowbar;links essb&lowbar;counter&lowbar;modern&lowbar;right essb&lowbar;displayed&lowbar;bottom essb&lowbar;share essb&lowbar;template&lowbar;default4-retina essb&lowbar;1237352044 print-no" id&equals;"essb&lowbar;displayed&lowbar;bottom&lowbar;1237352044" data-essb-postid&equals;"56744" data-essb-position&equals;"bottom" data-essb-button-style&equals;"button" data-essb-template&equals;"default4-retina" data-essb-counter-pos&equals;"right" data-essb-url&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;56744&sol;ubisofts-vision-for-the-future&sol;" data-essb-fullurl&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;56744&sol;ubisofts-vision-for-the-future&sol;" data-essb-instance&equals;"1237352044"><ul class&equals;"essb&lowbar;links&lowbar;list"><li class&equals;"essb&lowbar;item essb&lowbar;link&lowbar;facebook nolightbox essb&lowbar;link&lowbar;svg&lowbar;icon"> <a href&equals;"https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F56744&percnt;2Fubisofts-vision-for-the-future&percnt;2F&t&equals;Ubisoft&percnt;5C&percnt;26&percnt;23039&percnt;3Bs&plus;Vision&plus;for&plus;the&plus;Future" title&equals;"Share on Share" onclick&equals;"essb&period;window&lpar;&&num;39&semi;https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F56744&percnt;2Fubisofts-vision-for-the-future&percnt;2F&t&equals;Ubisoft&percnt;5C&percnt;26&percnt;23039&percnt;3Bs&plus;Vision&plus;for&plus;the&plus;Future&&num;39&semi;&comma;&&num;39&semi;facebook&&num;39&semi;&comma;&&num;39&semi;1237352044&&num;39&semi;&rpar;&semi; 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Josh Hinke is a part time centaur trainer in Hollywood, while going to school full time to be a professional Goomba. In between those two commitments I write about video games and cool things, like pirates and dragons and dragon pirates.
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