I'm not anti of any sort, but somehow words of Pixel, Cave Story's creator, sound to me more convincing:
"I developed Cave Story at my own pace, taking my time, and while doing so I released a few other smaller games as well."
"Some people say they'd like to see Cave Story come out on household gaming devices, but I'm not sure how to go about that. If I were to get into commercial development, I worry that I might not be able to create things the way I want to, so..."
"I've worked with others on projects. It was quite fun. However, when you carry out the planning and creation as a group, my impression is that you lose a lot of flexibility and have to take on all kinds of new troublesome issues. That kind of situation is for the pros (the ones who make games as a job), and I don't see a great deal of merit in it for individuals."
"I have no plans to make a sequel."
"If the benefits of going shareware were to outweigh the benefits of freeware, I'd go with shareware. Right now, though, I don't see much point in shareware..."
All taken from interview with Derek Yu, not hard to find... I dont think it's good to worship people for anything and I dont think the guy is crystal clear in his thinking, but he does show true artistic mind. I did what I did, people have fun, I'm satisfied, I have real-life. Creation done totally independently and without thinking of its future impact or possible sales. And no plans to change the way.
You know, when I read indiegames and all its affiliates I see people who dont want to make games. I see people who want to make career, set new grounds, invent new game-physics, get a job in "serious" company. Nowhere is to spot the spirit coming from Pixel's words. It's all about getting job and making money.
The guys who did Hurrican, one of the best games in this century, considering the fact that it is free project and they spent their own funds to make it. I havent seen them promoted anywhere. I dont know of these guys being featured in various expos, so heavily promoted by aforementioned sites, in USA. They should be imo, but they arent. They're not indy enough? Is it really a problem that guys are not from "the country"? We live in internet age, make them stars. Make interviews, show their faces, forget funny surnames.
But it becomes a bit troublesome if they dont want to show their faces and make market-oriented statements, huh?
I dont claim that whole rapidly growing so-called indy market is two-faced. But I feel that there's strong urge among some of young developers to become great instead to become old-fashionedly good. I had whole section of excerpts from interviews to write here, but I felt it would do more harm than good, so I decided to not quote some guys. Maybe except one, because he says much. Dont search for name.
"The response to the game has grown slowly through word of mouth over the years. I made a point of having a forum and releasing builds very very early on.
What has also helped spread the word is that I've submitted the game to IGF for... I think 5 years in a row now, which has gotten our website link onto the entries list page there each year. We haven't made it into the finals yet, but that linking alone has driven a lot of our traffic and slowly built our fanbase. The compounded exposure we've gotten over the years absolutely built our fanbase, which are now paying customers.
Also, the IGF deadline each year was a great motivator for me to get my ass in gear and hit some milestones. If it wasn't for IGF, the game would not be in a state that we could be selling it at this point."
"Yeah! This year there's at least five big indie-specific game competitions: IGF, PAX10, Indie Game Showcase, IndieCade, Slamdance."
I dont think the guy is bad and only wants to make name. But i'm afraid he is market-oriented. And this is where inventiveness ends. Even if he doesnt fully realize it.
It's an example. If you find the whole interview, dont judge him. I took what I wanted to show my point of view. And the whole post is provocative. I want to anticipate what will happen anyway.

