Here's our link round-ups for articles about the first day of Indie Games Summit talks, happening at the Game Developers Conference in San Franscisco this entire week:

Gamasutra: Wolfire's Guide To Indie PR
"Wolfire, developer of Overgrowth, managed to create a lot of buzz for its game before it was even released. John Graham, one of four people on the team, says that it doesn't matter. You can and should create buzz as an indie even if your game isn't finished."

Gamasutra: Hello Games' MacGyver Mentality
"Part of being an indie game studio means focusing on the benefits of being small, rather than dwelling on the drawbacks of not being big – to think like a guerrilla. Being an indie also means being resourceful, especially with a small but talented team of just four people."

Gamasutra: Nourishing Your Indie Community
"One benefit of being an indie developer is that there is a community out there made up of people who want to see the scene flourish. But organizing that community can be a challenge. At GDC's Indie Game Summit on Tuesday, Jeff Lindsay offered ten ways to nurture your local indie game community."

1UP: Abusing Your Players For Fun
"It's probably a good sign when a presentation opens by informing attendees that it may kill them if they're prone to seizures. Much like his games, Jonatan Söderström's GDC talk was filled with flashing lights, garish colors, clips from David Lynch movies, and the feeling that somebody is having a joke at our expense."

Destructoid: Abusing Your Players Just for Fun
"Why would you want to be mean to your players? According to Söderström, most games are really easy, and worrying about what your player may be feeling and if they feel comfortable can compromise your vision as a designer."

GameSpot: Burnout vets talk guerrilla tactics for indie studios
"Sean Murray, managing director of independent startup Hello Games, rattled off survival statistics of independent studios, saying that of the hundreds of new indie shops, one in 10 survive one year and only half go on to release a game."

GameSpot: World of Goo dev lays out indie headaches
"World of Goo developer and 2D Boy cofounder Ron Carmel kicked off the Independent Games Summit program with a half-hour talk on the relationship between indie creators and publishers called 'Fixing a System That Never Worked.'"

Destructoid: Indies and Publishers - a System that Never Worked
"Carmel's talk elaborated on the details of the recently-announced Indie Fund, as well as the publishing environment than spawned it."

Edge Online: 2D Boy's Carmel Details Indie Fund
"2D Boy's Ron Carmel argued that the developer/publisher relationship was a 'system that never worked', and offered Indie Fund as a potential solution."

Joystiq: 2D Boy's Ron Carmel explains Indie Fund
"According to Carmel, publishers offer too much money to indie developers and take too much in return, relegating developers to the role of 'tenant farmers,' forced into a constant shift between seeking funding and development 'until something goes wrong and you can't find funding and you go out of business.'"

Animation World Network: Scrap Metal - Pushing the Envelope with a Team of Two
"When Kees Rijnen and Nick Waanders set off to make Scrap Metal, they only had two goals: the first to self-fund their own IP, and secondly, to stay small - the latter being considered a fundamental dynamic of their development."

The A.V. Club: People Who Didn't Have Very Much Skills
"Indie developers are pushing the amorphous medium of games ahead in ways that their corporate cousins cannot. That difference is exemplified by Jonatan Söderström, the prolific, idiosyncratic Swedish developer better known as 'cactus.'"

The A.V. Club: Which actions earn points?
"Söderström's tone implied that developers, like gamers, are sick of games being 'too easy,' but concluding that deviating from the norm draws in more gamers is a bit like declaring the sky is blue: painfully obvious."