k✳Let’s talk
Back to Journal
29 September 2026 · 6 min read

Why Indie Games Are Becoming More Exciting Than AAA Games

Bigger budgets can build bigger worlds, but they don’t always create better experiences. A game developer’s perspective on why indie games often feel more inventive, personal, and worth our time.

Game DevelopmentIndie GamesGame DesignOpinion
Image from indie game denshattack!

“Better” is a difficult word to use when talking about games. Are we judging visuals, combat, storytelling, originality, or how much we enjoyed playing?

AAA games can deliver remarkable performances, detailed environments, and moments that would be difficult for a small team to produce. But when I think about what makes a game memorable, production quality is only part of the answer.

A clever mechanic can stay with me longer than a beautiful cutscene. A small world with a strong identity can feel more compelling than a huge map. And a game that understands its best idea can be more satisfying than one offering dozens of things to do.

That is where indie games often stand out.

One good idea can carry an entire game

A game does not need to do everything. Sometimes it needs to do one thing exceptionally well.

Think about how Baba Is You turns its rules into objects you can move, or how Papers, Please builds difficult decisions around the seemingly ordinary task of checking documents. Their central ideas shape the experience.

That focus matters. Mechanics, presentation, and pacing can support the same goal instead of competing for attention.

As a developer, I find this encouraging. You might not have the resources to build a massive world, but you can still explore a mechanic deeply enough to make something distinctive.

The challenge is recognizing which idea deserves that attention.

Smaller projects have room for different risks

Independent development is financially risky. Small teams have limited time, limited money, and no guarantee that anyone will discover their game.

But a smaller production can sometimes pursue an idea that would be difficult to justify at a much larger scale. It can serve a particular audience, embrace an unusual art style, or build around a mechanic that needs explanation before it makes sense.

A large project has more people and resources to coordinate. Changing direction becomes expensive. Familiar structures can become attractive because they are easier to explain and plan around.

This does not mean AAA developers lack imagination. It means the conditions surrounding a project influence which ideas survive.

An unusual game can begin with a question as simple as: “Would this be fun?” Giving that question room to develop is valuable.

A strong identity matters more than realism

Technical detail and artistic identity are different achievements.

Realistic lighting, elaborate animation, and high-resolution textures can contribute enormously to a game. But they cannot decide what the game should feel like.

A distinctive silhouette, a deliberate color palette, or a well-timed sound can communicate more than an environment filled with detail.

Hollow Knight and Stardew Valley, for example, have very different visual styles, but each creates a recognizable world. Their presentation belongs to the experience.

This is one of the most useful lessons small games offer developers: choose a visual direction you can execute consistently. A focused style gives you a way to make decisions, including decisions about what to leave out.

More content does not always mean more enjoyment

I do not think a game earns its value simply by taking longer to finish.

Extra missions, collectibles, and progression systems can be enjoyable when they support the core experience. They can also make a game feel repetitive when their main purpose seems to be extending it.

A shorter game has the opportunity to introduce an idea, develop it, surprise the player, and end before that idea becomes exhausting.

Of course, indie games can overstay their welcome too. The useful distinction is between meaningful depth and repeated activity.

When designing a game, I think it is worth asking: does this additional content create a new decision, feeling, or challenge? If it does not, perhaps the game is stronger without it.

You can feel a particular point of view

One quality I appreciate in many indie games is their specificity.

A game might be strange, quiet, uncomfortable, funny, or built around a subject that rarely appears elsewhere. Those choices can make it feel like someone had something particular they wanted to explore.

That matters to me as a developer interested in culturally grounded games. Familiar places, local humor, and regional experiences can give a project an identity that a larger budget alone cannot provide.

A game does not have to represent everyone to connect with people. Sometimes its most specific details are what make it interesting to someone encountering that world for the first time.

AAA games still have something important to offer

I would not want a future without ambitious large-scale games.

There is room for carefully directed blockbuster experiences, complex simulations, and worlds built through the collaboration of many talented people. Small teams also face problems: uneven polish, limited accessibility, technical issues, and the difficulty of supporting a game after release.

Independent development is not a guarantee of quality, just as a large budget is not a guarantee of creative stagnation.

There is also a selection bias in this discussion. We tend to remember the exceptional indie games that reached us, while many others go unnoticed.

The point is not that every indie game is better. It is that scale has become a less convincing reason, on its own, to be excited.

What I want to carry into my own work

The lesson I take from indie games is to give a project a clear reason to exist.

Find the mechanic that makes someone want to try again. Build a world with an identity. Let the presentation support the play. Be willing to remove features that distract from the strongest part of the experience.

Those are difficult decisions at any team size.

For me, indie games become more exciting when they show how far a focused idea can go. They remind me that meaningful progress in game development can come from asking a different question, observing how someone plays, or improving one small interaction.

That is the kind of ambition I want in the games I make: something players remember because of how it felt to play.