christo wrote:Commercial development is really no different from hobby development with the key exception that there is an additional way to fail (commercially).
I completely disagree. The two couldn't be more different. One is doing something that you literally get up every day and get paid to do, and one is desperately trying to find time to fit a hobby into your schedule while you still have to pay the bills.
1) You can't exactly wake up in the morning every day and work constantly on an indie project. Something has to pay the bills.
2) You can't exactly fire team-mates for not working, bitch at team members, or expect them to be continually working/producing. They aren't getting paid for their work. You have to accept completely that they just might not have time, which completely throws the "rigid scheduling and goals" bullshit right out the window. You operate on pure motivation and free time. Once again, if a team member isn't motivated or doesn't have enough free time, tough shit. There is absolutely nothing you can do about it. It's the difference between being OBLIGATED to work and working because you want to work.
3) You have no additional resources. You are forced to make do with what you have. You have no income to hire new talent or outsource work that cannot be done by the core team.
So the only difference is that with one of them you can fail commercially? And what about the dozens of benefits that being paid for your work brings to the table?
I can't imagine how long ago ES would have been done if I didn't have to juggle full-time engineering school, trying to pay the bills, and trying my damndest to cram ES into every free second of the day. Half the time I can only work in class, which causes me to miss material.
thejahooli wrote:Although this does make valid points, I feel that it is too focussed on commercial interest rather than creating a game that is what you want it to be, which is more important to me and a lot of indie game developers.
Thank you. That is the exact point that this kind of generalization completely neglects.
The implicit goal with this kind of shit is that you wish to get a game to the market as quickly as possible. We could have finished ES years ago with the original shitty engine with the original shitty art. We would not have learned half as much as we did, and we would not have ultimately gained the knowledge to make the engine what it is today.
This kind of shit COMPLETELY negates the passion or voluntary commitment factor of indie game development. People work on a game without getting paid because they WANT to. They all have different reasons for wanting that. Personally, I want to grow as a programmer, I want to learn, I want to build things. Yes, I want to make a game, but if I'm not 100% completely satisfied, I'm not going to be motivated to see it through. The same goes for artists who want to create a work of artistic brilliance, the musician who wants to create a musical work of art, etc.
And you know what? I can afford to take all the time that I want to, and so can most INDIE developers. Unless you are banking your income and financial well-being on the game, what is the point of releasing a "decent" game that you are partially satisfied with? I'm about to graduate with a CPE degree. I will be making pretty decent money. More than a game development job. The financial revenue that ES could produce is almost irrelevant to me. What is relevant is that people will play and enjoy my work--and that means that I should take my time and do it correctly.
"It'll be finished when it's done."
Riiiight. Have you ever tried actually putting a deadline on things in an indie team? Have you ever tried telling the guy who is balls deep in biology homework or is taking care of his kid that he has to have his shit in the repository by Friday? 1) not only is that almost completely unrealistic, but 2) what if they aren't ready? What if they aren't 100% satisfied with their work? Being forced to move on with sub-par work is one of the biggest motivation killers that I have ever experienced. "It'll be finished when it kicks ass" is a better motto.
"I'll just do the music for the game myself. And the art. And the programming. I'll schedule it. I'll then promote it, I'll do bug fixes, I'll handle customer support..."
Excuse me? And where is the money, the manpower, the connections, and the resources coming from to outsource all of this work? Once again, treating indie game development as though its a business investment, not a group of people voluntarily working their asses off when they can.
I can't stand things like this. As I said: context. There are different teams with different goals with different people with different motives. It
is arrogant to believe that your method is so supreme to fit all sizes.
We are commonly criticized in the ES dev team for taking our sweet time on the project. The truth is that with this rushed, sloppy, schedule-based mindset, I would have lost motivation to work long ago. We've been here for so long, because we are always satisfied with our work before we take a step forward. The
only thing that will make a man pour that last cup of coffee, stay up that extra hour, or go that extra mile is pure passion for his work. Not throwing "acceptable" shit out as quickly as he can.