At this year’s EGX Rezzed, the Collective were showcasing eight indie titles ranging from a Communist dystopian puzzle game to a capture-the-flag inspired couch multiplayer. There were also debuting the latest title by the same team that developed The Turing Test in a World Exclusive session.
During the event, I sat down with the creator and project lead of the Collective, Phil Elliott, to talk about what the Collective does and how it helps indie developers.
Forgotten Anne debuted at EGX 2016
ESpalding: Welcome, Phil. Many thanks for giving me the opportunity to talk to you. To start with, please could you explain the Square Enix Collective to our readers.
Screenshot from Goetia, first game released through Square Enix Collective
It’s always with developer choice as priority – so there’s no ‘lock-in’ to have to work with us; and developers always retain full IP rights and ownership of their games. So our intention is to build relationships, help find and support new talent, understand the market better (and understand more fully the kinds of games that people want to play), and help to build sustainable business in what is a challenging and ‘noisy’ industry.
ES: The Square Enix Collective isn’t your normal indie publisher as you focus, predominantly focus on community. Why was it decided to go that route rather than just being an indie publisher?
The Turing Test. Released through the Collective in 2016
Another example is the way that the Final Fantasy XV team were so keen to get feedback on the ongoing development of the game, to enable that community a voice, that they released a demo very early – and then updated it based on feedback. I think that kind of approach was unprecedented.
So as a business… although inevitably it may not always seem like it… we’re constantly listening to what the community is saying, and that feedback does lead to change. Maybe not overnight, but Collective’s community focus is another part of that.
ES: So, what criteria do you have for developers who want to get involved with the Collective?
Oh My Godheads is currently on Early Access
For publishing options, it’s very broad, but currently we’re looking for teams who need marketing and release support – although at other times of the year we will be able to support with some production funding too. Ultimately, we’re interested in cool games that show a glimpse of the developers’ talent, and has some element that’s better or different to games that are already out there. But there are no specific genre requirements.
ES: At this year’s Rezzed, Collective were showing 8 games plus Bulkhead Interactive’s new game Battalion 1944 which is an increase from last year so does this mean that “the word is out” and the Collective is growing?
Battalion 1944 debuted at Rezzed 2017
We believe we have capacity to publish up to 10 games per year – but we also have to be flexible, so if a team needs more time, occasionally that will mean schedule changes. Originally we probably expected a couple more to be released in 2016, but the games will be all the better for the extra polish.
Of course, we still plan to evolve and grow based on feedback and results, and I expect us to keep learning the whole time.
ES: Battalion 1944 had its first public showing at this year’s Rezzed. How has been the reception been?
ES: So, what are the Collective’s plan going forward between now and next years event?
ES: Well, I’m very much looking forward to seeing what comes next for you! Thank you for giving me a moment of your time and for giving our readers a little insight into what the Square Enix Collective does. I’m sure it has come as a surprise to those who thought that you are just a normal game publisher. We wish you all the best for the future!
For anyone who wants to go and check what games are currently looking for votes, you can head to the Square Enix Collective website and vote for the ones you like the look of.