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Anyone seen that "Indie Game" Movie?

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So I saw that movie, "Indie Game: The Movie" last night, and I really couldn't get that emotional over it. I mean, I am not as in to games as these people were in this movie. And I am wondering if it takes that type of desperation to want to keep a job in this industry. 

 

Dude said if he does not release this game, he will kill himself. Uh....

 

I mean, there are so many developers who are not as successful, do they actually end up killing themselves? 

 

Other guy, after they had succeeded greatly said, "I am starting to think it was worth it." 

 

If anything it makes me be more considerate of how I respond to another person's work, because I don't know all the labor that was put into it. But there is no way I can play all of the indie games out there enough to get sentimental about each and every one. 

 

Everyone has a story to tell, and each person is unique, but there are millions of peoples with stories to tell, and I am sure each one is unique. What makes one stand out over another

 

This is an important topic, for beginners and experienced devs alike. 

 

Anyone have/had similar experiences in the indie game development world?

Yes, I did watch it. There was a time when I was like those people and considered it either do or die. I made insane progress in a very short period of time. I placed everything else in my life on the back burner. Then I started going to college and just didn't care anymore. Now I am making almost no progress other than mindlessly doing school work but I am not crazy anymore. So their insanity is probably the reason they were successful.

Edited by SteveDeFact0

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So I saw that movie, "Indie Game: The Movie" last night, and I really couldn't get that emotional over it. I mean, I am not as in to games as these people were in this movie. And I am wondering if it takes that type of desperation to want to keep a job in this industry. 

 

Dude said if he does not release this game, he will kill himself. Uh....

 

I mean, there are so many developers who are not as successful, do they actually end up killing themselves? 

 

Other guy, after they had succeeded greatly said, "I am starting to think it was worth it." 

 

If anything it makes me be more considerate of how I respond to another person's work, because I don't know all the labor that was put into it. But there is no way I can play all of the indie games out there enough to get sentimental about each and every one. 

 

Everyone has a story to tell, and each person is unique, but there are millions of peoples with stories to tell, and I am sure each one is unique. What makes one stand out over another

 

This is an important topic, for beginners and experienced devs alike. 

 

Anyone have/had similar experiences in the indie game development world?

Yes, I did watch it. There was a time when I was like those people and considered it either do or die. I made insane progress in a very short period of time. I placed everything else in my life on the back burner. Then I started going to college and just didn't care anymore. Now I am making almost no progress other than mindlessly doing school work but I am not crazy anymore. So their insanity is probably the reason they were successful.

 

One thing to be mindful of is that 90% of a commercial-ready product is content, polish, and tuning. Often times, the core of what you hope for can be achieved with relatively little investment of time and resources. Blow created the core of Braid's mechanics and workings in a weekend or two, and its recognizable as such even with incredibly rough graphics. That's why we have that joke about being 90% finished, and now we just have to finish the other 90%.

 

When a project appears to be moving very slowly WRT to features and such, its often a symptom of production being unnecessarily bottlenecked on aesthetics, either as a result of a direct dependency, or as a motivational issue. Or, the project is mature, all major features exist in their essential form, and they're in the tuning stage where progress is less apparent.

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So I saw that movie, "Indie Game: The Movie" last night, and I really couldn't get that emotional over it. I mean, I am not as in to games as these people were in this movie. And I am wondering if it takes that type of desperation to want to keep a job in this industry. 

 

Dude said if he does not release this game, he will kill himself. Uh....

 

I mean, there are so many developers who are not as successful, do they actually end up killing themselves? 

 

Other guy, after they had succeeded greatly said, "I am starting to think it was worth it." 

 

If anything it makes me be more considerate of how I respond to another person's work, because I don't know all the labor that was put into it. But there is no way I can play all of the indie games out there enough to get sentimental about each and every one. 

 

Everyone has a story to tell, and each person is unique, but there are millions of peoples with stories to tell, and I am sure each one is unique. What makes one stand out over another

 

This is an important topic, for beginners and experienced devs alike. 

 

Anyone have/had similar experiences in the indie game development world?

Yes, I did watch it. There was a time when I was like those people and considered it either do or die. I made insane progress in a very short period of time. I placed everything else in my life on the back burner. Then I started going to college and just didn't care anymore. Now I am making almost no progress other than mindlessly doing school work but I am not crazy anymore. So their insanity is probably the reason they were successful.

 

One thing to be mindful of is that 90% of a commercial-ready product is content, polish, and tuning. Often times, the core of what you hope for can be achieved with relatively little investment of time and resources. Blow created the core of Braid's mechanics and workings in a weekend or two, and its recognizable as such even with incredibly rough graphics. That's why we have that joke about being 90% finished, and now we just have to finish the other 90%.

 

When a project appears to be moving very slowly WRT to features and such, its often a symptom of production being unnecessarily bottlenecked on aesthetics, either as a result of a direct dependency, or as a motivational issue. Or, the project is mature, all major features exist in their essential form, and they're in the tuning stage where progress is less apparent.

 

My problem is that my attention is hard to shift once I get started on something. I can't casually work on anything. Once I get started I forget about all other things I have to do. If I decide to fix some minor bug then the next thing I know it is 6am and some paper I completely forgot about was due at mid night the day before. I've found that the only way I can get through college is by always being your standard lazy college senior who doesn't give a fuck.

Edited by SteveDeFact0

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Dedication, attention to detail, sure. But insanity is not a factor in success, save for the odd cult-leader.

 

I think most programmer types "get in the zone" when they're dealing with a problem or have an interesting task and many of us have problems with fine-grained task-switching (as a personal trait, not a CS problem). I know I have a tendency to become distracted with "shiny" problems when I sometimes have more pressing or productive work to attend to.

 

We have to learn to curb that urge -- the things that make us good at it are completely useful skills, but their manifestation towards undirected work is a problem and a productivity killer. Its something of a personality flaw if it gets in the way of your goals.

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That video pretty much let you understand what feelings any start up feel. It ain't easy or pretty, it is pure madness and still people do it because they just cannot stop it.

 

This. As a serial entrepreneur(with small amount of success to show for it) i can tell you that it's madness to the extreme, but it's like a bug some people have to strike on their own chord an answer to themselves, even if you say that you're developing products for an audience seriously you're just trying to please your interests first and see if they match your target. I think Tommy Refenes (the programming side of Team Meat) summarizes when he says that he refuses to make shitty games, and his definition of shitty(which i don't completely share but i get where he is coming from).

 

People think that when you go on onto the independent field of work, in any industry, you do it for the money, obviously that's some motivation, but the main reason is to pursue your own goals, at your own pace with your own vision; most of the startups that i've seen succeed are the ones that balance this strong intrinsic motivation with the standard practices that build a business. 

 

Now this could be said about some succesful indie devs, like Vlambeer for example. I'm kinda curious to see what Warhorse Studios can do with Kingdom Come, after following their kickstater I kinda see them as a middle point between pure artistic indie endeavour(that Indie Movie tries to emphasize) and traditional business studios. I'm sure there are other examples but that's the one that i can name of the top of my head

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