Why Game Developers Go Rogue
cliffski writes "Jay Barnson interviews the new crop of indie game developers.
How could anybody abandon the steady paychecks, access to the best tools and engines, large teams of skilled colleagues and the glory of working on one of next holiday season's blockbusters for a chance to labor in relative obscurity on tiny, niche titles?
Steven Peeler was a senior programmer at Ritual Entertainment. For him, leaving and forming the one-man studio Soldak Entertainment came down to a desire for creative freedom. 'I really wanted to work on an RPG, and Ritual only made shooters,' he says. 'There were some annoying politics going on that was really frustrating, I disagreed with the direction the company was taking, I was really tired of pushy publishers and I just wanted to do my own thing.'"
You can be the greatest programmer in the world, but until the realities of the market are well understood, you're going to be starving.
The fact of the matter is that very few independent programmers make it big. Those that do either got lucky or had a good understanding of business. It's easy to go off on your own and create what you want, but it's a completely different thing to garner interest in the product and sell it for a profit.
The reason why game developers "go rogue" is because they are inherently a seat-of-the-pants type personality who see personal pleasure and freedom as the highest attainable goals. While those are fine goals, without a solid business understanding, those goals area farther away from the independent game developer than if they stayed at a large employer.