Does Braid deserve its status as the iconic breakthrough indie game?

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Does Braid deserve its status as the iconic breakthrough indie game?
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How influential was Braid really?

moment. It has a reputation as more than just a clever puzzler with a mind-bending rewind mechanic—it was seen as a changing of the guard, a signal that independent games could finally compete with their big-budget counterparts.

He was, however, keeping close tabs on its commercial success. Braid sold well when it came out in August 2008, shipping 55,000 copies in its first week on Xbox Live Arcade, and its numbers only ramped up when it came to Steam in April 2009. Jonathan Blow spent $200,000 making it, and by 2015 he'd raked in nearly $6 million."I personally spent a lot of time analyzing [Braid's] numbers," says Patti, who was eager to convince investors that independent games could make money.

Dvorský calls Braid a"very smart" puzzler and notes that it was"one of the first really successful indie games" but again, he sees it as part of a"wave of games"—which also includes the likes of World of Goo and Windosill—that started grabbing the attention of players and other developers. It's hard to disconnect the success of Braid and its contemporaries from the rise of platforms like Xbox Live Arcade and Steam, which made it easier than ever for indie developers to get their games in front of players."The development became easier, and maybe even more importantly it also became possible to distribute and monetize games directly to players without having a publisher," Patti says."All of a sudden making smaller, low-budget games started to make sense.

Without the success of Braid and other games of the time, Kasavin says Supergiant wouldn't exist. The fact that Braid and other games like it found a large audience gave the team confidence that there was a possibility for indie development to be financially viable."Supergiant was self-funded, it was people drawing into their savings or asking their family for help, things like that, and we couldn't have done that for fun.

"Every ounce of that game felt like it was richly layered with subtext, that it was a deeply personal work, and a poetic work. I'd been playing games with impactful narratives since I was a kid, but the way in which Braid was able to take every aspect of its presentation and use it in service of a meaningful experience where every detail was intentional, that to me was inspiring."

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