Opinion

Indie Games Are Just AAAs With Less Budget

Hot take: the distinction is meaningless

Destin Piedmont
Destin Piedmont November 12, 2025 · 4 min read

The "indie" label has become meaningless, and pretending otherwise serves the marketing interests of everyone except actual independent developers. We've built a false dichotomy—indie versus AAA—that obscures more than it reveals about how games are actually made, funded, and distributed.

What makes a game "indie"? Independent funding? Creative control? Small team size? Distinctive aesthetic? The definitions contradict each other. Games funded by major publishers get called indie if they have pixel art. Games made by solo developers with publisher backing get called indie because the team is small. The category has become a marketing signifier rather than a meaningful description.

The Funding Fiction

Many celebrated "indie" games had substantial publisher support. Devolver Digital, Annapurna Interactive, Raw Fury—these companies function similarly to traditional publishers, providing funding, marketing, platform relationships. The games they release are "indie" while similar games from EA's smaller labels are not.

What's the actual difference? Marketing positioning more than material reality. "Indie publisher" has positive cultural associations; "publisher" has negative ones. But the business relationships are functionally similar—developers exchange equity or revenue share for funding and services.

Solo developers who self-fund through savings or crowdfunding are genuinely independent. But they're rare compared to the "indie" games that benefit from publisher infrastructure. The category has been stretched to include almost everything that isn't a major franchise release.

Creative Control Myths

Another supposed distinction is creative control—indie developers maintain autonomy while AAA developers execute corporate mandates. This is partially true but oversimplified.

Indie developers with publisher funding often face creative constraints: milestone requirements, marketability concerns, content guidelines. Conversely, many AAA developers on established franchises have substantial creative freedom within their constraints. The control spectrum runs through both categories.

The romantic image of the lone indie creator following pure vision while corporate drones execute committee designs is appealing but inaccurate. Both contexts involve negotiation between creative ambition and practical reality.

What the Label Obscures

The indie/AAA binary hides important differences within each category. A solo developer making their first game has almost nothing in common with a 50-person studio with publisher backing—yet both are "indie." A major franchise sequel from a corporate publisher differs from an experimental project within the same corporate structure—yet both are "AAA."

We need more granular language. Team size matters. Funding structure matters. Distribution method matters. Creative autonomy matters. None of these align cleanly with the indie/AAA distinction as currently used.

Why the Label Persists

The indie category persists because it serves marketing purposes. For publishers, it offers authenticity associations without requiring actual independence. For players, it provides a heuristic for finding certain types of games—experimental, personal, aesthetically distinctive—without requiring deep industry knowledge.

For actual independent developers, the label's dilution is harmful. Their genuine independence gets lost in a category that includes well-funded, well-supported projects with major marketing budgets. The "indie" label was supposed to signal outsider status; now it often signals specific aesthetic choices made by well-resourced insiders.

Moving Beyond Binary

I'm not suggesting we abandon categories entirely. But we should recognize that indie versus AAA describes a spectrum rather than a dichotomy, and that the spectrum includes multiple variables—funding, team size, creative control, distribution—that don't move in lockstep.

More importantly, we should judge games by what they are rather than how they're categorized. A game's funding structure doesn't determine its quality, its creativity, or its value. Neither does its team size or publisher relationship.

The indie label has become more noise than signal. It's time to develop more precise language for talking about how games get made—and to recognize that the romantic narrative of independent creation obscures as much as it reveals about the realities of game development.