Remember when you were a kid and your parents went to IKEA and they put you in the ball pool and then you were like “oh man, there’s a million colored balls! And I can swim in them! Wheeeeeeee!”. Personally I don’t remember that at all, because I have never in my life been in a ball pool. But I imagine the experience to be similar to being at GDC, where you can marvel at amazing indie games and roll around in them all starry-eyed. By which I mean, roll around in them mentally. With your mind.
Sorry, that was really the best intro I could come up with. This is what happens when you don’t post for several months.
What I’m trying to say is that if you’re still somehow jaded about gaming, even after the spectacular video games parade that was the year 2007, then the indie games shown at GDC will definitely cheer you up. (A special shout-out goes to Toblix, the resident grumpy man of the Idle Thumbs forums. This post is for you!)
So let me tell you about those games. For a look at some brand new gameplay ideas, you can always rely on the Experimental Gameplay Sessions. Katamari Damacy was famously first presented there in prototype form in 2004, as well as several other games that have since risen to indie stardom. The Experimental Gameplay Sessions again delivered a fantastic aggregation of innovative games this year.
You owe it to yourself to check out all of the featured games. Play them. Really do. Of course, some of them are a bit rough around the edges, but they are all driven by interesting ideas.

It’s great how all these games lovingly embrace the abstract possibilities of gaming. What if you play an invisible monster that you literally cannot see? What if you could co-op with yourself from the past? What if the world was black and white and you had to constantly shift color in order to get anywhere? (Dude, I think about that all the time.)
You might actually know some of these games already. It’s striking how many of them were made in Flash, and indeed some of them have already been viral intercloud sensations. It wouldn’t be surprising if expanded versions of some of them show up on XBLA, WiiWare, PSN, Steam or elsewhere. If I’m not mistaken, the excellent Crayon Physics Deluxe is already being ported to Nintendo DS, which is clearly the right platform for a game that involves drawing.
Some of these games — particularly the ones involving time-manipulation or playing two levels at once — can quite boggle the mind. But once you start playing, you will quickly and intuitively understand the rules of the game world, and they turn out to be a lot more manageable than you expected. If you’ve played Portal you are quite familiar with how that goes.
Shadow by Alex Austin (Gish co-creator) had the most impressive gameplay mechanics shown at the Experimental Gameplay Sessions, at least to my mind. It’s not yet available for public consumption, as it’s really just a very early prototype, but maybe its ideas will be further fleshed out in a full game someday. In Shadow, you have to navigate your way to seemingly unreachable areas in a 3D environment by occasionally shifting to a 2D environment that consists of the shadows cast by all the objects. That makes it possible to, for instance, hop from the shadow of a block that is cast on the floor onto the shadow on the same floor of a block high in the sky, then shift back to 3D, et voila; you are on top of the unreachable block in the sky. It’s like Crush on crack.
Then there’s of course the Independent Games Festival and awards, which had a phenomenal line-up this year.

Audiosurf gives you a whole new way to experience the music that’s on your harddrive. Fret Nice uses the Guitar Hero controller in a platformer. Fez puts its own unique spin on the 3D/2D shifting mechanic from Crush and Super Paper Mario, and also looks delicious. Crayon Physics Deluxe will make you smile. Ookibloks will also make you smile (hooray for dynamic music). On the other hand, experimental horror-adventure The Path will probably creep you out a little, although that depends on the decisions you make. And take a look at Flipside. That’s made with the Source engine. Yeah.
Let’s also not forget World of Goo, which grabbed the Design Innovation Award this year. It takes the basic gameplay of Tower of Goo and expands on it in really cool ways.

Which reminds me: Kyle Gabler, the designer of World of Goo, gave a rather insightful and entertaining presentation called “A Tale of Two Kyles” at the Indie Games Summit together with Kyle Gray. Both Kyles worked at EA for some time until they got bored with sequels and license-based games. Both took very different approaches to getting their own projects started. While Gabler decided to fly out on his own to make Tower of Goo, Gray decided to work from within the belly of the corporate beast. He somehow convinced EA to give him a small budget to make a small game, which eventually evolved into an unannounced Nintendo DS title.
Gray showed some prototypes of the game, which involved a Brittish explorer platforming his way through the jungle, killing monkeys, and occasionally transforming into a Mecha Big Ben with mechanical arms and lasers.
Oh man. I… I think I have something in my eye.
You know what? Games are awesome. Like I’ve said before, it feels like the industry has entered a (mini?) golden age, and for a large part the super-talented men and women from the indie scene are to thank for it.