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.'"
Should I just bite the bullet and develop my prototype for Windows?
This is a creativity thing. People may not accept it, but Game design is an art form and usually big companies are all about the bottom line and the pencil pushers upstairs don't understand the needs of the designers.
Tax-wise, leaving your "stable" job adds to inherent features to your new job future: greater risk, greater reward.
I have had one W2 job in my life, and I will never do it again. All I saw around me was politics, inefficiency, vying for position, inefficiency, back stabbing, inefficiency, nepotism, and inefficiency. When I saw something that I could do better, faster, and cheaper, I had no reason to "sell the idea" to management because either they'd take it (and climb the ladder) or they'd sit on it due to a pet peeve.
This guy Peeler ignores the absolute greatest reason to quit and go solo: being called back in for sometimes 10X the pay, from your old employer. When I left my only W2 position (at a whopping $21 per hour back in 1992), within 3 months they called me back in, and I offered myself at $60 per hour. Within a year I was at $120 per hour, and had enough to hire own my W2 goons to play nice with the customer. And they were hired out at $120 per hour and paid quite a bit less (although I offer all of them the option to start their own business and subcontract, which many do).
For a gaming engineer, being an employed underling offers little other than so-called "stability." See how stable you are when you get fired or the company goes under. Out come the dreaded CVs, while you pound the pavement looking for another 40 hours a week W2 job. If you're a contractor, you can work for 10, 20, 50, thousands of firms on a regular basis, and if a few go under or cut you, you're out maybe 5% or 10%. Don't put all your eggs in one basket.
It's like homeownership: if your boss knows you have a mortgage, you're screwed. He has no reason to offer you incentives (better pay, better hours, better perks, etc) because you have another God to pray to: your bankster. The same is true with a W2: your boss knows he's your only source of income, and as such you're stuck with bad pay, bad hours, bad perks.
Go solo, everyone. Cut the unbilical cord and if you're a hard worker, you'll prosper. Then find about 10 of your previous coworkers, offer them a few bucks more an hour, and bill them out at 5X their pay to not just your old employer but their competitors, too. 3. Profit!
Game development is a fierce competition though, especially if you aim for the stars at the first try. Just ask the guys behind Flagship Studios, and then these were among the most experienced developers in the industry.
What at least one of them acknowledged though (I forget the name, I think he worked for QA on their sister company Ping0), was that they had a rather poor balance of people knowing how to run a company -- making decent products ship without putting themselves at risk. I.e. they had a large set of very skilled developers and designers, but that there are more essentials to a successful company than this, and he believed FSS made an oversight there.
Beware: In C++, your friends can see your privates!
Sorry; I just read the intro, and the first thing that clicked into my mind was a phenomenon known as [evolutionary] radiation.. where, a sudden opening in the environment causes species to diverge and experiment and evolve at rapid and experimental rates... this just FEELS the same... that given an industry that is far from 'fully grown', there's so much room for creativity, exploration, new paradigms of self-awareness, that it is having the same effect... a radiation of individuality given a wide expanse of possibilities.
No, AAA titles still cost more than ever. What has changed is that the market has become more willing to accept "retro" titles. These titles are not much more sophisticated than, say, a SuperNES title, but they still get to take advantage of technological advancements. Hand drawn art, sampled compositions, and relatively complex physics engines can all be done on a budget these days. If you're willing to spend a little extra on a pre-fabbed 3D engine, you can even use off-the-shelf 3D models to throw your game together.
That's why a few guys can go from making Flash Games to making one of the most popular downloadable titles today. They already had team members or contractors able to make the assets. All they needed to do was use the Wii's technology to step up to their A game and make it happen.
Is there a larger investment involved in a console title? Yes. But that's all part of the risk/reward aspect of running a small business.
Javascript + Nintendo DSi = DSiCade
Why should we care just because they're a game developer?
The Escapist cares because they're about games. In fact, so is games.slashdot.org. And at the moment, while big game titles are working with multimillion dollar budgets, indie games seem to be thriving. A look inside that part of the industry is certainly interesting.
But why there's no customdatamanagement.slashdot.org, I have no idea.
This statement is absurd. Starting your own independent company and business acumen are not mutually exclusive. Have you ever worked at a large developer? Sure, their titles bring in an order of magnitude more money, but they also COST an order of magnitude more money to make. Any indie developer who makes a one, two, three man project that becomes reasonably popular, even in a niche, is going to be making some very nice profit. At a big developer you're working paycheck to paycheck. It's solid work, but not what I would call "business acumen." And I have a VERY hard time imagining a big developer that would be able to provide more pleasure and freedom than being able to control your entire own project making exactly what you want to make. I honestly have no idea where you're coming from.
The article's not about why they went indie, it's about people who went indie. Why they went indie is one small component of an article that also addresses some of the challenges they faced in the transformation and how well it has or hasn't worked for them.
Did you even RTFA or are you just griping for the sake of it?
Weird slashbug #455
If there are any indie developers here,can I add to a little wish list? Please?
How about a nice little indie FPS,please? Hell,you don't HAVE to have the uber super Crysis thing going,a lot of buds and I still are quite happy playing Soldier of Fortune I. What we are tired of is the same damned stupid as a stump bad guys,zero realism,cookie cutter WW2 crap. I want a game where the bad guys are smart enough to make me work for it. I want a game where I can shoot the gun out of the bad guys hand,or make him have to limp because I put one in his kneecap. And some really good sniping,as opposed to shooting around a guy half a dozen times while he stands there would be nice too.
How about some horror FPS like Nosferatu? Or maybe an end of the world and I have to fight my fellow survivors kind of thing? The point is there are a lot of ways to make a FPS stand out that don't involve monster graphics cards. But all we get from the big boys with the exception of one or two titles are the same old tired themes over and over. I would personally love to try and buy something new and fresh,even with SOF I or II graphics. Because as the Wii has shown us,it is about the fun. And the last half dozen games I've demoed are anything BUT fun,just more stupid AI wrapped in flashy graphics. But as always this is my 02c,YMMV. And if you'll excuse me I'm going to play some SOF II or NOLF II. Now THOSE were fun.
ACs don't waste your time replying, your posts are never seen by me.
And if an indie developer is worried about direction, make a simple one level demo and share it with the gaming forums,telling them ahead of time that the game isn't about graphics but bringing back the fun to FPS. I'm sure he'd find a ton of guys like me that would be happy to play test it and give him new ideas,because in the end all the eye candy doesn't mean squat if it isn't FUN.
Our (lucky) 13th title will try to fit the bill for a fun, indie-developed FPS. However, the feedback we've received over the years is that a) it's difficult for an indie developer to get the public's attention with same, and b) many (not all) gamers demand the eye candy. Valve picked up our latest, and people are vocally split into two camps -- "This is fun despite the simple graphics" vs. "This looks like crap, so I won't play it." It's still been good for us, but it's absolutely received less attention for not being both fun and pretty at the same time.
We're indie. We're working on our 14th game.