Our Indie Experiment - MadMinute Games 62
baby arm writes "MadMinute Games' Norb Timpko has contributed the first installment in a series on independent game developers. He describes the balancing act required to get a game like Take Command: 2nd Manassas out the door while still having families and day jobs."
Indie principles rule (Score:3, Interesting)
Buy the game, it's terrific (Score:5, Interesting)
And no, I do not work for the company. I hadn't heard of them until about a month ago.
Why waste time? (Score:1, Interesting)
Re:This is a tough business (Score:3, Interesting)
Remote Admin Tools [intelliadmin.com]
Re:Why waste time? (Score:4, Interesting)
I've wanted to write my own game for YEARS. But that dream is only a dream. I like the planning, I like the thought of having my own game and doing what I want with it, but the reality isn't nearly so rosy.
As soon as your project gains even a little fan-base, you've suddenly got a group of people telling you:
A) Your game sucks because it's not (insert reason/other-game-name)
B) Your game needs to do this. Yesterday.
C) They hate you because you don't listen to them on YOUR game.
D) Everything is peachy and wonderful and they have nothing to say, really, except they want to waste your time and if you don't respond, they turn into C.
This is, of course, assuming you work alone. If you work FOR someone, or WITH someone, you've gained at least half a boss.
Life in game-dev land is NOT ALL ROSES.
Add in the fact that the average career of a game dev is 5 years and you've got a recipe for disaster.
More power to the game devs that make all the games I love playing, but I no longer want to be one of them. I'd much rather pay whatever I have to and just have FUN playing them games. Ultimately, they come up with more ideas that my single brain could ever create anyhow.
Re:I suck (Score:3, Interesting)