Comment Re:Modding platformers (Score 1) 225
I think it's important to separate reality and practice. I think in practice it would be nice if all consoles had indie development support, but that's ultimately a personal preference, most consumers of said consoles are wholly uninterested in that so I think in reality whilst I personally think that should be nice, we should not have an expectation of it from console manufacturers - I do not think it's fair to put that obligation on them, as they cannot be expected to be all things to all people.
I think if there was a market for a viable open console platform then that would come about naturally, or those existing manufacturers would tend towards that themselves, but so far attempts have been weak or failed, XNA didn't do a good job of producing great games, it was almost always crap, and for Microsoft it wasn't really therefore commercially beneficial either - the cost of maintaining the tools, libraries, and publishing platform almost certainly exceeded the profits gained from the program. Similarly platforms like Ouya just haven't worked out.
So that's where I stand on what I'd like to see happen, but why I believe it hasn't in practice and might not. Now on to what one can do if they wish to develop a console oriented game.
I would tend towards having some agreement towards your stated option b), but I would sell the game no matter how poorly it did and I do not see having a day job as a hardship. I say this because I've studied a degree full time whilst working full time, and I've done game development myself whilst working full time. To me time management is not an issue, and I do these things because I want to, not because I'm forced to or have an entitlement attitude that the world owes me a living from game development.
I think you should develop indie games because you want to and because you enjoy it. I think if your idea is good it will stand on it's own two feet just as games like Minecraft did- Notch didn't need a massive marketing machine or large publisher support, he built something unique and interesting, and blogged about it and people came to him, and eventually the publishers come to him.
I think many of the problems you're hinting at stem from those developers who cannot accept that maybe their game is not as good as they think it is and/or believe they deserve a living from their game no matter how unpopular it may be. These are false premises and are guaranteed to result in disappointment.