Photorealism is not viable for indies
Concentrating heavily on graphics and custom-content is fine when you have a 100 strong development team. But it’s a potential catastrophe when you only ever have one or two people at most working on your games.
How do we compete against games with increasingly realistic graphics? Well, we don’t, at least not in a graphical sense. We believe that we can use our smallness as a strength, not a weakness, so instead we experiment with off-the-wall concepts and ideas that bigger companies usually wouldn’t go near.
At Introversion we design our games using a simple model; we keep content and complex graphical styling to a minimum, concentrating instead on creating an atmosphere or mood within our games that will draw the gamer in.
Sometimes, by actively removing yourself from the competition, you can do yourself enormous favours. The retro styling of our games has had a real practical advantage because games like Darwinia and Defcon with their unique art styles instantly stand out from the crowd and can be recognised from a single screenshot.
Introversion Software has created the PC games Uplink, Darwinia, Defcon and IGF 2006





