|
Doesn't this guy realize that asking for money they way he did with flex funding defies logic. If you only raise some of the money, how were expecting to finish the project, and what about the people who gave you money - you just scammed them. He still hasn't paid them back yet, instead saying he owes them a game! Trying not to be harsh, but this guy is obviously clueless - built his own game engine - maybe he should've started by wiring together his own circuit boards and then building an OS. And another thing slightly disturbing about a lot of game devs - in your teens or early twenties I can understand the desire to make Indie games, you're young and retarded. But later on in life, late 20s and on - can you not find something more worthwhile to do? Sure, a side hobby making games, or your main job working as a game dev to pay the bills, but for that be the focus of your life? Can you not open your eyes to the multitude of problems that exist out there, in the REAL WORLD, and fix those? You could say the same about other artists like writers and musicians - and thankfully, almost all of them suffer financially for their insanity. As time progresses, Indie gamers will also realize that they are just the starving artists of modern times (minus the groupies that writers and musicians get). |
Games have a straightforward business model easily understood. Let me explain...
I'm developing a game in the evenings & weekends. I do not have to go to all the local business networking groups to find some SaaS problem to develop into a solution for B2B sales. I don't have to poll everyone I meet about my new social local mobile wotsit to figure out my B2C sales. I don't have to look for a problem. The "normal" people I know who have computer problems have problems that are solved through education or using a comprehensively better toolset: both solutions are not wanted solutions. My "awesome app" ideas would generally take years to develop and may not even be wanted. Remember, people like & usually want what's familiar (faster horse, etc). Games, on the other hand offer a simple business model: entertainment. If it's catchy and entertainy enough, you wind up making some money; if you really get lucky and the game is smooth enough, you make lots of it.
All that said: The probability of my game making 'f u' money is, loosely, nil. What I'd like to be able to do is make rent money; what I'll probably do is make beer money... for one six-pack of microbrews. :-)
The big problem with solving "hard problems" is that they are (1) time consuming (aka expensive) and (2) often they are solved in an ad-hoc fashion already which makes the switchover brutally difficult or (3) there is simply not the infrastructure to support your solution. If you've done enterprise development, you'll have a glimpse of the grief involved with simple problems on a complex domain.
Given the above, games seems like a low-reward low-risk way to make some cash (to me).