Lone wolf indie devs and making a living

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11 comments, last by Ravyne 11 years, 2 months ago

Lone wolf doesn't mean no contacts at all and no experience. It means doing the vast majority of the work on your own. Notch did that. But there are lessons to learn from what you say. It's important to be able to reach the community, and that doesn't just mean marketing or hoping for a good review somewhere. It can mean participating in conversations with other developers and gamers and forming bonds that lead people to be interested in what you're making. It can mean taking part in events that raise your profile like Ludum Dare, 1 Game A Month, Global Game Jam, etc. People have to know about your game to want to buy it, and often the best way for them to know about your game is for them to know about you.

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I'll take your interpretation as being sound for the games industry, and those that frequent it online. After all what's considered a small production still involves the time of a dozen or three(dozen) people.

However I find difficulty labeling 'lone wolf' while surrounded by multiple communities, and communities that you've raised to an extent or another. Just from the imagery of a pack animal, that isn't one anymore. Most successful games that are 'lone wolf' are just very very social, and in the discussion it was something that hasn't been covered very well.

You have to work with/for communities, and a lot of work at that. I feel that the term gives false implications behind the meaning of lone wolf.

Embrace the realistic limitations you have. Ironically, limitations have a way of focusing you -- but only if you have the wherewithal to accept them, rather than fighting them. Your feet will be firmly on the ground, without your head in the clouds.

Many of today's AAA games are no longer games from the NES era, were no less fun, and yet were created by 1/30th the number of people and in less than 1/3rd of the time. Imagine that Megaman, Castlevania, Super Mario Brothers, or Ninja Gaiden weren't released back in the day, but were released today with somewhat-higher-resolution 2-D graphics. Would they not sell? They may not command the $30 price tag they did in their day, but with the reach of our distribution channels today, you might very well make it back in volume -- and you'll have spent only 1/1,000th of the budget of a modern AAA game in doing so.

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