by randall » Jan 2, 2003 @ 2:30am
There really is no point in doing a "test the water" game. It's basically an all or nothing deal. Those developers that have seen the greatest successes have gone all out to push the success of their games.
Do you honestly think "testing the waters" is going to provide valuable feedback? You're mistaken.
Doug Beck, Sven Myhre, Simon Jacobs are just a few that don't pull punches when it comes to developing.
There are numerous developers out there that have 6 or more titles, and they still don't make enough money to thrive. These people just don't get it, and they will argue to the death that their method is absoutely right.
Well then explain how my ONE game can outsell all 6 to 8 of theirs combined. If producing more and getting less return is your goal, then great. For me, I am one lazy bastard and will do the least amount of work to accomplish the same goal.
I'm not saying that you should quit your job. All it requires is competent project management. You can work on the game in your spare time over a long period, that way you still have your day job as income.
The alternative is to just QUIT your day job and have an accelerated schedule that spans about 4 months max. I quit my job and worked on Snails for 4 months, and I STILL don't have a "real" job. I have enough income to tide me over- and keep in mind that I only recieve a small percentage of the overall game revenue.
The basic rule is: If you think small, you'll be small.
Some developers don't want to hire an artist, sound guy or marketing person because it eats into the profits. This is thinking small and it will keep you small. I can name very few people that can perform all those duties with any degree of success.
I'm not declaring that you should gather a 15 person team. That is just idiotic, and an indicator that leading a team is not your strong point.