Stroll end to end at IndieCade, a now-annual game festival and conference in Culver City, and there's as much for the spectator as there is for the player.
Look right, and four people are walking around with robots on their heads, walk left and players are gazing off into digital worlds via virtual reality headsets. In between, players sampled a crowd-funded board game such as "The Perfect Heist," or tried out new games for Nintendo's Wii U and Sony's upcoming PS4.
Well over 120 games were playable the four-day IndieCade, which concluded on Sunday. Ten awards were handed out on Thursday night to a potential 36 nominees and an additional 19 games were on display as honorary mentions. One can spend four days playing games at IndieCade and barely scratch the surface of what's available.
The 7-year-old event recognizes only independent games, a now thriving alternative to mainstream games due to the availability of download services on PCs and home consoles. For its 2013 ceremony, IndieCade received more than 800 submissions for one of its potential awards. Seven years ago, IndieCade received 98 submissions.
"We can change the kind of games that are in the world if we can change the context and community in which they are built," said USC School of Cinematic Arts Professor Tracy Fullerton at IndieCade's opening gala. Fullerton was honored as a "trailblazer," the fest's equivalent of a lifetime achievement award, and the spirit of risk-taking innovation of which she spoke was evident in many an IndieCade game.
Some of the award-winning games have the potential for mass appeal, such as the goofy Wii U party game "Bumpie's Party: Spin the Bottle." The latter, from Denmark's KnapNok Games, requires the Wii U's GamePad controller but not a TV, and it won IndieCade's technology prize. Others, such as grand jury winner "Quadrilateral Cowboy," a hacking game set in the '80s, are still in development.
Jake Elliott one of the designers of "Kentucky Route Zero," an abstract narrative game set in a desolate truck stop town, thanked William Faulkner for his inspiration when accepting the award for story/world design. Another narrative-focused game, "Gone Home," took the prize for audio design, its story of one family's past and failing told through melancholic ambience and riot grrl songs.
Some nominated games will be available soon for home consoles, such as "Super Time Force," a retro-styled platformer with time manipulation twists. Others, such as "Gunpoint," a game that replaces conventional video game weapons (read: guns) with absurdly powerful pants have already become indie success stories.
But platform doesn't matter at IndieCade. "Dog Eat Dog" is a politically focused card game that won the impact award, while the fast-paced and hectic "Spaceteam" is available only for mobile devices and was recognized with the interaction award. A special-recognition trophy went to indie designer Porpentine, whose many choose-your-own-adventure-type games showcase game storytelling at its most avant-garde.
Hero Complex spent three days at IndieCade talking to developers and playing as many games as possible. Below is a sampling of the titles that made a lasting impression. In the days and weeks ahead, however, Hero Complex will have more on the games and personalities of the independent community.

Expect to get physical in "Bumpie's Party: Spin the Bottle." (Knap Nok Games)
"Bumpie's Party: Spin the Bottle"
The following three things happened within five minutes of playing "Bumpie's Party: Spin the Bottle": I did the waltz with a 10 year-old stranger, attempted to cut down a virtual tree with my eyes closed and then contorted my body around that of another stranger – this one a grown adult woman – in a "Twister"-like attempt to grab a video game controller that lay just beyond her. Hands were held, legs were grasped and everyone felt a little embarrassed.
This, says developer Dajana Dimovska, is the goal. The team at KnapNok Games wants players to get physical, get close and get awkward. Their Wii U title, "Bumpie's Party: Spin the Bottle," does so in the most cutesy way possible. There is no kissing required, but pastel-colored worm-like creatures will urge players to take part in odd little party games that will force everyone to get to know each other fast.
The game shifts attention away from the TV to focus on the Wii U's GamePad and handheld controllers. Sometimes players will get close, being asked, for instance, to squeeze buttons on a controller using only their nose, with only the controller separating their faces from touching. Others are more rhythmic, asking players to hug and jump to a beat.
"If you don't know the people, of if you're an adult, you don't really know if this OK," says Dimovska. "Can I actually touch this person? Is it too much if I hold your hand? That's a dynamic I really love. I love making people do stuff that's out of the ordinary, but at the same time it's innocent and family friendly. It's the setting that makes it a different experience."
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