IndiE3 Postscript: Weighing the Alternative
IndiE3 had an origin like a lightning bolt. E3, the biggest videogame consumer event of the year, was making its annual approach. A small group of videogame developers, critics and fans decided that they had had enough of the same things being served to them time over time. In a fit of commitment and enthusiasm they formed IndiE3, an event that purported to fight against the worst habit in videogame culture that E3 had come to represent: huge budgets, CGI trailers, discrimination of all kinds, and a commitment to the new at all costs. As one of us wrote here at Paste at the beginning of IndiE3’s weeklong event, “[IndiE3] is breathing a new kind of life into what has become a rote cycle of hype and disappointment in blockbuster videogames.”
Now IndiE3 is in the rearview mirror, and it is important to look back at the successes and the failures of the event in the cold light of day.
It began with a bang. Out of the gate the organizers were juggling game and trailer submissions, panel proposals, and support from outside organizations. It was these outside organizations that seemed to be the most crucial in these early planning stages. Hitbox, a streaming service, played host to all of IndiE3’s panels and showcases. Noted videogame news site Indie Haven devoted a significant amount of coverage to the event, organizing a large number of developer interviews and managing the schedule for the entire event. Trekking through the weekend and into the week proper, IndiE3 appeared to have a huge amount of support and excitement.
Every bang peters out, and by midweek the excitement that initially supported IndiE3 could no longer paper over the structural problems that began to be apparent. Lacking a mission statement or a code of conduct, there was no real way for the community at large to understand what IndiE3 was or what its politics and policies were. Some saw it as an attack on their enjoyment of the blockbuster games of E3 and responded accordingly. Some saw it as a slightly more formal version of the streams and streaming culture that they participate in daily. Some saw it as a rebellious outcry against the structural oppression that so many feel every day.
Problems began to snowball. The official IndiE3 account made a tweet that appeared to be taking glee in the racism of a game development company. During the opening set of streams, a streamer was harassed in the chat of a channel, which was allowed to go on because of a lack of moderators. An organizer made a transphobic comment.
The incidents piled up and action was taken. Community members volunteered to moderate stream chats. TJ Thomas, the initial creator and a key organizer of IndiE3, effusively apologized and pulled out of the event completely. Indie Haven released a statement announcing their withdrawal from the event, canceling dozens of developer interviews. The channels went dark for half a day, and from our perspective as outsiders, things seemed bleak.
When IndiE3 returned to life it was more cohesive. A sweeping Code of Conduct was posted on the event’s main site that covered the correct way to participate in all of the events IndiE3 was sponsoring. It made clear that the event was created to be a safe space in which to explore and comment on games and issues of all kinds, and invoked specific policies around content warnings and methods for processing what to do when called out for behavior that violated the Code of Conduct.
Alongside this document came a mission statement that attempted to clarify some of the political issues and questions that had plagued the event from the start, and while it did seem to answer some of the criticisms levied at IndiE3, it left us confused about IndiE3’s relationship to videogame culture on the whole.
Yet, even accounting for this reorientation, it’s hard to say what exactly the core character of IndiE3 was. With their new mission statement in hand, the organizers sought to provide a space for “those who have been marginalized and ignored” by E3. But this was a wide net to cast, and it meant that IndiE3 had to be many things to many different people. Independent developers just wanted a space to share their games to a potential (purchasing) audience. Critics and academics spoke on panels that analyzed individual games, industry trends and cultural issues. Members of the Let’s Play and podcasting communities showed up, bringing their schticks and their audiences.
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