| I’m a solo indie developer trying to do almost exactly what this article advocates for and tbh, I’m not sure it’s been the right move. I’m almost 2 months into a project which essentially boils down to an iteration of Asteroids & have a demo up on Steam, but while I’m really pleased with it so far, I’d be surprised if the game even makes $1,000 at this stage, let alone $10,000. I’d be very happy with the latter though as I’m treating this very much as a learning experience, not the least in terms of getting my head around the marketing & community building side of things. I’ve also worked on a game which I’d consider to be a “modest success” that took 2-3 years with a friend & sold enough copies for my share to so far pay (almost) £24k/year, which as others have mentioned isn’t exactly a competitive salary for a software developer generally. In particular, while I can probably build small games in the 2-3 month timeframes suggested (especially if each is an iteration on the last), don’t forget all the “marketing admin” & trailer making & so forth. That’s also definitely not enough time to build enough wishlists to get any Steam visibility etc. Still, definitely timely food for thought for me personally! |
Not quality of output. Not speed of output - as long as that's above a minimum.
But marketing effectiveness. Which is closely related to marketing spend.
DOOM was dropped into an ecosystem of PC magazines and BBSs and almost sold itself - literally with the shareware release. It had almost no obvious competitors. There was some ad spend, but not a huge amount.
Today there are thousands and thousands and thousands and thousands of small/medium games available across multiple platforms. Even for an exceptional game, getting traction in the market is far harder than it used to be.
Meanwhile the AAAs have a budget for carpet bomb marketing. Skyrim spent around $15m, which is an insane sum.