Earlier quoted context omitted.
Actual business advice: one really good game is better than a thousand OK ones. Gaming is a hits based business. Making small games and prototypes may be helpful for learning code and game design since there is more experimentation in the early stages of a project. But there's lots of things shipping a larger project will teach as well.
it worked well for jennifer: http://jenniferdewalt.com/
Battle of Brothers: A Video Game Programming Duel
41–42 of 42 posts
Re: Battle of Brothers: A Video Game Programming Duel
#42Earlier quoted context omitted.
Actual business advice: creating a really good game is a black swan ( http://en.wikipedia.org/wiki/Black_swan_theory ) and multiple attempts will yield better results than a first big one (think very low probability as opposed to very very low probability).
If making games were like spinning a roulette wheel this might be true. Making games is an art though, and part of that art is learning how to make really great experiences for the player. You can't do that without a focus on quality over quantity. Especially as an indie-developer with limited resources, what exactly are you going to make that anyone is going to care about if you're constant releasing half baked stuf…
You're right of course -- to a certain point. Half baked products will not succeed. Still, law of diminishing returns is in full effect here. When to launch? When is the MVP ready? I don't know the right answer.. Some say earlier than gut instinct would compel.