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An indie game isn't "supposed" to be anything. Some people think of indie games as more artsy simply because indie games can be artsy. Big studios don't have the luxury of appealing to only a smaller niche audience like art games will do. They have to make back the absurd amount of money they spent making the game.

When you make an "art game," you're making a game that will only appeal to a small niche audience, which means most people will not like it. Indie games that are produced cheaply can get away with that. For example, I think "Gone Home" is a terribly overrated game, boring and reliant on cliches instead of real story telling, and lots of people agree with me. But that's ok because Gone Home didn't spend a huge amount of money on production, so it doesn't have to appeal to everyone.

I don't think any reasonable person thinks that indie games have to be art games, but they can be. They can also be point and click adventures and lots of other types of games that big studios won't touch because they won't make millions of dollars a year on them. Indies can make them because they don't have to make millions of dollars a year.

I agree with your point about the "Business" of big studios and the risks small studios can make. It can be very easy to forgot the the biggest Studios are often owned by (Third-Grade Finance Warning) Shareholders, and that to them a atmospheric game may not be something they want to show Shareholders who want to make money. Which tragically can lead to Sequel 2: Sequel: Reloaded. 

It's why I love indies. You can make things and not (generally unless our ramen budget is threatened) and not worry about the risk. Big Studios. You have 3+ million shareholders curious about the quarterly results. 

Do you think Gone Home could've done anything to be more valuable in your sight? ( I haven't played it by the way, just generally curious)

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Don't want to get off topic with a deep discuss of Gone Home, but in a nutshell, it's a walking simulator so there is no game to play. That can be fine, but if you're not providing any gameplay, you better have a damn interesting story. Gone Home does not. It's also way overpriced for its length. So I suppose to answer your question, things it could do to be better is either have some actual game to play, or have an interesting story, or both.

Ah thanks! I've always been curious about peoples thought. If you don't mind answering a more personal question: (and a broad one at that) what's a good price to length ratio? It's very subjective, but that has been debate I've heard a couple times about walking simulators or short artsy games.

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The price for length really depends very much on the genre of game. The best way to determine this when making a game is to look up popular games that are similar and see what they are selling for and how long they are.

For adventure games (what I usually play and make), the going rate at the moment seems to be about $2-$3 per hour of gameplay. For RPG's however, that may have a longer play time but only because of repetitive battles (grinding) taking up a lot of the time, the cost per hour is going to be much less than that.

It also highly depends on the quality of the game as well. It also depends on how well-known the studio is. A well-respected studio known for quality games can charge more and still get enough sales. It also gets cheaper per hour the longer the game is, too. If you make an adventure game that's 50 hours long, that doesn't mean you can charge $100 for it because no one is going to pay $100 for an adventure game.

There are a lot of factors that come into this, but as I started off saying, the best way to find out a price for your game is to look for similar games of similar lengths that are doing well, and see what they're priced at.

That's very solid response. Thanks for going in-depth into the subject, you worded it very eloquently!

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An indie game isn't "supposed" to be anything 

Couldn't agree more. That's the beauty of it, total freedom to do what you think a certain audience would enjoy.