4 ms·
>> The real problem however is not that they are immature when they get in, but that too often they get out once they reach maturity, > This is pretty spot-on.
by SomeCallMeTim 13y ago
>> The real problem however is not that they are immature when they get in, but that too often they get out once they reach maturity,
> This is pretty spot-on.
I've studiously avoided working for EA (they almost had me once, but I said no when they pulled a bait-and-switch on the project that convinced me to interview to begin with), but I've been in the industry for 20+ years, mostly working for smaller companies or doing consulting.
I think that while most people (historically) have worked for big companies, that there's a new trend (Kickstarter/crowdfunding) that is making it possible for indie developers to compete, and more importantly, to make a reasonable income while they develop the game.
Granted, a lot of game Kickstarters fail, but then a lot of the people who put them on are not as qualified as they need to be to impress the public.
>I honestly don't believe this will significantly change. I compare the game industry to the music industry.
EXACTLY! And Kickstarter is democratizing the music industry as well! Heck, throw in the movie industry -- there were 17 Kickstarter-backed films at Sundance this year [1], and musicians are using Kickstarter (and digital distribution in general) to get away from the awful music labels that almost universally eat up their profits.
The biggest problem in games/music/movies is typically that you have to make them before you can sell them. All three industries are really hit-driven. If they don't strike the right chord when the product is released, then any money invested in production is lost. So the investors get very conservative about what they'll make, and the general quality goes down as they try to reduce costs in stupid ways (80+ hours a week etc.).
Crowdfunding turns this idea around completely, in that you can invest a small amount of time and money in trying to prove that your idea has legs, and if it does, then the product can be made with the money put in by your fans. If it doesn't, then you either fix your idea or start from scratch with the next idea.
And if none of your ideas work, then it's off to a different industry. The public has spoken.
I'm a game developer with a family and a social life. It can be done. [2]
[1] http://www.kickstarter.com/blog/kickstarter-funded-films-headline-sundance http://www.kickstarter.com/blog/kickstarter-funded-films-hea...
[2] I have yet myself to "hit the jackpot" with anything I've made; some of my time is spent doing consulting (I'm a programmer), where I make enough money to pay for the time I spend trying to make games. My burn rate is low (even with a family) in part because I left the Bay Area because this is what I want to do, and in order to do it I can't have a huge mortgage that forces me to have a day job that I can't quit. It's all about deciding what your priorities are and then acting on them.
- agentultra 13y agoDo you have a blog or link to your work? I'd be very interested in reading about the experiences of someone who has a successful "career" making games while providing for a family.
- SomeCallMeTim 13y agoNot anything that's updated with any regularity. As I ramp up to a Kickstarter I'm certainly going to be updating more, but that hasn't started yet, so everything is pretty stale. The sad truth is that I feel like a lot of things that go on are either not worthy of writing about, or they involve some kind of sensitive negotiation or relationship that I shouldn't post about. At the end of the day I end up paralyzed by these fears and fail to post anything. But you can find the rather rusty company blog here [1], or my personal blog here [2]. The latter has a bit more activity because it has my Pinboard stream on the side, and I try to post a comment with most links. In general, though, no, I don't really blog as well as I should. Yet, anyway. Kickstarter may change things for me. [1] http://quickchargegames.com http://quickchargegames.com [2] http://realmensch.org http://realmensch.org
- munificent 13y ago> I've studiously avoided working for EA For what it's worth, I found work-life balance increased steadily during my tenure at EA. The whole ea_spouse thing brought a lot of attention to problems. It still wasn't great, but it was better than when I started. When I left EA, I was working 40 hours a week reliably. This was in large part, though, because that was a high priority for me and I moved off game teams and onto shared tech stuff because it was less high-pressure, even though that wasn't ideal for my career. > And Kickstarter is democratizing the music industry as well! I'm really excited about Kickstarter too. However, even when it works well, I don't think you get much more than a living wage. I think that's OK, but it's worth keeping in mind that it isn't a golden ticket. I also worry that the social structures around Kickstarter have not settled down yet. Right now, I think a lot of money coming in is based on novelty or optimism. As Kickstarter matures (and more projects fail) I think both of those will wear off. It can still work, and I hope it does, but it won't be as easy as it is right now. > The biggest problem in games/music/movies is typically that you have to make them before you can sell them. Yes, it's inevitable in any product where the initial cost is very high and the marginal cost is effectively zero. Digital content like games and movies one example. Drugs are another, I think. I wonder if oil drilling is similar? It seems like in all of these cases, a consequence is conservatism in investment leading to missed opportunities.