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AIPROPX ReportIndieWire · 1h ago
What the Hell Is Indie Slop? How the Video Game Insult Found Indie Film
The first time I saw the term " indie slop ," I resisted the Streisand effect , clocked it, and moved on. But after spotting the phrase at least a dozen times since (it's particularly cruel to witness in the context of Kickstarter campaigns ), I turned insult into investigation . Related Stories Inside Letterboxd's Unlikely Distribution Pipeline: How 'It Ends' and Other Gems Found Their Way to a Deal From SCAD to Cannes: Students Gain Career-Launching Access at the World's Most Influential Film Festival
"Indie slop" is nowhere near as common an accusation as the classic "AI slop" getting slung around these days. But broadly speaking, it does carry the same sense of poisonous wholesale dismissal. If " AI slop" implies that a machine produced something too easily for it to matter artistically , then "indie slop" suggests that work made by real people through visible effort and care should be labeled worthless, too.
What exactly were these indie films (which I won't disrespect by naming here) actually being accused of? And how had "slop" become the shorthand for refusing to even watch them?
Assuming you still believe search portals like Google Trends can tell us anything substantive about human behavior, "indie slop" is still too uncommon a term in the film world to produce meaningful data. In that light, it's better understood as an emerging social media vernacular we can still hope will go away— but that you might see migrating between various online communities or anecdotally on set.
The phrase has circulated on gaming platforms for years, although its exact origins aren't really known. (Technically, I think it appeared in music criticism first but without the same impact.) Its earliest uses in major video game publications trace back to the late 2010s in the aftermath of # GamerGate … which, if you haven't heard of it, was an astoundingly hostile time for everyone in the video game industry but particularly tough on creators and critics.
Business was nevertheless booming, thanks in part to the growing popularity of mobile gaming and rising console sales. Digital storefronts like Steam made independent games easier to distribute, while increasingly accessible technology and innovative gaming engines like Unity and Unreal made indies cheaper to produce. But spanning every price point — from costly AAA titles to tiny projects made by just one person — the resulting abundance was routinely described as a kind of nuisance or contamination by some consumers.
The "indie slop" moniker should have tied together that aggressive concern over marketplace clutter and the broader public's general annoyance with amateurs into a pretentious little bow. But its emergence was part of a much longer and thornier fight over what a "healthy" games industry should look like: which projects pushed the medium forward, which provided the correct kind of entertainment, and which deserved to exist at all.
Gaming already had more precise language for its alleged contaminants. "Shovelware" described cheap titles produced or ported in bulk. An "asset flip" was assembled largely from premade materials with minimal transformation. "Clone" accused a game of imitating an existing success, while "cash grab" suggested that its creators were exploiting a trend, franchise, or audience for quick profit. Depending on the forum and the speaker's particular grievance, "indie slop" could gesture toward any one of those accusations.
But precisely because it could mean all of them, it eventually stopped pointing to any of them with specificity. Over time, "Indie slop" became less a description of how a game was made than a weapon against whatever kind of game somebody did not want the industry to encourage. The insult expanded to cover less-than-ideal graphics, glitchy mechanics, dialogue-heavy stories, conspicuous artistic influences, the very concept of narrative sincerity, and plenty of indies that simply failed to resemble the games a loud online audience (think of "Call of Duty") had already decided were worth taking seriously.
More recently, the related term "friendslop" emerged to critique inexpensive co-op games like "Peak" and "R.E.P.O.," which mostly derive their entertainment value from allowing gamers to produce chaos with other players. Translated imperfectly into the movie world (since both examples I'm using here come from major studios), you might compare them something like "A Minecraft Movie" or "Five Nights at Freddy's": films known for encouraging audiences to create unique theatrical experiences for themselves through collective celebration and reaction. On the gaming side, some fans and developers have responded by embracing the "friendslop" attack as evidence of the games' popularity and have actually attempted to reclaim "slop" as a kind of quasi-genre.
We have yet to see that kind of approach take hold for either "indie slop" or the much better-known "AI slop" in the film industry. But the parallels between what has happened to the video game market over the last decade and the trends reshaping Hollywood right now are striking.
When I pitched this story during an IndieWire editorial meeting on Monday, my colleague Sarah Shachat offered a warning: "What's happening to games now is coming to us in six months."
That timeline might be theoretical, but the concerns beneath it are not.
Video game development has long been plagued by "crunch." That's the deadline-driven overtime that many programmers and designers have been expected to endure to maintain their spot in the industry. Over the years, major companies, including Activision Blizzard and Riot Games , have reached multimillion-dollar settlements over toxic workplace allegations — sometimes involving harassment, discrimination, and professional retaliation.
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