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by TheGRS
3357 days ago
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The industry is in a weird space these days. If you build for mobile the best bets are either focusing on a small handful of free-to-play micro transaction games or focusing on many bite-sized, $1.99 or ad-supported games. Those who build for consoles and are backed by a publisher go for big next-gen spectacle that takes teams of hundreds to develop, so when its time for the next project they are pushed to work on a few sequels that reuse assets and their engine over trying something new and different (which is ironically what probably gave them success in the first place). Franchises have been a thing for a long time, but the scope of them is now huge, to the point where some release something new every year to stay relevant. If you want to build something original its best to stick with a medium-sized team backed through Kickstarter, which has its own set of problems in terms of constantly needing to keep up with PR and paying out all of the promised rewards. I've always been interested in joining the industry because I love the medium for its potential, but I think I'll stick to hobby projects for the foreseeable future considering all of those options. |
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"We ended up operating for five months without money or payments to the team here," the post reads. "It was a difficult period, where some of us were awkwardly standing in front of cashiers having our credit cards declined, drawing from any possible savings, and borrowing money from our friends and family. But we made it to the other side!"
Source: http://www.polygon.com/2014/8/6/5974557/shovel-knight-sales-...
Would you work for anyone for five months with no paycheck? I couldn't afford to even if I wanted to.
Granted, Shovel Knight has seen huge success since its release, and I'm sure they made all of their lost wages and then some, but still, that project could have potentially died before it got released, and many more lower profile Kickstarted video games never get released.