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Did I just waste 3 years?

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Re: Did I just waste 3 years?

#31
7672 games released in a year still seems so, so low to me. How many books are published in a year? How many albums?

I don't say this to minimize the pain of indie devs that find themselves suddenly deluged with competition... but that's where things are headed, yeah?

Re: Did I just waste 3 years?

#32

Earlier quoted context omitted.

I am kind of in the same boat doing something different. I do agree you learn a ton more than working for someone else or completing any computer science degree. But whether companies look for this type of employee, I am unsure that is true. The truth is, most companies look for employees without gaps in their resume. They are looking for signals such as having worked Google or Facebook. They care much less about you…

I work at a AAA games studio and if this guy came to us with nothing else on his resume but this game he would definitely get a chance. I mean, in terms of chances in the industry - I got in by completing a 4 year CS degree. If he gets in by spending 3 years building his own game then I'd say it was worth it.

That's great, but would you say its industry wide? Because I have also heard (non-gaming) the exact opposite. Also, would he get through HR? They are more often than not, the real gatekeepers. It would require someone to vouch for him personally to go through, and that isn't very scalable when applying for jobs.

Re: Did I just waste 3 years?

#33

If you are interested in making an indie game, do it only because you want to not because you think you'll make money. You will lose money. That's it. There's no magic message here. Source: an indie dev. I keep my passion for my project because it's something I truly want to do.

That's clearly not entirely true though, because there are hits. They're just extremely rare, but extremely visible. You can read interviews with the Stardew Valley guy all over where he talks about spending 4 years working solo on his game, refusing to give up on realising his artistic vision. Then he releases and it's a mega-hit. That's a very seductive story. This isn't a problem unique to indie games. Every creat…

You may have missed the nuance in the comment you're replying to. Everyone knows that it's possible to win the lottery. But the best advice you can give is to tell people they're never going to win the lottery.

People who are super passionate about making indie games I'm going to do it regardless, so this is good advice.

Re: Did I just waste 3 years?

#34
post #31

7672 games released in a year still seems so, so low to me. How many books are published in a year? How many albums? I don't say this to minimize the pain of indie devs that find themselves suddenly deluged with competition... but that's where things are headed, yeah?

There’s a net addition of ~300.000 games per year in the iOs app store.

Re: Did I just waste 3 years?

#35

I wrote this controversial tweet on the matter a while back (embedded here for convenience [1], controversial because it uses averages!) Which might make things seem more or less bleak depending on your perspective, but an important note from this data is that the 2017 median sales were about 2000 units per game (yikes). [1] https://twitter.com/gavanw/status/967249172804943872 Average number of units sold per game on…

Whats the average numbers if only top 20% are taken. To basically reject newbies in 2017 and recent years.

Problem with that is everyone thinks they are in the top 20%, by definition they likely aren't.

Re: Did I just waste 3 years?

#36
Here's what a publisher is for: to shoulder the risk. They have (presumably) umpteen different games (or whatever they're publishing) going, not only they can (if they do they job right) shoulder a few flops, and can hire marketing staff that wouldn't make sense for a single project. They can, finally, hire PR that would shield the developers from the public angry over the framerate or presence of women or something.

And yes, they haven't been doing their job right, they had too much power, they played it too safe and mistreated the developers.

But instead of supporting game developers who wanted to unionise, instead of supporting social projects (like basic income!) that would reduce the risk an independent takes, we asked people to go indie, and just shoulder that entire risk themselves. Good job, everyone!

Re: Did I just waste 3 years?

#37

If I'm reading it correctly you're considering: - call the game finished and walk away now you finished the dev work - call the game a hobby to excuse the sales now you finished the dev work - code some arbitrary addition to be ethical just to be coding something cause dev work is probably the only work that exists - keep iterating cause you can always invent more dev work to do - get a different project going for an…

Don’t fall for the sunk cost fallacy. Walking away now might mean throwing away 3 years, but that’s still better than working for another 3 years, still not succeeding, and wasting 6 years.

Re: Did I just waste 3 years?

#38

If you are interested in making an indie game, do it only because you want to not because you think you'll make money. You will lose money. That's it. There's no magic message here. Source: an indie dev. I keep my passion for my project because it's something I truly want to do.

This is my observation (most likely to earn higher amount of money to least likely):

cherries aside;

- business (general)

- financial

- medical/law (only private sector)

- politicians

- social sector (government, law, medical)

- shitjobs

- everything concerning art (music, games, sculpting, painting etc. etc.), which ironically, when succesfull, make the most money. The duality of it all..

If u think politicians is low, it's because they get most of their wealth from the job before/after their run, and due to lobby nature, these tend to be wealthy companies.

Programming of the list, because this is highly dependent on where and what u program. This game dev is a good example, he is a programmer, but in the group of art. He probably will make more stable cash writing trivial database queries for any company.

Re: Did I just waste 3 years?

#39

If you are interested in making an indie game, do it only because you want to not because you think you'll make money. You will lose money. That's it. There's no magic message here. Source: an indie dev. I keep my passion for my project because it's something I truly want to do.

That's clearly not entirely true though, because there are hits. They're just extremely rare, but extremely visible. You can read interviews with the Stardew Valley guy all over where he talks about spending 4 years working solo on his game, refusing to give up on realising his artistic vision. Then he releases and it's a mega-hit. That's a very seductive story. This isn't a problem unique to indie games. Every creat…

There is a problem unique to games if you view them as software: a very narrow window of promotion.

You can gradually improve overall visibility of a regular software by working on SEO and sales. But if a game wasn't picked by the press or at least some YouTube celebrity – it's over.

This is even worse for mobile games where a few store curators decide your fate.

Re: Did I just waste 3 years?

#40

If you are interested in making an indie game, do it only because you want to not because you think you'll make money. You will lose money. That's it. There's no magic message here. Source: an indie dev. I keep my passion for my project because it's something I truly want to do.

That's clearly not entirely true though, because there are hits. They're just extremely rare, but extremely visible. You can read interviews with the Stardew Valley guy all over where he talks about spending 4 years working solo on his game, refusing to give up on realising his artistic vision. Then he releases and it's a mega-hit. That's a very seductive story. This isn't a problem unique to indie games. Every creat…

Another good take on the phenomenon is (the insufferable) Taleb's discussion of "Black Swan" professions. History (from culture to natural disasters) gets defined by exceptional cases, but your own life in these professions will probably get defined by the typical case. Unfortunately, the industry is set up to stoke and profit handsomely from people mis-assessing their own chances.

The people I've known (actors and writers, mostly) who deal with this most healthily get a lot from their craft other than either outward success or personal fulfillment. There's also a community around their craft that gives them companionship, love, visibility to day jobs etc. Does that exist in the same way or indy devs? It seems like the solitary aspects of coding would work against.

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