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Times have changed a lot since Garry broke through with the infamous Garry's Mod. That's where I got my first taste of programming - writing a PID controller for a tank turret so I could point the tank's gun using my mouse. Today, it's easier than ever to get started making games (even I can do it! [0]) but standing out in a crowded marketplace is very difficult. The music industry saw a very similar trend about 10-15 years ago, with the release of consumer recording equipment. In both cases it lead to a 'de-professionalization' of the industry, where most participants are amateurs but most of the success still goes to established studios - barring one-in-a-million outliers such as Garry's Mod, or other indie darlings like Hollow Knight, Balatro, Stardew Valley. [0] https://store.steampowered.com/app/3627290/Botnet_of_Ares/ |
Thomas interviews lots of successful indies about how to make games that provide a living. My takeaway is that while the AA/AAA environment may have never been more challenging, if you can ship small focused games, you the evolution of devtools (eg free and/or functionally free engines for teams earning under $1m) means that making a living shipping small games is doable. You just have to ship small games, not try to compete with studios spending $150m on the low end.