IMO that's one of the best ways a single programmer can spend his career. No weird requirements, no deadlines, no nothing, nada. Just one's passion and a product. Whether it is successful is irrelevant. Kudos Mr. Adams for making the achievement and moves gaming history. Going back to the interview, I found this line (and the logic attached) interesting: >Making the item system polymorphic was ultimately a mistake, b…
> No weird requirements, no deadlines, no nothing, nada Well.. until you accidentally create a broken release, that is. That's _real_ sweat.
I do think there is a huge hazard of working for oneself that is not getting paid and may literally starve. The guy who made HolyC comes in mind but he also has mental issues.