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.
Should I just bite the bullet and develop my prototype for Windows?
A steady paycheck looks good on paper and many people are perfectly happy working on someone else's ideas for their entire lives. Eventually though, people with a creative streak have to have an outlet or they go insane. Sometimes a part-time hobby is enough, sometimes it means quitting the steady job.
I'm not sure why anyone refers to employment as a games developer as "steady". They are precarious outfits, pathetically dependant upon "hits" that may or may not come again, until they burn you out and drop you like a stone.
An easy explanation for developers "going rogue" is that the pay is so very very bad that the difference between unemployment and salary whilst you write the code is so small that it is not as hard a decision as in other lines of work.
Dominic Connor,Quant Headhunter
R.I.P
User Killed by Pun lvl. 2 with 0 XP.
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!
Interesting quote from the article:
"Some of them cloak it all with this thin veneer of 'sticking it to the man' and being 'anti-DRM' and 'anti-big corporations.' Despite me giving a free demo, no DRM, innovative games, at reasonable prices with great tech support from a one-man company, the bastards still rip me off and take my stuff anyway."
So in other words, this guy releases his game with no anti-piracy DRM measures and people still play his game without paying him.
I get into piracy arguments with other folks all the time. They talk about how they want "DRM-free" music, information wants to be free, most modern music is crap anyways, etc. But when it comes down to it, they're just being cheap.
"You cannot find out which view is the right one by science in the ordinary sense." - C.S. Lewis on Intelligent Design
Why do game developers leave big companies to form their own companies? The exact same reasons other professionals leave big companies for their own companies. More breaking news at 10.
"Always forgive your enemies; nothing annoys them so much." - Oscar Wilde
These men promptly escaped from a maximum security stockade to the Los Angeles underground ; )
"Kill 'em all and let Root sort 'em out"
I have had one W2 job in my life
That speaks for itself. You really have had very little experience, and people should take your anecdotal analysis with a grain of salt. I have had many W2 and 1099 jobs, and in the long run I greatly prefer the stability of W2 jobs, even though I really enjoyed the weird hours, huge paychecks, and random nature of my early contracting jobs.
I'd say try it before you get too old, or at least give moonlighting a shot.
Go solo, everyone.
1099 jobs are great when you are young, healthy, and full of piss and vinegar and can afford to start life over again if you screw up. If you want to go solo over age 30, make damn well sure you have a contingency plan, or are networked and diversified out the yin-yang.
Also, don't get sick! Unless you live in a state that has passed laws allowing groups of people to pool money and buy discount healthcare, you are F-U-C-*-E-D. Once you go on record with a HINT of chronic illness, you will very likely not be able to get insurance. The government mandates that insurance companies sell you insurance if you have a pre-existing condition, but they don't mandate the price. You could very easily could end up requiring to pay $3~5k per month for health insurance.
I'm eternally grateful that W2 companies get such great deals on group health coverage.
https://www.accountkiller.com/removal-requested
It's no different than anyone else who leaves a company to start their own business. Lets play Mad-libs.
Version 1:
"I really wanted to work on Performance Parts, and Auto Parts Company X only made roof-racks and cargo-nets," 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 investors and I just wanted to do my own thing."
Version 2:
"I really wanted to work on graphics apps, and Software Company Y only made custom data management software," 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 clients and I just wanted to do my own thing."
Why should we care just because they're a game developer?
Collector's Edition
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.
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.