If I had to choose one word to describe IndieCade’s culture, I would choose the word energetic. Each and every one of my colleagues is willing to go to extraordinary lengths to make sure that this year’s festival is bigger and better than last year’s in every way possible. I usually see the result of their hard work when I show up around 10 AM (REALLY early for me), and my boss tells me that she started working at 4 AM and had no intention of slowing down. The game industry as a whole is known for being an energetic bunch, but after seeing firsthand how IndieCade tackles some of the ridiculous problems that arise when planning a festival, I cannot help being particularly impressed with the company’s ardor. They are not an organized group, but I have no doubt that after all the rocky paths they cross they will make this festival the best yet.
I will describe IndieCade’s core competencies as follows:
1. Comfortable space for interaction between developers and audiences
2. Outreach to both gamers and nongamers
3. Space to reconsider modern conceptions of video games
The first competency refers to the overall presence of the festival. We have taken great care to ensure that IndieCade is enjoyable to explore. The almost utopian Culver City serves as our host, and this is no accident. Events take place in various locations throughout Culver City’s downtown area, which gives each a unique and altogether comfortable feel. Most of the festival takes place outdoors, which is rather surprising, as video games are traditionally played indoors. All of the locations help engage the festival-goers and the game developers in a sense of community right from the start. I have no doubt that most people are far more comfortable asking questions when a panel takes place in a bar rather than in a lecture hall. It is impossible to go to IndieCade while ignoring the people that created the games on display. They are the faces of the festival, and are always ready to talk about their latest creation.
The second competency is somewhat unique to this year’s festival. While IndieCade has always tried to attract new audiences, this year they are specifically targeting mainstream audiences, whether they play games or not. It may seem counterintuitive for an independent festival to try to attract the mainstream, but this approach helps spread awareness of the new directions games have begun to explore. We are marketing the festival at shopping malls and other large public spaces, in addition to creating activities such as Family Day that are catered to the less than hardcore crowd.
The third competency has defined IndieCade from its conception to its current form. IndieCade does not exist to honor the games that follow the pack, but rather the games that stray far away. These are the games that escape the public’s eye, but influence the entire industry. IndieCade brings all of these games together for one weekend, along with the individuals responsible for them. It is a chance for the public to interact with games in ways they never imagined, and a chance for some of the most influential developers in the industry to share their thoughts on where the medium is headed. If the festival is a success, everyone in attendance will leave with an entirely different perception of the video game medium.