What Star Wars (Episodes IV-VI) And Indie Game Development Have In Common?

One Finnish tv channel was broadcasting Star Wars Episode V, and I chose to watch it again. I don’t know how many times I’ve seen it (probably a few times I think) and don’t know how many years it has been since I last saw it.

What I found pretty interesting was that: even though that ice yeti (not jedi, yeti) monster in the very beginning looked like crap (I was thinking something like muppets when I saw it) and the visual effects cannot compete with today’s technology (except of course the cool light saber effects, ahh…) the film was still pretty darn good. I had no problems watching it again. It was a retro trip.

Sure, it is old as hell but it’s sort of like so legendary thing that you just gotta watch it and amaze how Lucas & those other chaps pulled it together.

It’s just amazing how good movie series can be without super duper special effects.

Sort of reminds me ideology behind indie game development (at least if you look from today’s perspective). Episodes IV to VI beat I, II and III – yet they had smaller budgets, smaller crews, smaller effects and so on.

With smaller budget, you simply don’t have the resources to create something utterly stupid as Jar Jar Binks.

I rest my case.

It’s also quite legendary that Star Wars brand is so… huge. I don’t know how much money Star Wars stuff generates but since they are selling Darth Vader costume replicants for $600+ (yeh, just see here) you know you are witnessing something huge.

This part of Star Wars didn’t remind me about indie gaming…

Juuso Hietalahti


  1. I think that nostalgia plays a great role here. I still love Lost Vikings (because it brings back memories) but younger players think it’s crap (“What, no HD?”). Same with Settlers 2 and HOMM2. And Supaplex. And Starcraft. And a lot of other games.
    If you show StarWars to a younger viewer he might go “OMG what’s that hand-puppet, ROFL”…

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