[HN Gopher] Making Games
       ___________________________________________________________________
        
       Making Games
        
       Author : et1337
       Score  : 208 points
       Date   : 2023-06-28 11:41 UTC (11 hours ago)
        
 (HTM) web link (etodd.io)
 (TXT) w3m dump (etodd.io)
        
       | xyzzy_plugh wrote:
       | This resonates more than not. At some point game development (or
       | development in general) becomes an escape from even external
       | validation. In my youth I got lost there for a long time and I'm
       | not sure I'd do it again outside of a hobby interchangeable with
       | painting.
       | 
       | All the turmoils and joys of art bundled into one.
        
       | tobr wrote:
       | I found this rather profound and moving. It makes me reflect on
       | my own motivations in creative work. It's interesting that you've
       | come full circle - from living with a need to be seen through
       | your work, to recognizing that that is an unhealthy driving
       | force, and then back to accepting it as natural part of making
       | art.
        
       | belugacat wrote:
       | Andrei Tarkovski:
       | 
       | "An artist never works under ideal conditions. If they existed,
       | his work wouldn't exist, for the artist doesn't live in a vacuum.
       | Some sort of pressure must exist. The artist exists because the
       | world is not perfect. Art would be useless if the world were
       | perfect, as man wouldn't look for harmony but simply live in it.
       | Art is born out of an ill-designed world."
       | 
       | https://www.youtube.com/watch?v=V27XlEDLdtE
        
         | lovelyviking wrote:
         | Perhaps it explains my perception of his work as ill-designed
         | movies.
        
       | hesdeadjim wrote:
       | The game industry is much more cutthroat and high stakes than it
       | was a decade ago during the indie explosion.
       | 
       | Many of the indie darlings from that era would be lost in the
       | noise now, and the quality bar expected of even an indie game is
       | insane. Outside of Jonathan Blow and Pope, I struggle to think of
       | game creators that would stand out of the crowd nowadays.
       | 
       | By all measures, I had pretty good success shipping an indie VR
       | game in 2016. Competition was low and our low poly art style was
       | passable because the game had personality to make up for it. I am
       | 100% confident that even a few years later the game would've sold
       | 4 digit copies. Even with the success, I still would have made
       | more money as an engineer elsewhere. Of course having
       | successfully "done the indie thing" has a high non-monetary
       | reward that made it worth it for me, but I was also financially
       | well off and could afford that loss.
       | 
       | I'd counsel anyone at this point to find a AA indie team or even
       | go AAA and consider just working on something you have passion
       | for on the side. Drastically less risk if you go that route, as
       | you can quit when you know you "have something". Or just enjoy
       | throwing your game up on itch or Steam and have fun seeing other
       | people play.
        
         | doctorpangloss wrote:
         | > Many of the indie darlings from that era would be lost in the
         | noise now.
         | 
         | What to make of the absence of A-lister game development
         | personalities? There are maybe exactly zero. Notch disgraced
         | himself, and he may be the single only person to have ever
         | gotten into the regular person popular consciousness enough. In
         | the near past, Sid Meier and Will Wright had their names on
         | games, but I guess not in a memorable enough way. I'm not sure
         | anyone watched the three or so TV series about John Carmack and
         | John Romero. Gabe Newell, Shigeru Miyamoto, Sam Houser, Tim
         | Schafer, Hideo Kojima... A baby boomer is not going to
         | recognize any of these names. None of these names pass the
         | "Mom, have you heard of..." test.
         | 
         | So there will be lots of noise.
         | 
         | There are benefits to this - the absence of a system - though.
         | 
         | - no institutional power: As you may have experienced, there's
         | no one taste maker. When you are trying to market for $0, it's
         | literally all serendipity.
         | 
         | - the heritage: There's no such thing as a nepo baby in game
         | development. All those ex-Blizzard people have just as little
         | chance of making something anyone plays as you do, even as they
         | finance 8 digit budgets to your 0.
         | 
         | - the data: Valve, benevolently, shares the data that movie,
         | TV, music and book financiers hoard, allowing any 1 smart
         | person to correctly play the role of the 10,000 studio
         | executives at Disney.
         | 
         | - there's even some up front money, for nothing: Facebook, also
         | benevolently, gave out lots of development checks for games,
         | expecting basically nothing in return; Epic Mega Grants
         | similarly.
        
           | lukas099 wrote:
           | It seems rare for there to be famous personalities as 'in the
           | background' as game developers are. The exceptions I can
           | think of tend to have their name in huge letters on the
           | covers of things (book authors, movie directors). But most
           | famous people have their face or at least their voices
           | directly in front of people at least a good portion of the
           | time.
           | 
           | One exception I can think of is influential business people
           | like CEOs and founders of large companies.
        
             | tonymillion wrote:
             | To extend on your point, and to brain dump something that
             | went through my mind about the parent comment:
             | 
             | I can tell you the name of (most of) the characters of the
             | Avengers movies. I can also tell you the name of _some_ of
             | the actors who play those characters. I have absolutely no
             | idea who directed them (nor do I really care that much). I
             | can 't tell you the names of anyone involved in the
             | production (art/music/cgi etc). I can tell you it came from
             | Marvell Studios via Disney.
             | 
             | I can tell you the names of the characters of HalfLife
             | series. I can't tell you the names of the voice actors
             | (apart from the fact nobody voiced Gordon (lol)). I can't
             | tell you the name of the guy who wrote the story, other
             | than he left Valve and published a story outline for
             | HalfLife 3. I can't tell you the name of a single
             | programmer, visual or level designer, artist, musician etc.
             | I can tell you Valve made it.
             | 
             | So yeah, unless your character also shares your name, and
             | as you point out, unless the game is titled "John Smith
             | presents a John Smith game directed by and starring John
             | Smith: JOHN SMITH THE GAME" you can all but forget about me
             | knowing your name.
        
               | BlueTemplar wrote:
               | This guy might be familiar to you :p
               | 
               | https://en.wikipedia.org/wiki/Jon_Favreau
        
             | guestbest wrote:
             | It is telling that game developers are not storytellers
             | like those who write novels or even performers in a niche
             | like like opera singers. It looks like after all these
             | years, computer games have been around since the 1970s,
             | they don't have not only don't have the cultural cache of
             | writing but also music.
        
               | adamrezich wrote:
               | the nature of the medium allows one to create games that
               | don't have "writing", per se--where the "narrative" is
               | the emergently-developing narrative you the player are
               | telling yourself as you play. in this way, games have the
               | potential to be fundamentally different than all other
               | forms of linear storytelling. I still enjoy story-centric
               | games, but as time goes on, I find myself looking more
               | and more for something different and better. some of my
               | best and most meaningful experiences with games have been
               | these emergent narratives. it would be nice if more
               | people tried to make games like this, because it's really
               | something you can't get anywhere else, aside from a
               | tabletop RPG (but even then, that's different, too).
        
               | vkou wrote:
               | There's a reason the 'storytellers' in games aren't
               | getting star billing.
               | 
               | Games are a hugely collaborative effort, unlike books
               | (which are just a collaborative effort).
               | 
               | Music is also collaborative, but there's way more people
               | involved in making most games, than the people whose
               | names end up on an album cover.
               | 
               | Movies are also a highly collaborative effort, but even
               | there, there's usually one 'czar' - often the director,
               | that gets to stand behind nearly every creative decision
               | made in the film (Even if they weren't the one who made
               | it). Again, no such thing usually exists with games.
               | There's just too many parts to them, no one person owns
               | all of them, and the costs of making 'cuts' preclude a
               | single opinionated personality from doing an eleventh-
               | hour pass on it in post-production.
        
           | matthewrobertso wrote:
           | >I'm not sure anyone watched the three or so TV series about
           | John Carmack and John Romero
           | 
           | Which series were these? I'd love to watch them but can't
           | find any information. From googling they shot a pilot for a
           | Masters of Doom series in 2019 but it seems to have never
           | been released.
        
         | 99_00 wrote:
         | Poppy Playtime - Mob Entertainment
        
         | hgs3 wrote:
         | > Many of the indie darlings from that era would be lost in the
         | noise now.
         | 
         | This isn't specific to games. I doubt many dot-com millionaires
         | would have the same success with the web if they were born
         | today.
        
         | afterburner wrote:
         | You would recommend working at a AAA game dev company? I've
         | heard the work-life balance is terrible... Not sure you would
         | even have time for a side project.
        
           | teamonkey wrote:
           | In my opinion, the conditions in AAA are considerably better
           | now than they used to be 5, 10 or 15 years ago, in general.
           | Not everywhere, certainly, but overtime culture is lessening
           | and there's a more supportive attitude to employees.
           | 
           | Average pay for the average employee is slowly improving too,
           | and getting more evenly spread, though still a lot lower than
           | equivalent jobs in other tech sectors. Better pay for most,
           | but fewer Ferraris in the car park.
        
           | Cthulhu_ wrote:
           | The companies still seem to prey on naive but excited
           | employees who want to work in the gaming industry so badly
           | they will accept the risk of low pay and overwork; it's still
           | an employer's market.
           | 
           | Indie games - once established anyway - seem like a better
           | bet, some of the bigger titles in the space nowadays in terms
           | of sale - I'm thinking Hollow Knight, Hades - seem all right,
           | in that their current games are still a steady income stream,
           | allowing them to take the time with the - guaranteed
           | successful - sequels.
           | 
           | Only a matter of time before they get bought up by a bigger
           | studio / publisher though, one big payout. Happened to KSP,
           | and while I had faith in the new developer studio, the sequel
           | is off to a disappointing start.
        
             | OkayPhysicist wrote:
             | The progress on KSP2 is promising enough to maintain my
             | interest, but they definitely went into early access way
             | too soon. It's a really bad look to launch a sequel with
             | ~10% of the content of the original.
        
           | hesdeadjim wrote:
           | It's no better in smaller studios frankly. Best bet if you
           | want balance is to not work in games at all and then make
           | games on the side.
           | 
           | Edit: I have a US-centric viewpoint and I can't speak to
           | other countries.
        
           | meibo wrote:
           | It's pretty good in that regard in my experience, in Europe
           | anyway. Everything else pretty much still applies though,
           | out-of-touch execs and all.
        
       | munificent wrote:
       | While I'm not religious, everything else in this wonderfully
       | written, honest article mirrors much of my own past and
       | psychological development.
        
       | Hexigonz wrote:
       | This article couldn't have come at a more perfect time. I slogged
       | through myriads of tutorials for unreal and unity. I watched dev
       | logs where people seemed to effortlessly build their ideal worlds
       | and then go viral for it on youtube. All while thinking "if I
       | could ever just take some time away from my web dev career, I
       | could make games too. But it takes so much time to get started."
       | 
       | Enter Godot. I have LOVED it. It has absolutely changed the way I
       | think about game dev, and the journey with it so far has been
       | refreshing. It feels natural to code in, things are organized in
       | a way that I don't need a degree in the engine to understand, and
       | the UI is simple and clean. This post inspired me even more to
       | keep going full bore with Godot. Thanks man.
        
         | dimgl wrote:
         | > I watched dev logs where people seemed to effortlessly build
         | their ideal worlds and then go viral for it on youtube
         | 
         | Heads up that a majority of these are "fake", and/or stretch
         | the truth considerably. There was one where in one video they
         | had made a fully realized open world in Unity and in the second
         | they implemented flying.
         | 
         | It's all smoke and mirrors. These creators have spent weeks
         | getting these games to the point at which they're at. Whether
         | it's in training, or in previous failed games, or in creating
         | templates to make future games, it's _never_ that easy. There
         | are so many nuances to these engines that you can easily lose
         | an entire day just fiddling with one feature or fixing a bug.
         | 
         | So take it with a grain of salt.
        
       | ProjectVader wrote:
       | I can totally relate to this but in a different way. Music is
       | very similar, especially nowadays when everyone has an opinion
       | about what you should create, and it's easy to get lost in the
       | sea of YouTube tutorials of people telling you which way is the
       | right way, or even listening to what's accepted in the mainstream
       | and attempting to contort your own work to fit within that
       | structure.
       | 
       | After all, any form of expression can be seen as art, be it music
       | production or games, and the constant battle we feel as artists
       | can be overwhelming at times, especially when you want others to
       | acknowledge and validate you.
       | 
       | Wouldn't it be cool if your son and his son could look back and
       | say, "Look what my dad/grandfather created". For me, that thought
       | is a-lot more full-filling than worrying about what the rest of
       | the world thinks.
        
       | nathants wrote:
       | making a living off indie gamedev is not realistic because of how
       | easy it is to do the same as software engineer.
       | 
       | so why not both? a few years on, a few years off, repeat. remote
       | work makes this even easier.
       | 
       | i'm just starting gamedev, and am building just to see if i can.
       | 
       | i like the game i'm playing, but i feel like it could be better.
       | i'm impressed with what's possible, but wonder if current
       | technical limitations are surpassable. i accept that industry
       | sees odd things as cost centers, but how would things change if
       | they didn't?
       | 
       | individuals will make the next breakthroughs in every field.
       | software is unique in how powerful an individual can be.
       | 
       | gamedev is probably the hardest thing there is. it combines
       | everything. your bank account will grow smaller, but you will
       | grow bigger.
       | 
       | failure isn't just an option. failure is the plan. what an
       | amazing opportunity. what a time to be curious and to wonder.
       | 
       | last nights vid:
       | 
       | https://r2.nathants.workers.dev/jetpack_mantling.mp4
        
       | at_ wrote:
       | Interesting article. I landed on 'game development' as a way to
       | keep some form of artistic practice alive while I have a 9-5
       | because they're affordable to make (albeit time expensive) and
       | essentially act as gesamtkunstwerks that can absorb as many other
       | hobbies and interests as you can cram in them. Photography?
       | Analogue synthesisers? Geopolitics? Shader coding? All material
       | for building your game world. There's also the slim but not
       | impossible chance your creation sells a few copies. At the very
       | least, you might pick up some useful skills for your dayjob.
       | 
       | My first game (not available anymore, but it was this:
       | https://www.youtube.com/watch?v=cQfMHzbFL-w) sold maybe a few
       | thousand copies, but it briefly hit the front page of reddit,
       | indirectly led to some other fun opportunities, and got the
       | chance to get a feature on the App Store (...though I didn't see
       | the email until way too late), which was probably some of the
       | most fulfilling stuff that has happened to me online, as someone
       | that keeps a minimal online presence otherwise. But commercially?
       | It would be considered an abject failure by any studio that had
       | to keep the lights on. As far as hobbies you don't have to leave
       | your desk for, game development carries with it so much
       | possibility. Which is also what makes it so dangerous and
       | alluring for so many, I think.
        
       | irrational wrote:
       | It's interesting to me that "games" has become a synonym for
       | "video games". I play board games instead of video games, so when
       | I clicked the link, I went in thinking it would be about board
       | games. I suppose this is an example of majority rules. The
       | majority play video games instead of card/board games, so "games"
       | has defaulted to "video games".
        
         | badpun wrote:
         | Going even further, just 50 years ago, "games" meant activities
         | such as tag, dodgeball etc.
        
           | xboxnolifes wrote:
           | they still are
        
           | irrational wrote:
           | I'm over 50. We had lots of card/board games 50 years ago.
           | And we called them games.
        
         | cableshaft wrote:
         | I've worked on both. There's a lot of overlap. In fact I've
         | seen quite a few board game designers tap out of the industry
         | recently due to various frustrations and burnout. I haven't
         | really made a name for myself yet in board games, but I also
         | tapped out (and started focusing on making video games again)
         | because there are a lot of frustrations in board games:
         | 
         | - Convincing a publisher to sign your game takes a lot of
         | marketing skill that an engineer like myself isn't used to, it
         | can be harder than finding an audience of players, since you
         | have to set up a meeting for each one person you're trying to
         | convince to give your game a chance
         | 
         | - Or your can go Kickstarter, but then you're committing to
         | basically being a publisher yourself, and not
         | designing/developing games
         | 
         | - Board game publishers are also having a rough time since
         | there's been so many issues and sudden surprises with shipping
         | because of the pandemic. That's calmed down a bit but it's
         | still putting publishers in a precarious state, and they tend
         | to have fairly thin margins to begin with.
         | 
         | - Board game designers also tend not to get paid very well
         | unless they land on an evergreen title, like Dominion, Ticket
         | to Ride, etc, and/or have a constant pipeline of games (which
         | takes making great relationships with publishers and convincing
         | them to sign a bunch of games you churn out) and people in the
         | industry in general tend to get paid less (can be 50% less)
         | than the already underpaid people in the video game industry. I
         | keep looking at salaries in job postings and going "No way I
         | could take that much of a pay cut, as much as I'd probably
         | enjoy the work more"
         | 
         | I know one guy that worked on a game for two years, made a game
         | that was successful by the publisher's standards (it was in
         | Barnes and Noble) and only received $9,000 in royalties ($18k
         | split in half with a designer). He quit and started a marketing
         | company and is a lot happier now. A few others I know are
         | taking long breaks because they're just burnt out from the
         | constant grind.
         | 
         | That being said I did have a burst of motivation a few months
         | ago and designed a few small games and tried pitching them at a
         | board game convention this past weekend. One meeting (with the
         | largest publisher, even) went pretty well, the others didn't.
         | 
         | If nothing else, I can always code a web version of the games
         | and release them without needing a publisher, eventually, or at
         | least make Tabletop Simulator versions of the games.
        
       | glimshe wrote:
       | People have been doing things for the sake of doing them for
       | centuries. Sometimes one person creates something - a painting,
       | sculpture, book, game - that resonates with the public and is
       | lucky enough to get noticed. It's a mix of talent and luck, which
       | includes being at the right place at the right time.
       | 
       | I believe that the mistake is to _expect_ that you will be
       | rewarded for your efforts just because you created something that
       | resonates with _you_. It might happen, it might not. On average,
       | I think that game developers make less money than food servers at
       | McDonald 's. And it was always like that, someone creating
       | speculative work and trying to probe the market almost always
       | makes less money than someone working on a guaranteed, time-
       | honored market need.
       | 
       | The question is - was the trip worth it? Lots of times, it isn't.
       | But let's take someone who spends a year of their life
       | backpacking around Europe or wherever. Was it worth it?
       | Moneywise, it was a huge loss of money, not "profitable". But it
       | could have been personally profitable, it could have been the
       | best thing this person has done in their life and one of those
       | "deathbed joys".
       | 
       | If you approach hobbies and game development this way, I think
       | it's much easier to accept a market failure. It must be worth it
       | to YOU, otherwise you're in for very likely disappointment.
        
         | somenameforme wrote:
         | I'd beg to differ here on the typical developer. In nearly all
         | of these accounts, it rarely (if ever?) seems that the
         | developer actually makes a product that resonates with
         | themselves. In this case, the developer ultimately never even
         | made anything at all. The thing I most often see is people
         | being expected to be rewarded for making simply "something" as
         | in you create a product, and it's completely playable as a game
         | - but it's nothing more than that.
         | 
         | And I think _that_ era is completely dead, if it ever really
         | existed at all. What I mean is somebody might see a game like
         | the Binding of Isaac sell a zillion copies and think to
         | themselves,  'Wow - I could make that game. I could even make
         | it better!' And they're probably right, but with _that game_
         | already released to massive popularity, creating a clone just
         | isn 't going to resonate with anybody unless it takes it to a
         | whole new level, which clones essentially by definition don't
         | do. You can see this exact attitude in this author with his 3d
         | renderer. He expected people to appreciate it because he spent
         | thousands of hours on it. But people don't care about stuff
         | like that, they care about what's in front of their eyes - and
         | what was probably a few poorly lit textured polygons moving
         | around is not going to inspire fanfare.
         | 
         | Ironically low-effort clones also work as an example on _this_
         | front. Vampire Survivor is another game, technically trivial,
         | which has sold about a zillion copies. And it 's little more
         | than a reskin of 'Magic Survival' [1]. But the author clearly
         | saw the potential in that game that nobody else did (including
         | its own author), so he deserves all the credit and reward he's
         | received. It just feels like if we viewed game development as a
         | market, it's full of people buying high, selling low, and then
         | becoming all philosophical when looking for why things didn't
         | turn out as they planned, as if there was some deeper meaning
         | or lesson to be learned.
         | 
         | [1] - https://www.youtube.com/watch?v=cnM9CIqv8Iw
        
         | yannyu wrote:
         | You're not wrong, but is this the way we want art to be
         | created? Should arts be primarily pursued by those who have the
         | means to defer or lose income, or those who have the reputation
         | and connections to nearly guarantee economic success?
        
           | whateveracct wrote:
           | I think you're creating a false dichotomy here.
           | 
           | Art can be made by people who wish to make it, and it doesn't
           | have to be some "do art or make money" choice. Plenty of
           | people who aren't filthy rich have leisure time and artistic
           | desires.
        
           | somenameforme wrote:
           | The number of bands, and increasingly even of huge
           | independently developed games, that started with some guy
           | doing something in their spare time after work is exceedingly
           | high.
           | 
           | In times of patronage, even being able to obtain the
           | instruments of your art was a substantial (though even then -
           | not insurmountable) obstacle. Now? You can buy a saxophone
           | for 20-30 minimum wage hours, same for something like an
           | electric guitar + amp. The cost for other arts tend to be
           | downward from there. In modern times programmers have it the
           | easiest. Free IDEs, free libraries, free tutorials, free
           | everything - you just need a computer and you instantly have
           | access to resources that would have cost tens of thousands of
           | dollars, at one time, for free.
        
           | c_crank wrote:
           | It's nice when you can rely on the rich to provide patronage
           | for high quality art. But one could not expect this from the
           | current rich.
        
           | lukas099 wrote:
           | This is one argument for universal basic income: that it will
           | lead to an explosive output in the arts. (I don't know enough
           | about the debate than to comment on it further than that.)
        
           | AnIdiotOnTheNet wrote:
           | Let me ask you something: would you value a set of ~5 games
           | that are an imagining of VCS-era console games as envisioned
           | to exist in an alternate timeline where the Soviet Union was
           | the predominant exporter of culture rather than the US?
           | 
           | Because that's the kind of thing I come up with and would be
           | making if I had a life situation where I didn't have to sell
           | entirely too much of my time for food, shelter, and health
           | care.
           | 
           | So I guess what I'm asking (genuinely) is, is that the kind
           | of art you _really_ want to see a lot more of[0], and filter
           | through, and one way or another _pay for_? Or is it perhaps
           | better the production of such things is the domain of people
           | who do not require such support?
           | 
           | [0] I do, but I'm clearly biased. Count me among the people
           | who want shorter games with worse graphics made by people who
           | are paid more to work less.
        
         | jckahn wrote:
         | I'm the developer of https://www.farmhand.life/, an open source
         | indie game with a modest following. I've seriously explored
         | commercializing Farmhand, but never actually followed through
         | with it (aside from an exploratory spinoff[0] that never even
         | made enough money for Steam to pay out to my partner and I). It
         | became clear that I'd have to fundamentally change Farmhand in
         | ways that cater to monetization opportunities (via in-app
         | purchases or ads) rather than my own interests. And if the game
         | failed commercially (which it almost certainly would,
         | statistically speaking) then I'd be stuck with project that's
         | not fully aligned with my interests and values. I'd almost
         | certainly lose all motivation and the project would die.
         | 
         | So, Farmhand just exists as a free open source game that I love
         | making and handful of people enjoy playing. And I hope it
         | continues on like that for the rest of my life. I think I'll
         | reflect positively on that choice on my deathbed.
         | 
         | - [0]: https://store.steampowered.com/app/2080880/Farmhand_Go/
        
           | glimshe wrote:
           | Well written! I think you should up the price to 4.99!
        
             | jckahn wrote:
             | Thank you! I think increasing the price of Farmhand Go from
             | $.99 would pretty much kill all future sales, as we've only
             | sold 85 units since launching in 2022. It's great to know
             | that someone thinks the game is worth more than that
             | though. :)
        
               | ctenb wrote:
               | A game costing less than one dollar strongly signals it's
               | not worth any money, let alone my time. I'd probably not
               | even look at it for that reason.
        
               | schemescape wrote:
               | I agree with this. Also, a higher price leaves room for
               | discounts, which might help convert wishlists.
               | Disclaimer: I don't know what I'm talking about.
        
               | glimshe wrote:
               | Yeah, this is a well studied economic effect. Sometimes
               | increasing prices increases sales. My first "gut"
               | reaction looking at his game was "Gosh, a 99 cent phone
               | game, no thank you" but I kept looking and it's not bad.
               | 
               | People who play real games (rather than addiction-driven
               | phone games) are willing to pay to get what they want,
               | within reason of course.
        
               | jckahn wrote:
               | That's an interesting point. My partner and I went back
               | and forth on pricing before we settled on $.99. That
               | seemed to be the price that these types of narrowly-
               | scoped, casual games go for. It's certainly possible that
               | we got that wrong, as we are not experts at this kind of
               | thing.
        
               | glimshe wrote:
               | These people will also get your game for 2.99 once it
               | goes on sale. You don't want the full price of your
               | life's work (based on your words) to be 99 cents, this is
               | the exact price point of one gazillion awful games. I'm a
               | heavy gamer and pretty much refuse to buy 99 cent games.
               | 
               | Well, do a before/after comparison of profits after
               | changing the price, and running a few sales (like
               | thanksgiving), and come back to tell us how that went :).
        
               | jckahn wrote:
               | We just upped the price to $4.99:
               | https://store.steampowered.com/app/2080880/Farmhand_Go/
               | 
               | Thanks for the suggestion! I don't expect to start making
               | significant money with this change, but it will be an
               | interesting learning opportunity if nothing else.
               | 
               | I'll update this thread if we see a meaningful change in
               | sales! :)
        
       | c_crank wrote:
       | If I had the kind of brain to grok vector transformations, I'd
       | build my own game engine. But I don't, so I decide to write
       | stories on the side instead.
       | 
       | The guys who can do that stuff are wizards
        
       | nixnax wrote:
       | [dead]
        
       | q_andrew wrote:
       | Hi Evan, I enjoyed this blog post a lot. I released my first
       | indie game this February, after working on it since graduating
       | college. It has made 3x my normal job's salary -- I'm still torn
       | about whether to make a sequel and go full time, or stick with my
       | usual 9 to 5. Let me know if you have any good tips!
       | 
       | I think gamedev was also a very big escape for me since middle
       | school, and your post reminded me a lot of those dark times.
       | 
       | I also agree that games are an art, I went from drawing ->
       | modeling -> rendering -> programming, so it was easier for me to
       | reach those conclusions.
       | 
       | Making a game to show off your cleverness is definitely not the
       | best motivation, but I have found that it can improve the game's
       | "experience" if you can harness that feeling. Straddling the line
       | between personal interest, feasibility, and market value is maybe
       | the most important thing to get right as a solo developer in my
       | opinion. I could see developers who got lucky with their
       | obsessions getting absolutely devastated with their lack of hits
       | afterwards (something I'm afraid of doing myself!).
       | 
       | The comment about the twitter gamedev scene being driven by
       | terminally online people is very accurate, although I still
       | admire some of the more educational/resource oriented ones for
       | their sheer willpower.
        
       | JKCalhoun wrote:
       | Some of this resonated with me, some did not. I don't think there
       | was an insecurity I needed salve for as a motivation for writing
       | games. Neither do I think that programming generally has been a
       | "power trip" for me.
       | 
       | But like the author I came to see my writing of games as
       | satisfying an artistic (and also a technical need) I suppose I
       | have. Why express yourself artistically in software? Maybe
       | because I am not as skilled at painting or music to hope to
       | express myself in that regard.
       | 
       | And I think early on, perhaps still, I wrote games to make
       | tangible the idea for a game that _I_ would like to play. (That
       | others might also enjoy the game should not come as a surprise.)
       | 
       | In fact, plenty of times when learning I can program, I have had
       | non-programmers tell me about their own great idea for a game and
       | ask if I could write it. I feel a little uncomfortable when they
       | do because frankly it's difficult for me to be inspired by
       | someone else's idea. Often, I tell them, "Why don't you teach
       | yourself to program?" I know how dickish that sounds but in fact
       | I am essentially telling them to take the exact path that I took
       | myself, ha ha.
       | 
       | :
       | 
       | I agree indie game writing is art.
       | 
       | When I first wrote shareware when I was in college any money that
       | showed up (maybe $10 a month) went directly to buying a pizza and
       | two cokes for my then-girlfriend and I that Friday night. It just
       | seemed like gravy.
       | 
       | But when programming became a career for me, and the internet
       | added a more realistic means to monetize software, there did come
       | in this creeping expectation of making enough to "live on" from
       | games. I am coming to see now that this kind of ruins it for me.
       | 
       | Having recently retired, I used my time to rewrite one of my
       | early shareware games for Steam. It was fun to go back to C for
       | the nostalgia, fun to modernize the game using a cross-platform
       | library (SDL), fun to see 60 fps so easy....
       | 
       | But I sunk $1000 into the thing if you count buying a Steam Deck,
       | paying Steam $100, and the various controllers and such I
       | purchased (for the oft-neglected PC's I pressed into game-
       | development service -- I am normally a Mac guy but I wanted to
       | try cross-platform). All told I have made about $570 from the
       | game and I don't expect to make much more.
       | 
       | I think I'll write another game or two for Steam but, and perhaps
       | this is a healthy mindset, I don't expect to make any money doing
       | it. But in a way I feel I am slowly coming back to my college
       | days and can begin to look at any sort of recompense as ...
       | having paid for the Steam Deck at least.
       | 
       | I am glad the author has come around to a similar conclusion. I
       | think it can make game-writing fun again. (I am also glad the
       | author seems to have exorcised some childhood demons in the
       | process -- congrats.)
        
         | matuszeg wrote:
         | What's the name of the game? I'd love to check it out on Steam.
        
           | an_ko wrote:
           | Based on their blog, I think they mean this:
           | https://store.steampowered.com/app/2318420/Glypha_Vintage/
        
             | wsc981 wrote:
             | Glypha is fun, used to play it a lot on macOS in the System
             | 7.0 (or so) days. I expect the remake to be similar fun.
             | 
             | Would buy it again on GOG, but Steam I kinda try to avoid
             | these days.
        
         | gochi wrote:
         | >Why express yourself artistically in software? Maybe because I
         | am not as skilled at painting or music to hope to express
         | myself in that regard.
         | 
         | Why do you feel you need to be skilled in either to express
         | oneself? The expression is the goal, not the perfection.
         | 
         | I also don't believe that you have to let go of the expectation
         | of compensation. You can have both compensation and expression,
         | just maybe use a little more time/money towards marketing.
        
           | Jare wrote:
           | Below a certain level of skill, you simply can't express
           | yourself. You can try, but then you step back and see what
           | you built was nothing like what you intended to build, and
           | does not express what you wanted it to express; not to
           | yourself, and likely not to others.
           | 
           | You don't need to be a world-class master, but there are
           | minimums.
        
             | gochi wrote:
             | I want to push back on this idea, but I relate to the
             | undesired effect. The catch is that this undesired effect
             | is a necessity to then becoming able to express oneself in
             | that format.
             | 
             | It's frustrating and most people quit at this part, but
             | this journey is also an expression. You look back on that
             | old raggedy drawing or whatever it is, and understand
             | exactly what you were wanting to express and how you just
             | couldn't. That piece becomes a symbol of your persistence
             | and effort, and winds up meaning far more to you than most
             | of your other work that has far better detail or granted
             | you far more money.
             | 
             | So I wound up agreeing with you, it's correct that below
             | the minimum you struggle to express yourself the way you
             | intended, but that is perfectly normal. Embrace it, don't
             | let it become your limitation on why you refuse to learn to
             | make music or games or create pottery or what have you.
        
       | jonhohle wrote:
       | That had a great turn going that I find is probably true in my
       | own life. I spend a lot of time on things that I think are neat,
       | but that I think will please others at times at the expense of
       | myself and my family. The idea that games and game dev (of any
       | dev) can be a coping strategy for past injury is also
       | enlightening.
       | 
       | As someone who always wanted to get into game dev, but saw it as
       | something that was continually further and further from my reach,
       | I was expecting a primer and got more than I thought. Thanks!
        
       | sircastor wrote:
       | The games industry is a very unforgiving one. Players are fickle,
       | large studios are often abusive, platforms are territorial. I
       | think games are wonderful, but like any art form, they have to be
       | fulfilling on their own. Your happiness cannot be built on
       | someone else's opinion of your work. Of course, that could
       | legally be said about anything.
        
       | lukas099 wrote:
       | I believe that desiring to be truly _known_ by more than a couple
       | of your closest relations is unfortunately a losing proposition.
       | I 'm just making up numbers, but I think about 90% of people's
       | caring about other people goes to the people they are around all
       | the time. Then 90% of what's left goes to people like The
       | Beatles, or Trump/Biden, or whatever celebrity. Trying to get the
       | attention of others is fighting for scraps of scraps.
       | 
       | I did this once, at work. Worked on a passion project that I
       | poured my sweat and soul into, didn't even receive a 'good job'
       | (this team had some organization issues and I wasn't even on the
       | radar of almost anyone who worked there). It was truly
       | demoralizing but a necessary dose of reality for me. Probably
       | working at an early stage startup or small independent team where
       | everyone who works there is actually best friends with everyone
       | else is the only way this would really pay off.
        
         | c_crank wrote:
         | I've gotten the most enjoyment out of side projects when I know
         | that I'm making them for close friends first, and any extra
         | popularity is just a bonus.
        
           | lukas099 wrote:
           | That is a really good idea: make something for someone you
           | really care about and who really cares about you.
        
           | NortySpock wrote:
           | I have also found that building things "for fun" and "for the
           | sake of learning" has been both fun and educational.
        
           | imtringued wrote:
           | I have built a side project with a user base of less than ten
           | people. Mostly people I have known for years. The only
           | counterargument is "why aren't you using <more popular
           | software> instead?"
        
       | schemescape wrote:
       | Last year, I finally worked up the nerve to make a free web game
       | into a real, complete game and release it on Steam.
       | 
       | Since I was doing it for fun, I decided to make the game free
       | (this meant I missed out on learning if people liked the idea
       | enough to pay, and also I couldn't use sales to drive interest).
       | 
       | I grudgingly set up a Discord server and released the game.
       | 
       | I was lucky that someone with millions of followers recommended
       | my game, and that the overall response was positive ("very
       | positive" on Steam, briefly), but what did I really get in the
       | end? A couple of fans, a few hours of talking about my game with
       | strangers, an interesting story ("a billionaire beat my game!"),
       | and witnessing people beat me (handily) at my own game.
       | 
       | Was it all worth it? Should I do it again? Honestly, I don't
       | know. I'm still processing it all. I do have a nagging feeling
       | that my tech skills could be put to better use, or at least help
       | people I know, instead of strangers.
       | 
       | Like I said: still processing :)
        
         | sillysaurusx wrote:
         | Well, what was it?
        
           | schemescape wrote:
           | Link is in my profile.
           | 
           | I didn't think the specific game was super relevant to the
           | story, so I decided to leave it out. I also wanted to avoid
           | the HN trope of "cool story! I'm working on this thing that's
           | only tangentially related: ..." :)
        
         | spencerflem wrote:
         | I struggle with this a lot @ helping people with tech
         | 
         | It seems like most of the industry is pushing bits around or
         | trying to make specific shareholders rich at the cost of
         | everyone else.
         | 
         | Rambling, but it you get any good insights I'm definitely
         | interested in hearing them
        
           | golergka wrote:
           | > make specific shareholders rich at the cost of everyone
           | else
           | 
           | I haven't worked in a single company that have succeeded in
           | making their owners rich without giving the clients what they
           | want. Have you? The only entities I know that do that are
           | organised crime and governments.
        
             | cbau wrote:
             | A lot of companies directly go against their users to
             | enrich the owners, see Reddit right now. Just the rational
             | move by companies that have established
             | monopolies/oligopolies. Also companies that exploit
             | negative externalities.
        
             | spencerflem wrote:
             | Some examples:
             | 
             | - Everything Microsoft has been doing to windows: adding
             | ads, shuffling the UI around, resetting the defaults every
             | update
             | 
             | - see also: reddit, facebook, everything else in it's
             | "enshitification" phase
             | 
             | - Anything involving ads is (imo) polluting the world
             | 
             | - Things that are literally polluting the world (usually
             | not tech, but sometimes)
             | 
             | do _on net_ these companies do more good for the world than
             | bad? maybe, but certainly most of the work going into them
             | seems to be in  "capturing value" which is of no use to me.
             | Most of the proprietary software I've used has slowly
             | gotten worse over time.
        
             | Firmwarrior wrote:
             | Comcast
             | 
             | Well, that's kind of a mix of both categories, to be fair
        
           | schemescape wrote:
           | I don't really have any insight, but I found this comment
           | (and its parent) helpful as a starting point:
           | 
           | https://news.ycombinator.com/item?id=36508063
           | 
           | It seems so obvious, but it's also easy to lose sight of,
           | especially when technology is so interesting!
        
           | Tade0 wrote:
           | > It seems like most of the industry is pushing bits around
           | or trying to make specific shareholders rich at the cost of
           | everyone else.
           | 
           | My co-worker from a decade ago named it "shovelling virtual
           | gravel" and I think this expression really catches the spirit
           | of it.
        
             | jareklupinski wrote:
             | beats pulling the real stuff
             | 
             | https://www.youtube.com/watch?v=RRh0QiXyZSk
             | 
             | Tennessee Ernie Ford - Sixteen Tons
        
             | spencerflem wrote:
             | i like that a lot
        
         | tobr wrote:
         | Let me see if I follow. You made something because it was fun
         | to make it. You "grudgingly" shared it. It had some success,
         | and now you wonder what did you really get in the end?
         | 
         | What did I miss? You did it because it was fun. And... it was
         | fun? Then just because you release it and share it with others,
         | now only external validation counts?
         | 
         | I think this is a trap I fall in all the time as well. I make
         | something, and as long as I keep it to myself, only my own
         | experience with it determines if it was a success or not. As
         | soon as others get to see it... what I think of it doesn't
         | matter anymore. Only their reaction.
        
           | schemescape wrote:
           | Oops, I meant I "grudgingly" setup a Discord server (and
           | happily released the game). Sorry that was very unclear now
           | that I'm re-reading it!
           | 
           | Having said that: you're right that once I released it, I
           | suddenly had thoughts about how well I thought it should do,
           | and those were hard to quell.
           | 
           | Edit: Discord did end up being the right thing to do,
           | however. That's how I was able to connect with many of the
           | players (that I probably wouldn't have gotten a chance to
           | talk to otherwise). My only gripe with Discord is the "walled
           | garden, but somehow de facto communication medium" aspect.
        
         | dimgl wrote:
         | If you made money, why wouldn't it be worth it?
        
           | schemescape wrote:
           | In case that was directed at me: charging for the game limits
           | the number of people who will play it, and the biggest
           | "payout" for me was seeing people play my game and talk about
           | it (and show me tricks I didn't know existed). Coupled with
           | the fact that I would have realistically grossed less than
           | $4k (for hundreds of hours of work), trying to earn money
           | would have probably made it _less_ worth it.
        
       | mdip wrote:
       | Thank you for the thoughtful, honest, introspective essay[0]. I
       | have a 15-year old son who -- like a lot of kids -- is interested
       | in making games for a living. I've shared other pieces with him
       | about "what it's really like to write software in the computer
       | gaming world" and after clicking the link, quickly sent him this
       | one. I just assumed it'd be something along those lines so I sent
       | it before I read it.
       | 
       | These "real life in the world of game development" pieces are
       | usually the kind that serve only to discourage a kid from wanting
       | to write games (and really any other software for that matter)
       | which is not really what I'm aiming for. I simply want him to
       | have a more realistic view of what game development really is and
       | I suspect he'd be interested in a lot of _other_ corners of
       | software development.
       | 
       | You basically nailed it, here[1]. In fact, as I read it, I
       | imagined my son writing something like this in the future --
       | albiet with some details changed. He's an incredibly intelligent
       | 15-year old kid who has pretty serious ADHD and struggles due to
       | family circumstances. He had similar issues with friends --
       | mostly related to being homeschooled until last year[2].
       | 
       | [0] Looks like submitter is the author assuming the HN profile is
       | accurate.
       | 
       | [1] As a fellow Christian who was praying about his son this
       | morning, I suspect this was something He sent my way ;).
       | 
       | [2] He's got friends and makes friends easily but the school he
       | was put in was a small (unfortunately awful) Christian school
       | with kids who had attended since Kindergarten ... it was hard to
       | break into.
        
         | mysterydip wrote:
         | As someone with ADHD, game dev has been a great hobby for me,
         | but not something I could do full time (at least
         | independently). There's so much breadth and depth in game
         | development, you can hyperfocus on "the new shiny" almost
         | indefinitely: 2D and 3D graphics, shaders, networking, AI,
         | procedural generation, animation, physics, etc. And then
         | there's worldbuilding research, sounds, music, pixel art,
         | vector art, 3D modeling, etc.
         | 
         | All of these things led me down rabbit holes that gave a wealth
         | of knowledge and experience, many of which I apply to my day
         | job (or let me be in a position to move up). In 20+ years, I've
         | made hundreds of prototypes, engines, and demos. I've only
         | fully released a handful of games, and for the most part they
         | were a slog to complete.
         | 
         | For the longest time I thought it was something wrong with me,
         | just "too lazy" to complete something or I needed to "try
         | harder." I've since come to learn more about ADHD and see it's
         | an expected result as dopamine levels change throughout the
         | project. So I've changed my expectations from "I'm going to run
         | my own indie studio someday" to "I'm going to work on whatever
         | moves me right now and use it as a fun learning experience."
        
         | et1337 wrote:
         | Thanks for sharing, hope it can be helpful to your son! I think
         | something about Christian schools, groups, even churches makes
         | them tend to be super clique-ish, at least in my experience in
         | the US. I struggled way more in those groups than in others,
         | which is pretty sad and backwards.
        
       | yazzku wrote:
       | The best part of this post is the irony of sharing it on HN :)
       | But we feel you, bro.
        
       | KapKap66 wrote:
       | I followed the Lemma development/game thread you had on Facepunch
       | loosely; I would check up on it occasionally to see how things
       | progressed since I was interested in parkour games at the time.
       | 
       | I don't really have a point to make, but I thought I'd share.
        
       | thrown1212 wrote:
       | Exit through the gift shop. A tale about the commoditisation of
       | what people thought was art. This is that. Indie game devs are
       | the legions of graffiti artists whose purity and form will never
       | pay the bills, regardless of how superior their underlying
       | passion or technique is. Because money don't care.
        
         | gnulinux wrote:
         | Can people not make games that are not intended to sell much?
         | Like Passage (2008), Escape from Woomera (2004) etc, i.e. games
         | that have a political or artistic purpose.
         | 
         | I ask this as someone who doesn't play video games (never
         | played any of these so called "Art Games").
        
       | turtledragonfly wrote:
       | > Why had I tried to make personally meaningful art and make
       | money from it? Isn't that a contradiction?
       | 
       | This is somewhat where I am now, working on an indie game that I
       | must realistically guess will not pay the bills, once I release
       | it.
       | 
       | I took a somewhat backwards/opposite approach, though: worked at
       | a "real job" for decades, got some savings, and now am finally
       | scratching that itch. If it fails financially, it will still be
       | an emotionally and personally satisfying journey for me (also
       | painful, but that's what happens when you care about things :)
       | 
       | I appreciate this post for its honesty, and it's presentation of
       | issues as the author's own experiences and self-discovery, not
       | trying to wrap it up as advice per-se. I find it much easier to
       | take advice from people who aren't pushing it as such.
        
       | dopeboy wrote:
       | I'm the co-founder of a fantasy sports game, so I've come to know
       | the real money side of gaming somewhat intimately. As much as
       | people scoff at the money component in a game...it leads to hyper
       | engaged users. Our folks are incredibly stick and while it's a
       | small cohort, it's a positive sign. They're spending over an hour
       | playing everyday, which I'm proud of.
       | 
       | I think if you're building a traditional game (with no money
       | component), you have to go into as a labor of love. You're
       | competing for attention among a _vast_ canvas of alternatives.
       | That is so hard to do.
       | 
       | My dream is to one day build a command and conquer successor.
       | That market is tiny and the whole genre has pretty much moved on.
       | The people who'd want to play it are millennials like me. I'd
       | need to completely alter my motivations and expectations going
       | into it.
       | 
       | I think as more people are wide eyed about this, we'll see less
       | of the "punch in the gut" stories like these.
        
         | paulryanrogers wrote:
         | C&C has 'money', so guessing you mean real-world money. So it
         | wouldn't surprise me that real money makes games sticky, as it
         | raises the stakes and entices folks prone to gambling.
        
       | dimgl wrote:
       | I think the whole trope that "making a successful game is close
       | to impossible" is overly cynical.
       | 
       | I've found a few people online say that they don't understand why
       | their game did really poorly even though it's like X and does Y
       | AND Z. So I ask them to show me their game. I haven't found a
       | single scenario where the game wasn't unfinished, janky and/or
       | just plain unfun.
       | 
       | I want to go against the grain here and say if you have a game
       | idea, just make it. But don't expect people to buy it if it
       | sucks. Like with all good artists, you have to be conscious of
       | whether the thing you're making is a good product or not. I think
       | the author of this article realized that eventually.
        
         | Firmwarrior wrote:
         | I see this sentiment a lot on Twitter and Reddit, but it's a an
         | overpressured Copium tank
         | 
         | You can see a ton of polished, fun games that weren't
         | successful by just skimming over lists of games on phones,
         | Steam, or Nintendo Switch. I'm not going to bother linking any
         | of them, since you're just going to nitpick and insult the work
         | of random people you don't know, and it won't be a productive
         | path of conversation.
         | 
         | That said, you can redefine your idea of "success" a little and
         | make a comfortable living:
         | https://www.youtube.com/watch?v=JmwbYl6f11c
        
           | dimgl wrote:
           | > nitpick and insult
           | 
           | Sorry, but this is disingenuous. Valid criticism is not
           | "insulting". Additionally I've already watched that video.
           | That developer purposefully made an extremely niche product
           | that only a fraction of people wanted and was able to make a
           | living doing that.
           | 
           | Which... proves my point. His games don't have mass appeal at
           | all, so they don't make money.
           | 
           | I've been through the Switch catalog. There is so much trash
           | on there that it's unbelievable. In fact, most people will
           | agree that these App Stores are chock full of garbage games.
           | I get ads for garbage mobile games on my Instagram feed all
           | the time.
           | 
           | Making a playable game and making a good game are two
           | different things. Most games are simply not good games.
           | 
           | Edit: I'd argue that you can't give me a good example because
           | they don't exist. If there was a game you truly loved that
           | was an underrated gem, you'd be super quick to show it. And
           | that's what I'm trying to say: this concept of a polished,
           | good game that is inundated and skipped on by the sheer
           | amount of volume of good games, in my view, simply doesn't
           | exist.
        
             | Firmwarrior wrote:
             | It's not valid criticism though. You just said:
             | 
             | > I haven't found a single scenario where the game wasn't
             | unfinished, janky and/or just plain unfun.
             | 
             | You could easily find lots of problems even with hugely
             | successful games like Vampire Survivors or Enter the
             | Gungeon. I'm fully confident that given a random assortment
             | of fun, polished, shipped games that didn't go viral,
             | you'll be able to come up with a long list of complaints.
        
               | dimgl wrote:
               | Right but in this argument the onus is on you to find a
               | game that should have been successful, but wasn't, due to
               | the sheer volume of good games, not the other way around.
               | You're making the argument that there lots of games that
               | are polished and deserved some kind of success, and are
               | inundated by other polished games. I'm arguing this
               | simply isn't the case, and most indie devs that have
               | complained about this have not made good, fun games.
               | 
               | Flaws or not, Vampire Survivors and Enter the Gungeon
               | found a market because they were fun games that had some
               | redeeming qualities that wasn't widely available on the
               | market at the time. Other examples: Project Zomboid,
               | Shovel Knight, etc.
               | 
               | Edit: still waiting on ONE game. Just one. Feel free to
               | edit your comment with a game that deserves more
               | recognition.
        
               | Firmwarrior wrote:
               | EDIT: This is what I'm talking about. Not a productive
               | conversation. You've convinced yourself that every failed
               | game dev deserved failure, and all you have to do to
               | prove it to yourself is make a half-assed complaint about
               | every game you see.
               | 
               | Send me an e-mail and I'll just message you every game I
               | come across that should have been a hit and wasn't, once
               | you get tired of it you can block me
        
               | dimgl wrote:
               | Why can't you share it here, on Hacker News, for everyone
               | to see? These games deserve more recognition. Please, I
               | want to be proved wrong here.
        
               | Apocryphon wrote:
               | How about much of Obsidian's catalog pre- _Pillars of
               | Eternity_
        
               | JSLegendDev wrote:
               | An example of a game I think should have been a success
               | but wasn't is Counter Spy released for the PS4. It's a
               | really fun game and just stumbled on it in the PS Now
               | catalog.
        
               | dimgl wrote:
               | This is a great example! I took a look at the trailer and
               | I think the artstyle and gameplay looks really
               | interesting. I took a closer look at it looks like
               | reviewers at the time had a lot of technical issues. I
               | wonder if those issues are now fixed. Did you play it on
               | the PS5?
        
               | sp3n wrote:
               | > should have been a hit and wasn't
               | 
               | care to share a few of those on here?
        
               | larsiusprime wrote:
               | The best game that exhibits this is Among Us, but not in
               | the way you think.
               | 
               | What you're actually getting at here is a hypothesis that
               | success for a game isn't contingent on circumstances, a
               | variant on the "a truly good game, will sell" hypothesis.
               | 
               | Among Us is a very clear case study to the contrary; it's
               | a clear example that success, even for "truly good games"
               | -- IS contingent on circumstances. Being a good game --
               | whatever that means -- is necessary, but not sufficient.
               | 
               | Among US was released in 2018 and it was a flop. I know
               | the development team, and before the game released they
               | were ready to call it quits any day.
               | 
               | It wasn't until 2020 that a particular streamer picked it
               | up and that, combined with the pandemic, vaulted it to
               | mega success. If that hadn't happened, it would have been
               | a flop to this day.
               | 
               | This was a multiplayer game, and so if at ANY POINT they
               | had given up the ghost and just shut the servers down --
               | as they very well could have totally rationally done --
               | it would have never taken out, and if I were to have
               | shown you Among Us as a game that was good but didn't
               | succeed, I'm sure you'd pick it apart and say, well of
               | course it wouldn't succeed, look how much it sucks.
        
       | zinxq wrote:
       | I posted something along the lines of "games are too easy to
       | make" on reddit and got expectedly lambasted. My fault, don't
       | tell people with new found ability that the only reason they have
       | it is because it's 100 times easier than it used to be.
       | 
       | A long time ago, I got interested in computers to make games but
       | immediately veered into other kinds of software. No worries - I
       | always planned that once I was "done" in the application/startup
       | space, I'd head back and make those games.
       | 
       | Sadly - I waited too long. Like music, books, or photography -
       | the supply-side is so inundated with content that the market is
       | more about marketing than creation or merit. Mind you, never did
       | I expect or even care if I made money. That was never the goal.
       | But now I realize just to get some people to play my game would
       | be a huge undertaking requiring tons of luck - just to rise above
       | the noise. That was the deal breaker - I don't care about making
       | money - but I do care about eventual players, at least if
       | something will take months or years* to create. I wanted to make
       | games, not do marketing.
       | 
       | The bright side is there's no shortage of fun games to play. I'll
       | stay on the player side of the equation!
       | 
       | *Wouldn't be surprised if something like ChatGPT allows games to
       | be made in days in the semi-near future. If so, I just might make
       | games anyway - still not for money, and now not for players - but
       | just to finally let those ideas out of my head.
        
         | georgeecollins wrote:
         | It is true that Unity and Unreal lowered the technical
         | difficulty to make games. And the market is saturated with
         | acceptably good games. You get posts by people who say, my game
         | is as good as game X or game Y and had new features. Why isn't
         | mine popular as well? It's usually a complicated question that
         | people who enjoy making games don't like to think about: what
         | makes people spend money on games.
         | 
         | But there is still plenty of room for ambitious, beautiful,
         | complicated or thought provoking games. That's what's hard now.
         | It used to be hard to make good pathing AI or a performant 3D
         | renderer or real time physics. Now the challenges are different
         | but still very hard.
        
           | dimgl wrote:
           | > You get posts by people who say, my game is as good as game
           | X or game Y and had new features.
           | 
           | A majority of the time, this just isn't true. I'd like to see
           | a single example of a game that wasn't successful but was
           | legitimately a good game.
           | 
           | And yes, I think making a completely derivative and
           | uninspired game that works well is not the mark of making a
           | good game, even if it technically works.
        
         | chefandy wrote:
         | You say making games is too easy when you mean creating the
         | programs you play them on is easy. You entirely disregard the
         | large number of other people and skills required. Most
         | developers do this in most areas of expertise.
        
           | nkjnlknlk wrote:
           | It depends what the OC was envisioning as their game. Not
           | every game requires a "large number of other people".
        
         | BlueTemplar wrote:
         | If your goal is only to have a few players rather than to make
         | money, then find and advertise to the niche communities in
         | genres closest to your game : if people like your game, the
         | marketing is going to take care of itself !
        
         | nkjnlknlk wrote:
         | > Mind you, never did I expect or even care if I made money.
         | That was never the goal. But now I realize just to get some
         | people to play my game would be a huge undertaking requiring
         | tons of luck - just to rise above the noise. That was the deal
         | breaker - I don't care about making money - but I do care about
         | eventual players, at least if something will take months or
         | years* to create.
         | 
         | I broadly agree but I think you're being too pessimistic about
         | not having players. If your game is not novel (or maybe even if
         | it is), I'm sure you can find a community that would enjoy it.
         | Maybe participating in that community counts as marketing to
         | you but I feel like sharing what you have created and marketing
         | what you have created are separate.
         | 
         | Reddit is a good place for this type of discovery. Discords of
         | other niche games in similar/adjacent genres would be another
         | one. I feel like it's not as hopeless as you make it seem!
        
         | ben_w wrote:
         | > Wouldn't be surprised if something like ChatGPT allows games
         | to be made in days in the semi-near future. If so, I just might
         | make games anyway - still not for money, and now not for
         | players - but just to finally let those ideas out of my head.
         | 
         | I'm currently doing exactly this. There's some games I never
         | finished and released back in the 2009-2011 period when I tried
         | self employment, so I'm using ChatGPT to build me a javascript
         | game engine and Stable Diffusion to make some art.
         | 
         | The world doesn't need another vertical scrolling shooter, but
         | I'd like games that don't waste time on loading screens and
         | have nothing to do with the evil that is 'analytics'.
        
       | lazycog512 wrote:
       | This is kind of what I like about Japanese e.g. Comiket culture.
       | 
       | The official Touhou circle table is just a table like every
       | artist in the hall (well, maybe positioned to accommodate the
       | wait line). People will have favorites, but it's an equalizer.
       | Touhou itself is that root - some drunk programmer releases his
       | random game with memes in it and ends up being The Guy.
       | 
       | Western indie gaming... kind of lost that spirit.
       | 
       | I vibe more with the meritous sort of game more than some
       | elements of WIG - there's no profit, it's just some guy that
       | busted out libSDL and other free software and made a game with
       | it. He even released the source GPL'd eventually.
        
       | adamrezich wrote:
       | great post--it resonates, deeply.
       | 
       | I won't bore you all with the full tale of my similar story arc,
       | but, in short: physically moving away from the scene, eventually
       | mustering the courage to kill the full-time indie gamedev dream
       | for good (after a few increasingly desperate attempts and
       | monetizing this thing I spent my whole life working toward), and
       | then finally finding myself slowly progressing elsewhere in life
       | as a result (meeting the woman who I would go on to marry and
       | start a family with; starting a career working a mundane but
       | decently-paying programming-ish job for my hometown school
       | system) has been one hell of a ride, to say the least.
       | 
       | I eventually reached conclusions that are very, very similar to
       | those that the author reached: game development was, as it turns
       | out, almost entirely a coping mechanism for avoiding progressing
       | forward in life, by maintaining an internal illusion that
       | someone, _somewhere_ would care about the cool stuff I was
       | making, such that it would all be worth it in the end--all the
       | while giving me the feeling of _control_ over something, even if
       | basically nobody else in the world cared about it but me.
       | 
       | I still make games, but I've fully come to terms with the fact
       | that it's almost certainly never going to be more than an
       | interesting and fun hobby. this might not end up being the same
       | conclusion someone else treading more or less the same path comes
       | to, but, it's where I ended up, and I'm much better for it.
        
       | bitwize wrote:
       | "The marketplace is the enemy of the artist." --Orson Welles
       | 
       | I've made my peace with the idea that I love making games but do
       | not want to participate in the game _industry_. If my games
       | remain forever outsider art, so be it... at least I made them.
       | Little worlds for me and anyone interested to play in, ships in a
       | bottle for my shelf.
        
       | sovietmudkipz wrote:
       | This article strikes very close to home. My current project is a
       | web based multiplayer game that I'm working on as a hobbyist.
       | 
       | Games are complex creations. I didn't fully understand what I
       | didn't know until I started programming games. Learning has made
       | me a much better software engineer.
       | 
       | There's also too much noise and too little signal in the game
       | pedagogy space. I spend a lot of time synthesizing information to
       | really understand how to make a game because I have to.
       | 
       | I'm excited to unveil my current project as it'll represent a
       | release of the type of software I wanted to be making from the
       | start of my game dev journey: multiplayer experiences.
        
       | aschearer wrote:
       | People saying that it's "easy to make games" surprise me. Are you
       | actually trying to make something real, or is this just
       | speculation? If you're on the sidelines or a dilettante, why
       | speak? You're just adding noise.
       | 
       | Personally, I'm in the trenches and making games is _hard_! Sure
       | we have faster computers and better tooling. We also have _much_
       | higher expectations... Still, it's incredible to make games. I'm
       | so lucky to work on them each day.
       | 
       | If you feel what I feel you don't make excuses about "luck." What
       | the hell is luck? Of course "success" is out of your control...
       | But you control what you make. You can choose to make something
       | beautiful, to hone your craft, to stir a feeling. What could be
       | better than that?!
        
         | schemescape wrote:
         | I think they're probably saying that the technical aspects of
         | making a game are generally much easier/more accessible now.
         | 
         | I don't think anyone would claim the actual game design is much
         | easier (and the marketing is probably more difficult now).
        
           | EamonnMR wrote:
           | Outside of a few niche genres, the expectations have scaled
           | faster than the tech has, compensated by scaling up team
           | sizes.
        
             | philipov wrote:
             | The indie game market is _far_ from a niche genre, and
             | expectations remain within reach of the tech available to
             | solo developers. It has never been easier to get into hobby
             | game dev than it is today.
        
             | tnecniv wrote:
             | In the context of the article, the author is talking about
             | Indie games. Normally those feature simple but well-crafted
             | graphics and mechanics. Many of the genres biggest hits
             | have been made by individuals or very small teams. Some
             | examples are 2D platformers with some kind of ingenious
             | twist. Making a platformer in 2023 is not very difficult,
             | but making a good one is.
             | 
             | I've had an idea for a strategy game I've wanted to make
             | for years, but a big reason I haven't started it has been
             | how much tuning of the mechanics I will need to do, and a
             | distrust of my attention span being able to slog through
             | that process. However the game I have planned, while doable
             | by one person, is a much larger scale than some of the most
             | famous and influential indie games
        
             | watwut wrote:
             | Small games exist too and count as games too. Personal
             | games made by one person and posted on itch are games too.
        
         | mcv wrote:
         | I think making games is easy to some people, at the right time
         | in their life.
         | 
         | When I was a kid, my older brother could reproduce any game he
         | saw. He saw Tetris and he built it. I described a Mario game
         | (well before Super Mario) and he built it. He wrote a text
         | adventure. Later he learned proper programming and stopped
         | making games. I don't think he can do it any more, but at that
         | time, it seemed to be easy for him.
         | 
         | Of course games changed a lot since the early 1980s. But on the
         | other hand, to make a game without all these modern frameworks
         | and game engines, also adds an additional barrier that he
         | easily overcame.
        
         | luxuryballs wrote:
         | I've been at it for a year now and still a long way to go, but
         | not only is it satisfying when you see each feature come to
         | life but my skills at my day job have never been sharper, it's
         | been worth it just for the experience and mental "strength
         | training".
         | 
         | No business feature in my 15 year career has ever come close to
         | the complexity of shaders, trig, and physics!
         | 
         | In the end whether I ship it to market or not I will always
         | have the satisfaction that I literally achieved my childhood
         | dream and, if I recall correctly, fame or riches was never part
         | of that equation.
        
           | krumpet wrote:
           | The very first game I built was a Breakout clone. Getting the
           | game to work wasn't difficult. Getting the game to work well
           | definitely was.
        
           | turtledragonfly wrote:
           | > No business feature in my 15 year career has ever come
           | close to the complexity of shaders, trig, and physics!
           | 
           | Yeah, it's wild how even simple-ish video games can put to
           | shame reams and reams of "enterprise-y day job" code in terms
           | of complexity and demands on you as a programmer. I love it
           | (:
           | 
           | Aside: I wish DMs were a thing on this site; you should let
           | me know your game if/when you make it public!
        
         | electroly wrote:
         | I tried to find the comments you're talking about and found
         | only two that seemed to be talking about ease of development.
         | Both of them were clearly making the point that the _barrier to
         | entry_ being lower than in the past has lead to a glut of basic
         | low-quality, low-effort games. That is, people are producing
         | games that boot up and do something but don 't meet today's
         | expectations for quality games. They're talking about the ease
         | of making shovelware; you're talking about the difficulty of
         | making AAA games. I'm not sure the sentiment you're responding
         | to (that _good_ games are easy to make) actually exists in a
         | comment here.
         | 
         | They're clearly right about their point. You can make a shitty
         | game in one sitting using today's tools; I've done so a bunch
         | of times. My games all suck but they _are_ games with art,
         | music, sound, and gameplay that people can play and enjoy
         | briefly. You are also clearly right that making good games is
         | hard, and indeed getting harder. The quality bar for a AAA game
         | is insanely high in 2023. I don 't see these as being
         | incompatible points, and I'm not sure the anger I sense in your
         | post is warranted--was it necessary to suggest that anyone who
         | disagrees with you is a dilletante and that their posts are
         | noise?
        
         | kbenson wrote:
         | > People saying that it's "easy to make games" surprise me. Are
         | you actually trying to make something real, or is this just
         | speculation? If you're on the sidelines or a dilettante, why
         | speak? You're just adding noise.
         | 
         | Perhaps you're interpreting a general statement that means
         | different things to different people through your own context
         | and missing a bit of what they mean. It's easy to do something
         | as a career and discount the non-career people doing it, but
         | everyone has their own reasons do to things, and sometimes it's
         | not external.
         | 
         | If we replace "games" with "art", then we get people saying
         | "easy to make art". I'm sure professional artists trying to
         | support themselves think similarly to you, that it's _hard_ ,
         | and I'm sure it is. But they may not be talking about art the
         | same way you are talking about art.
         | 
         | Making art for yourself can be fun, and relaxing, and even
         | liberating. Making games for yourself can be too. In this
         | context it can be very "easy", because you're only looking to
         | please yourself. It's no less "real", it's just for a different
         | purpose in some cases. They aren't adding noise, they're
         | talking about a slightly different thing, but it's also an
         | important thing, and also _important for the other,
         | professional context as well_.
         | 
         | Do you really think professional game makers and art makers are
         | making their profession better by telling laypeople that no,
         | what they're doing is not the same at all and what you do is
         | hard so they shouldn't relate their own experiences? Won't your
         | profession be better served by instead of discounting their
         | views discussing the differences of when it's done personally
         | or as a hobby and when done for general consumption? Aren't
         | many of these people the professionals of tomorrow, or maybe
         | _not_ , and you're helping some people realize they'd rather
         | keep it personal and a hobby?
        
           | a1o wrote:
           | > it can be very "easy", because you're only looking to
           | please yourself.
           | 
           | You have no idea how much harder I can be on the developer
           | when I have a direct line to talk shit in his head
        
         | xwdv wrote:
         | It _is_ easy to make games.
         | 
         | It's difficult to make _good_ games. It's difficult to make fun
         | games. It's difficult to make complex games.
         | 
         | But it's easy to simply _make_ games.
         | 
         | People make games in 48 hours. People make games with pencil
         | and paper. People make games probably no one ever plays.
         | 
         | If a game is difficult to make, it's because you have made it
         | difficult: You've given in to scope creep. You've chosen an
         | ambitious idea well beyond your abilities. You have complicated
         | multiplayer network code where it's hard to keep clients in
         | sync. You're writing everything from scratch...
         | 
         | But overall, if you can stick to something simple, manageable,
         | and well within your ability to execute, you will realize it's
         | _easy to make games_.
        
           | sien wrote:
           | Yep.
           | 
           | Like writing a novel. You can do NanoWrimo and bash it out.
           | 
           | But it is incredibly hard to write a good, entertaining and
           | successful novel.
           | 
           | Music and drawing or painting is similar.
        
         | tiffanyg wrote:
         | There are a lot of stupid comments on HN (to be fair, I've
         | contributed some of them, willfully or not). One real
         | "distinction" of HN - as much as this seems to pervade far too
         | much modern & social media 'discourse', in general - is in
         | strident arrogance. The confident assertion of BS, often
         | couched in fancy language, is _par excellence_ *.
         | 
         | * Those who miss my own self-mocking should feel free to
         | consult "Catullus 16" in lieu of submitting their critical
         | commentary on my comment
        
       | ambyra wrote:
       | I get pretty dismissive when I hear someone is designing a custom
       | engine for their game. It often seems like they're stalling for
       | one reason or another, or have something to prove. Mother 4 is a
       | good example.
       | 
       | I read tomorrow and tomorrow and tomorrow w my girlfriend. She
       | didn't understand why building an engine is such a bad idea (for
       | a modern pc game). I compared it to a hobbyist car designer
       | starting to design a car by formulating his own rubber for the
       | tires, and building the engine and transmission and wiring from
       | scratch.
        
         | thrown1212 wrote:
         | There are two types of game developers: those who spend their
         | time making tools to make games and those who spend their time
         | making games. So really there is only one type of game
         | developer.
        
         | hgs3 wrote:
         | > I get pretty dismissive when I hear someone is designing a
         | custom engine for their game.
         | 
         | Teardown [1] was developed by one guy, custom engine, and sold
         | over a million copies. The technology is so unique that it
         | wouldn't be possible to implement in an existing engine, at
         | least not without significant rewrites.
         | 
         | [1] https://en.wikipedia.org/wiki/Teardown_(video_game)
        
           | imtringued wrote:
           | The average video game engine accomplishes none of these
           | goals.
        
         | fhd2 wrote:
         | Seems more comparable to using a framework like Rails or
         | rolling your own. Both can be valid decisions from a business
         | perspective, depends on the situation, what you're trying to
         | build and what kind of team you have.
         | 
         | As a guy who started 14 games (most with a custom engine, some
         | not) and released none of them, I think both approaches can
         | keep you from shipping in their own unique ways if you're not
         | focused enough on _what_ you're building :)
        
         | dvngnt_ wrote:
         | I disagree. in some ways it's inefficient, but there's a
         | homogenization of game engines (UE) which makes a lot of AAA
         | look the same with similar performance issues like shader
         | compilation
        
           | gochi wrote:
           | That's a false narrative, game engines don't create games
           | that look the same. Actually one of the funny propositions
           | (not serious) that a fellow game developer had on social
           | media was to instead replace the default game engine logo
           | with a custom one, just to avoid this narrative that gets
           | repeated. Outside of asset flips, most people can't tell
           | which engines create which games without that giant logo
           | alerting them. Then it creates this bias of "oh yep that's a
           | unity game!"
           | 
           | Shader compilation has more to do with dx12 than it does game
           | engines. Game engines try to encourage developers to handle
           | this appropriately, but there is no one button automatic
           | handling yet. You would also run into this issue in your
           | custom game engine unless you avoid vulkan/dx12 entirely.
        
             | fhd2 wrote:
             | I have no scientific basis for disagreeing, but from my own
             | experience, I can definitely tell with >50% accuracy
             | whether a game was build with Unreal or Unity, especially
             | for indie games. For Unity it's something about the
             | materials and lighting that seems to give it away, for
             | Unreal stuff like over the top focus effects and such.
             | 
             | Technically, from what little I know about these I don't
             | see why you couldn't make a game look exactly the same in
             | both. But I guess what's easy to do and what the respective
             | community commonly does have a notable impact? Or maybe
             | people self select for one or the other based on what games
             | that align with their sense of aesthetics use one or the
             | other?
        
               | gochi wrote:
               | Yeah most of it stems from the asset marketplace. If you
               | look at Unreal's marketplace or Unity's asset store and
               | sort by top seller (and especially the free categories),
               | you'll probably find exactly the things that you're
               | talking about. From particles to sounds. Great resource,
               | but a lot of developers don't really customize them much
               | and they tend to be the things people are noticing per
               | engine.
               | 
               | You are on the money regarding self-selection as well. A
               | small team is probably going to pick Unity due to all the
               | preconceived notions, and alongside this will probably
               | create similar looking visuals to other Unity games due
               | to a reliance on the asset store if their team isn't
               | heavy on visuals. It might seem like I'm focusing too
               | much on the asset store, but it goes for custom assets
               | too where even if you're working smartly, you have to
               | blend those premade assets with custom ones. If you're on
               | a large team working on an Unreal game, it's probably
               | going to be realistic looking for example so you're
               | limited based on what lighting makes the skin look good,
               | what particles make sense in a grounded world, and so on.
               | 
               | It's technically possible, you're only going to run into
               | problems when you then try sharing assets from different
               | stores (audio and textures excluded), where you now have
               | to recreate it from the ground up to match in that other
               | engine. So you're also right about that aspect!
               | 
               | As real examples of the flexibility of modern game
               | engines, Octopath Traveller Yoshi's World, and Arkham
               | Knight were made on UE4. For Unity; Cuphead and Escape
               | from Tarkov.
        
               | UtopiaPunk wrote:
               | One of the great things about both Unity and Unreal is
               | that both engines let you get a basic project up and
               | running quickly. Throw in a cube, give it controls and
               | movement, and build a little level, and things basically
               | work. The game engines have handled physics, lighting,
               | shaders, camera, etc without you needing to touch them.
               | 
               | The tipoffs you are detecting are those game engine
               | default settings. One distinction between them is that
               | Unreal has motion blur, camera aperture effects, and some
               | fancy lighting configured by default. Unity is more
               | "basic" by default. For small projects, a dev is focusing
               | on other things rather than pouring a lot of energy into
               | how light reflects off surfaces or whatever. Each engine
               | is capable of really unique looks, but they also look
               | pretty good even if a dev doesn't touch it.
        
               | lfowles wrote:
               | > The tipoffs you are detecting are those game engine
               | default settings.
               | 
               | I thought you were going to say that Unreal games max out
               | their settings at "Epic" :)
        
         | whateveracct wrote:
         | I think it's wrong to be dismissive. Or rather, it seems to be
         | the product of an efficiency mindset.
         | 
         | If your goal is to release as fast as possible or create as
         | many games (for some definition of game) in your lifetime, then
         | I guess there's a case against building your own engine or - as
         | I would call it - using libraries.
         | 
         | But big engines definitely have distinct "feels" and can't
         | quite hit certain gamefeels.
         | 
         | There's also the long view: What if I spend 5 years making an
         | engine, learning gamedev and computer graphics, and come out
         | highly expert with an engine built to my tastes? At that 5 year
         | mark, suddenly my engine is better for me than the generic
         | ones.
         | 
         | You may say - there's no guarantee! True. But what if I know
         | I'm technically excellent and that I'd be wasted that advantage
         | of mine by _not_ going that route?
         | 
         | What if I really only want to make a handful of games in my
         | lifetime. Maybe I'll release smaller ones along the way as
         | learning exercises, but I'm fine with spending 5-20 years in
         | the dirt growing and come out the other side with something
         | truly special?
         | 
         | Tools affect your art. Especially programming & gamedev which
         | is so psychic. I may not want my mind tainted by engines with
         | product-mindset values I don't agree with.
         | 
         | The reasons go on.
        
           | bashmelek wrote:
           | Thank you. For me, I like making engines. It's my time off, I
           | can do what I want. I know someone else will make something
           | leagues better with premade engines. But it's not a race. And
           | I make many of my own art assets too. They're terrible. I
           | make these things for myself and to share with a few people
           | dear to me. Maybe they makes me no more grown up than a kid
           | hoping their drawing gets on the family fridge, but I want to
           | create these things, not just produce.
        
           | sdenton4 wrote:
           | Eh, of you spend five years not telling stories, you will be
           | woefully out of practice as a writer, with an underdeveloped
           | craft. You are how you spend your time - spending five years
           | on an engine means that there are a lot of things that you're
           | not.
           | 
           | There's a list are great reasons to make a new engine, but
           | making a great game is not on it.
        
             | lukas099 wrote:
             | I would think you would be making games with and without
             | your engine as its being developed.
        
             | whateveracct wrote:
             | You can do other things concurrently, you know. I find it
             | not hard to both draw and write and make music along with
             | the programming. Most knowledge and skills development in
             | those areas happens subconsciously in my experience.
             | 
             | Viewing things like this as zero sum is a bad mindset imo
             | and not one I want affecting my art.
        
           | Cthulhu_ wrote:
           | It kinda sounds like martyrdom, or a monk or philosopher,
           | pursuing enlightenment or, in this case, knowledge and
           | expertise.
           | 
           | But like with any software development, technological self-
           | gratification doesn't make a product. Every programmer loves
           | writing code, but you need to be aware whether you're writing
           | code for writing's sake or if it has an objective.
           | 
           | If you want to develop games, develop games; focus on results
           | first, only when you've proven to yourself that it's games
           | you want to develop instead of the technology behind them can
           | you start to think about what the existing engines are
           | lacking that your custom engine would do better.
           | 
           | It has the same energy as PHP developers from a decade ago
           | that for some reason all insisted on writing their own
           | frameworks, CMSes, etc.
        
             | whateveracct wrote:
             | Right exactly I'm not trying to be an efficient gamedev
             | pumping out money making products.
             | 
             | I have my boring software career to make me money. I am
             | seeking higher satisfaction at this point in my life.
        
       | nebulous1 wrote:
       | This ended up to be much more about the author than about "making
       | games". Obviously nothing wrong with that but it wasn't where I
       | thought it was going.
       | 
       | I think there are plenty of artists that make money. I think
       | there are plenty of spaces where people are known inside the
       | space but unknown outside. I don't know whether most indie
       | developers want to be "known" or not, but obviously the _vast_
       | majority of people in any space are not known, inside or out.
       | 
       | I don't know. Indie game dev is a niche profession with a low
       | success rate, and even those that have some success often leave.
        
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