6 hours ago, Allen Bipster said:
Maybe thats why a Viable Indie Video Game Industry became extinct so soon. No one really needed it.
Making loads of money as a single person with no experience is not a viable business. That doesn't mean that indie development is not viable at all, because you're describing hobby gamedev rather than indie gamedev.
I've been doing indie development for about 6 years, and have met lots of other indie developers in that time span who are still operating today. These are not hobbyists though, they're independent businesses.
Let's talk definitions for a moment; even though it's impossible to pin down the exactly what indie means, we can at least get an idea of the scope. The Indie Games Source defines them as self-published games with under 20 staff. That's a decent rule of thumb but also allows for venture-capital backed games while excluding small, independent self-funded games who are marketed by a known publisher... My local PAX indie show has no strict rules, but 'prefers' games that are digital-only (not boxed retail), with under 5 staff for a small podium booth / under 20 staff for a larger booth, while also mentioning self-published. They also have a showcase competition, which requires games to not have a traditional publisher agreement in place (i.e. Funded by a publisher is a no, but simply being sold under their brand is OK) and also requires no external funding except for government funding or crowd funding. This allows companies that work in other areas but funnel their profits into games, or long-term games companies that are reinvesting their profits into a new game. Or rich kids with trust funds. Or dedicated founders who've re-mortgaged their houses to raise a million dollars or start-up capital.
These definitions can easily include games with budgets as low as a few thousand dollars up to about $2M... And businesses with that kind of cash flow are much more likely to be viable than an individual hobbyist with a dream.
A $1M project can be an Indie game. If we're making strict definitions, then it's probably more likely to be a legit Indie game than these individual-hobbyist games are
If you want to be an Indie dev, treat it for what it is - a real business - not a hobby that you want easy money from. Make sure someone on the team is familiar with some kind of business-centric education, and can be detached enough to see the venture as a real business that sells unmarked boxes of product, not a hobby that they deeply love. Treat it the same as you would if you were founding a start-up that makes pacemakers, or coffee beans, or server farms. A business is a business. Indie games are made by independent businesses.
And they can certainly be viable. We can and do operate in the same marketplace as the "mega" companies.