The newly released puzzle / adventure game known as Machinarium is one of the latest of a string of highly innovative indie games that prove that big budget titles do not always lead the way in innovation. In fact, as we argue in the book, many of the most important innovations are coming from small studios with limited budgets (see Chapter 10 of the book for a discussion of why indie studios are more innovative than large established studios).
In her article on Machinarium, Citizen Gamer Winda Benedetti recognizes this trend. “Take last year for example,” she writes.
Two of 2008’s most awe-inspiring-est and award-winning-est games seemed to come out of nowhere — “Braid” and “World of Goo.” These two independent titles were created by teams so small you could fit the whole lot of them into a canoe without sinking it. And still, both games ended up on every Best Game of the Year list that mattered. Quirky, intelligent, unique — these sleeper hits were a welcome wakeup call.
Sony seems to have also recognized this trend as it enters into exclusive development contracts with indie studios like Media Molecule and Thatgamecompany.
What do all of these companies have in common? One thing is that they are built around small close-knit teams that often arise out of personal friendships. Machinarium, for example, was developed by Amanita Design, an independent studio founded in 2003 by “seven guys in the Czech Republic working for free and using their savings to do so.” The result is simply a gorgeous work of art that is deserving of the accolades it has received (Earlier this year, it won the Independent Games Festival award for best visual art).
Benedetti notes,
Sometimes it’s not the biggest games that end up making the biggest impression.
And Machinarium certainly makes a big impression.

Prof.