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.
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
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
Speaking as someone whose done it (not in the games industry, but a similar life changing career move), there can come a time when you'd rather be happy and poor then well off and having to do what someone else says all the time. This is especially true for people of a creative flair.
Besides, if things go well, the period of time with little money will eventually end. Even if not, you won't have that constant feeling of 'I should have done that thing' for years afterwards.
Believe me, that's a killer. I've worked with people who chose the safe path over their dreams, and they tend to be unhappy about it.
In one case, the guy was so openly bitter (in his case about not having risked going to medical college), that he was quite unpleasant to anyone else who talked about taking a chance with their own careers/lives.
For myself, I spent several years perpetually broke, but undeniably happier then I'd been for years. I'm not broke any more, but I'm still happy.
A learning experience is one of those things that say, 'You know that thing you just did? Don't do that.' - D. Adams