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[Cairn] Why Cairn is different from other indie games

This article is a translation of the following Japanese article:

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Works that are not “edgy” but “made with determination”

When you hear about indie games,

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  • Idea competition
  • Edgy concept
  • Small but unique
Many people have an image like

.

At first glance,
[Cairn] may seem to fit within that framework.

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However, in reality,
its position is fundamentally different from many indie games.

Author: “[Cairn] is a work that was born out of “a determination to cut things down,” rather than “to make a unique game.”

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① It doesn’t end with a “one-shot idea”

Many indie games are

  • Interesting trick
  • Easy to understand concept
  • Surprise at the moment of touch
Emphasize

.

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That’s not a bad thing in itself, but
as a result,

  • Fresh at first
  • Monotonous from the middle
  • The experience ends up being shallow

There are quite a few cases.

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[Cairn] is different here.

  • No fancy tricks
  • There are few explanatory performances
  • Sober from the beginning

Instead,

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  • The more time you play, the deeper your understanding becomes
  • The weight of judgment increases
  • Experience accumulates

It is designed.

Author: “[Cairn] is not the first game that is easy to understand, but the last game that remains.”

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② Not trying too hard to “entertain” the player

In indie games

  • Something always happens
  • Tips to keep you from getting bored
  • Good tempo
Many of them are made with

in mind.

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[Cairn] doesn’t dare to do that.

  • There are times when nothing happens
  • There are moments when the music doesn’t play
  • There’s time to just think

I’m not afraid of this “pause”.

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Author: “Cairn uses silence and stillness, which many games avoid, as a weapon.”


③ Not using growth factors easily

In indie games

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  • Skill tree
  • Ability enhancement
  • Number growth

often keeps
players back.

However, [Cairn] has

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  • Clear level up
  • Numerically enhanced
  • Flashy growth performance

hardly exists.

What grows instead is

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  • How to read terrain
  • Detecting danger
  • Ability to identify one’s own limits

It is.

Author: “What grows in [Cairn] is not the character, but the player himself.”

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④ Choosing not to draw attention to the story

Many indie games are

  • Strong message
  • Easy to understand theme
  • An emotional story
Bring

to the front.

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[Cairn] hardly talks about it.

  • Why climb?
  • What are you carrying on your back
  • What are you waiting for

is not clearly explained.

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But with that,

  • Players find meaning on their own
  • Creating your own reasons for your actions
  • Inner experience becomes stronger

It has a structure.

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Author: “[Cairn] is a game that lets you create a story, rather than giving it to you.”


⑤ Be prepared not to aim for the “selling line”

To be honest,
[Cairn] is not a top-selling game.

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  • Difficult to look good on distribution
  • There are few flashy scenes
  • Interesting that is hard to explain

Still, I chose this shape because

Because there is a clear intention.

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  • Don’t ruin the experience
  • Don’t focus on ease of understanding
  • Don’t compromise

Author: “[Cairn] is a work that prioritized “releasing it in this form” rather than “selling it to many people.”


⑥ Definitive difference between [Cairn] and other indie games

In summary,
The biggest reason why [Cairn] is different from others is

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  • Focus on experience over ideas
  • Focus on density over flashiness
  • Focus on tension over comfort

The point is that it is.

Author: “[Cairn] is more like an “experience-based work with a strong ideology” than an indie game.”

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Summary | [Cairn] is “a game that works even if you don’t understand it”

[Cairn] is

  • This game is not recommended for everyone
  • It is not a work aimed at trends

However,

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  • It will remain for a long time for those who penetrate it deeply
  • A single experience leaves a strong memory

It’s that kind of game.

Author: “Cairn’s value lies in the fact that it prioritizes the meaning of creating this experience, rather than evaluations or sales.”

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