Why Freeware Games Matter

Freeware is freedom. Its resources are limited, but its only master is design. If a freeware game is bogged down by excessive content, then this is a product of its own vision, not consumers’ pocketbooks or executive greed. Freeware is the Cave Story that a man fawns over in his spare time for five years. It is Dwarf Fortress, challenging, rather than stymieing the potential of the human imagination. It is Cart Life, an empathetic artist‘s heartbreaking, yet hopeful, realism. These developers, nay artists, deserve to be paid for their work. But one of the reasons their work excels is they have made games that needed to be made rather than sold. They carried on, though they were never guaranteed a dime of support. There are so many component parts expected of modern games—music, art, writing, oh yeah and the “game” part—I’m surprised anything coherent ever gets done. A freeware game of substance is nothing short of a remarkable triumph of the human spirit.

Most commercial games would have greater impact (and would probably be more fun) if they took a fraction of the time to play through. I spent some time reviewing Triple A games, and in that span of time I reviewed some clunkers and some gems. My experiences, regardless of each game’s competence, all shared a common thread. As soon as I got whatever it was that the game wanted to say to me, its message was dampened,squashed even, by hours and hours of excessive content. I still play Triple A games (currently enjoying Final Fantasy XIII-2 in a terrible sort of way), but I don’t often write about them anymore or even play them all the way through. In general, commercial games are bogged down by more content than they need because that’s the standard.

The music industry’s loudness war is a similar phenomenon. Consumers expect music to maintain a consistent volume across an ever-increasing variety of devices, and publishers want their tracks to be just a bit louder and have just a bit more punch than the other songs on any given playlist. To keep up, sound engineers are forced to use more compression, so they can continue to boost volume and sell albums. As a result, music production, in general, has grown louder but less dynamic over the years. The commercial games industry’s equivalent of the loudness war is a sort of “hours war.” Commercial games are expensive because games are becoming more and more expensive to make. Since big-budget games are so expensive, players expect them to take up a certain, quantifiable amount of time. It rounds out to about a fifteen-twenty hour (or thereabouts) minimum time slot for a sixty-dollar price tag. But even that isn’t enough, really. According to consumers and critics, a game should ideally feel infinite and unlimited. In order for you to get your money’s worth, it should have the potential to take up more time than you have. Fortunately, the loudness war seems to be losing steam, but I’m not so optimistic about the hours war.

At first the idea seems strange, but the appeal of purchasing content we might never see is understandable. We’re just trying to stretch out the time that Electron Dance appropriately deemed “those honeymoon hours,” in which a game still feels like an exciting expedition into the unknown. Skyrim is one of those games that seems like it’s meant to be played forever. Isn’t it strange that we expect games that are meant to be played forever? It’s kind of exhausting to think about from a consumer’s point of view. And from a developer’s point of view, it must be pretty limiting in an “arrow to the knee” sort of way. Why should a game spend a ton of resources on wearing out its welcome instead of just ending and probably making a more meaningful impact? Skyrim fills its world with a staggering number of locales and NPCs. It takes a few minutes to remember where you are and where you should be going, about an hour to get your bearings in any given play session, about a day to make any discernible progress. Much of this time will be spent rifling through an inventory screen.

On the other hand, a strong argument can be made that games provide experiences that aren’t meant to be finished, as they allow us to continuously pursue expertise in a certain skill set. Playing Dwarf Fortress, a freeware title by two brilliant brothers, is sort of like pursuing fluency in an alien language. When you first look at the screen, you don’t see what you’re meant to see. After hours of patience and persistence (and access to the internet so you can get to the game’s wiki), the setting and its inhabitants gradually start to seep into the mind’s eye. Dwarf Fortress is another game that has the potential to be played (and possibly developed) forever. Nonetheless, it has a clear beginning and end. In fact, with its gigantic procedurally generated fantasy realms, it provides endless beginnings and endings. Because no matter how many clever strategies you implement, you will lose, and your fortress will fall. Dwarf Fortress is a phoenix of a game, with the capacity to enthrall over and over and over again, thrilling a player’s devoted imagination in fresh, wondrous ways with every rebirth. This game exists because two visionaries have devoted their lives to it. In a commercial setting, with a mandated development time and release date, it would have been an entirely different entity. By dismissing modern graphics, the developers have freed themselves to focus their attention on the game’s capacity for simulation. The result is a new standard for game mechanics and the transformation of keyboard characters into a sort of high art. Dwarf Fortress is an ever-evolving creature of artistic energy and technical prowess. It is a life’s great work.

It is worth saying that independent game development has already offered an answer to the time-sink problem by providing smaller, more thoughtful, titles at a lower price point. In addition, indie titles are practically given away periodically, bundled together and sold at a minimum as low as a few dollars. Similarly, mobile games offer an opposite end to the fifteen-hour minimum spectrum, but this development market has its own limiting burdens to bear. Mobile game developers are encouraged to provide instantly gratifying experiences that can be picked up and put down in a matter of seconds, so tons of people will throw a dollar their way. Of course, there’s always room for an explosion of innovative flair (like Sword & Sworcery EP) that transcends expectations.

It is important to purchase games, if one can afford to, because it is important to support those who make games for a living. Freeware compliments and enriches the commercial games industry, but it cannot displace it. However, it is also important to experience art for art’s sake, and freeware is just that. Paradoxically, it is both easier and more difficult for freeware to reach its audience. We inevitably engage with purchases differently than we do with something that simply presents itself to us. By spending money on something, we have already committed the time of our labor. To match this commitment, we feel an obligation to spend an adequate amount of leisure time before we dismiss this purchase and move on to something else. A freeware game, on the other hand, has a smaller window of time in which to prove itself. Without the prior monetary commitment, the player feels no obligation to enjoy it, so it is more easily dismissed. Sometimes it’s important to step back and remind ourselves that there are things worth paying attention to that won’t cost us anything more than a bit of our time. We are so unbelievably lucky.

(As for supporting developers, Bay 12 Games constantly works on Dwarf Fortress and accepts financial support. Newer versions of Cave Story are now available on multiple platforms. Cart Life has paid versions that contain additional content.)

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10 thoughts on “Why Freeware Games Matter

  1. gnomeslair says:

    Another excellent and well-thought out piece. Mind you, I do very much agree, and was particularly fond of the subtle way in which you presented the inherent dialectics of creating art within capitalism. Brilliant!

    • Alex says:

      Ah Gnome, you do me a kindness. You’re making my ramblings sound much more intelligent than they are, and for that I thank you!

  2. I’ll disagree with one aspect of this otherwise excellent post – I don’t really see an hours war going on. If anything, over the last decade games have kept shrinking, becoming short, crippled experiences that can be slightly extended via overpriced DLCs. Skyrim is the exception, not the norm. If I think back to the games of 10-15 years ago, modern games seem downright insulting in their shortness. (Fifteen hours? Are you kidding me?)

    What I do think, though, is that a lot of designers don’t know how to structure their content at all. They’re trying to make all of their game instantly accessible so that players don’t whine about difficulty (as when people in the RPS comments were complaining about how wandering into the jungle could get you killed in Risen 2; there were people there who genuinely thought that being able to encounter a powerful enemy early in the game was a design flaw), and as a result the game has no sense of progress or change. While there are situations where that kind of choice is legitimate, many commercial games fail precisely because they’re afraid of making the player work, afraid of letting the player miss out on their precious content.

    You’re very right about freeware, though. There’s a freedom that comes with developing without the need for profit that is incomparable (and a very good argument for socialism). I have to choose my games very carefully these days, and I’m certainly unlikely to make something as experimental as The Museum of Broken Memories when I desperately need to earn money. But then, the frustrating thing is that you just don’t get taken seriously if you make freeware. Well, it’s gotten better now with whole “indie games” thing (which didn’t exist when I started), but it’s still not easy. And browser games are even worse – your games just get categorized as “casual” and ignored. There’s a real divide there.

    • Alex says:

      Thanks for reading, Jonas! It’s great to hear your perspective.

      Though Skyrim may be the exception rather than the norm, I feel like I’m seeing a lot of exceptions these days. When I wrote this, I was thinking about games like Skyrim, Final Fantasy XIII-2 and Kingdoms of Amalur (all of which have been released in the past few months)—Enjoyable games in their own right, that nonetheless sell themselves based on how much potential time they can extract from you, among other factors. All of the titles I mentioned are RPGs, so it might have been prudent if this post had made genre distinctions. There’s just so much fixation, in ever genre, on tacking on extra modes: multiplayer (if your game is single-player focused, vise-versa if it’s multiplayer focus), unlockable difficulty modes, new game +, etc. etc. I feel like DLC is a part of what I’m talking about. It’s all there so a publisher can say its game will take up a significant chunk of time.

      By the way, I really enjoyed The Fabulous Screech, though I have a bone to pick with you for bringing a tear to my eye in the middle of the week, right before I had to go to work. I really had to collect myself there. Fantastic work!

  3. Nicolau says:

    This is a really great piece. I have never thought from this “excessive content” perspective, and it makes a whole lot of sense. Having played so many indie/freeware games now, my patience with commercial games is much shorter too.
    In the world of RPGMaker people, a common trend is trying to make the game as long as possible, and it’s often pointed out as a feature. “Over 20h of gameplay!”, like it was a good thing. Many people who work with simple-to-use game making tools end up trying to blindless copy commercial games standards, and they don’t even realize how pointless that may seem.
    Keep up the good work! I love this blog.

    • Alex says:

      Thanks Nicolau! It’s good to hear from you again.

      I played through Beautiful Escape: Dungeoneer pretty recently, and I won’t say I “enjoyed it,” but I don’t think that’s the point is it really? I did find it very affecting. Really challenging, unsettling stuff. There’s a defiant bravery in your design philosophy that I don’t think I’ve seen anywhere else. What you’re doing is important for freeware, and for games in general, so I genuinely hope that you keep at it. From perusing your blog, it looks like you’re about to finish your latest project, so congrats!

      As for what you said in the comment, I totally agree, and thanks so much for the kind words.

  4. [...] That Exist Skip to content HomeAbout ← Why Freeware Games Matter March 9, 2012 · 8:13 pm ↓ Jump to [...]

  5. Sam H says:

    Glad to see that you aren’t just writing reviews for games (although your reviews are honestly great). I never really thought about the loudness war for mainstream commercialized music, that is actually very interesting and I appreciate the link. Honestly though, I tend to stay away from such radio top 100′s music if I can help it.

    Your writing style and topic kind of reminds me of this guy: http://news.quelsolaar.com/#home

    He is the developer for the MMO “Love” which got some press a while back but never really got outside its niche audience. You should check out his blog it is actually really interesting as well and I read up on it every now and then like I do with this one.

    • Alex says:

      Thanks very much for the kind words and for the link, Sam! That’s good writing on that site there. Interesting stuff. I really like how he picks apart game design philosophy, and I’m flattered that you would compare my writing to his. Lately, I’ve sort of been trying to find this site’s identity. I know I want to exclusively focus on freeware, but I also don’t want to limit the writing to a casual review style (though I do enjoy that). I’d like to branch out, so I’ve been trying to figure out how to tie everything together. Thanks for bearing with me.

  6. Sam H says:

    I mean your style is similar more in terms of that it involves pondering, cogitation, not merely scratching the surface of gameplay but going more in depth to elements that are both outliers of the game itself and broad in scope.

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