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It's a Chicken-or-the-Egg problem. You need talent and resources to develop your Prototype but those talents and resources improve dramatically if there is a P
by jimmySixDOF 6y ago
It's a Chicken-or-the-Egg problem. You need talent and resources to develop your Prototype but those talents and resources improve dramatically if there is a Prototype to play with. Catch 22. The Makers Dilemma. A microscale version of what Peter Thiel calls "Zero to One" - as in getting from nothing now to something new. The post is based on a great tweet thread full of inspiring stories of grit and determination; but as far as starting up anything in any person's garage anywhere, you may just as well be saying that water is wet.
- Danieru 6y ago> talent and resources to develop your Prototype Developing the required talent and resources is best done working a day job. Go work as a cog in a game making team, they'll cover your weaknesses and build your strengths. Attempting to make a game while also "making your skills" will result all early work being vastly interior to later work. If getting employment on a team is impossible that points to a bigger issue: you need at least 1 skill to get hired but you need 12+ skills to finish a game. Short of devs in locations without studios, most developers should start their career making portfolio pieces to get a job. Too often people think of Indie dev as an intro into the industry: but that is like starting a restaurant to "break into" the food service industry.
- Impossible 6y agoIt's reasonable to expect someone who is new to the industry to make a small game, so a better analogy might be expecting someone to be a decent home cook before getting a good service job. I agree though when you start talking about game dev as a business. Although people start successful businesses from cooking in their home, it's highly unlikely that they'll get it off the ground, let alone be successful.