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| Gamer Discussions; Discuss the industry and community. | |
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| Tweet Topic Started: Feb 10 2011, 02:20 AM (58,906 Views) | |
| -Havoc the Tenrec- | Nov 19 2011, 05:51 AM Post #331 |
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Master
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I'd return to college if it didn't cost a fortune. If you're working on any game, obviously you'll have someone criticizing you no matter WHAT, but there will also be people who support you. And at the end of the day, you're getting paid, so who the hell cares. Edited by Havoc the Tenrec, Nov 19 2011, 05:52 AM.
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| -Jacquerel- | Nov 19 2011, 05:52 AM Post #332 |
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Master
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Not always. It really isn't anywhere near that clear cut a decision. Indie seems like the way to go, from the outside, but that's only because, due to the very nature of being an independent developer, you only hear about the success stories. Not every indie game becomes successful, few of them produce any significant profit and you probably wouldn't need a great deal of hands to list the number of people who've made enough money from their project that they don't need to still have another job on the side. So they're still working silly hours, only they have to push themselves to do it rather than having the motivation of a paycheck. Being an indie developer is certainly not impossible but it's hardly as easy as you are making it sound. The community don't love you, every single independent game with a forum has bile-spewing haters on it and this time they know your name specifically. If you want any kind of choice about who you work with then you are going to have to do a significant amount the work yourself, you don't have a dedicated team to do all your graphics and sound, and while people claim those aren't the most important thing in a game they are still pretty important (and good luck getting anyone else to devote the time necessary to making a fully working set of graphics for you for no pay, because you won't be able to pay them until you have the graphics and have started selling the game and if you make them yourself you don't have time to make the game so you still don't have any money). Nobody is going to team up with a nobody developer and put hundreds of hours of effort into something that hasn't been proven to work, for only the promise of possible (and unlikely) payoff. And god help you if you're a designer rather than a programmer. Working in the industry is hard, but so is working for yourself. The games industry needs reform but just trying to go on without it really is not the way to go, unless you enjoy spending your days in a job that you didn't train to do and all of your free time on what you originally wanted to do as a job (and if you have any kind of following it will quickly become a second job with no pay if you want to keep them). Neither of them is a nice option. In an ideal world you work for a developer and build your own project at home on the side, if you still have the energy after coding all day. Just because there are some horror stories doesn't mean it is all bad. If you are interested in this topic and don't have the educational benefit me and Ekoi do, then several episodes of Extra Credits have a somewhat more balanced description of how things go. Not everything is sunshine and roses but not every team is Team Bondi. Edited by Jacquerel, Nov 19 2011, 05:57 AM.
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| -The Raging Zephyr- | Nov 19 2011, 06:04 AM Post #333 |
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The Winds of Change
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Wait, when did I ever say anything about making a profit making games? XD There's a difference between me saying "doing what you want to do" and "you'll be successful in life" you know. I just said that it's by far the better choice if you want to be making games. |
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| -Jacquerel- | Nov 19 2011, 06:28 AM Post #334 |
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Master
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It's not even about making profit, just that if you are making a game and feel like eating and living in a house you are going to need to essentially be doing two jobs; the one that keeps a roof over your head and the one that makes a game. And making a game is hard work, especially on your own. There's a reason programming teams in companies are usually larger than ten people. So while you will have to do a lot of hours working for a large company (and there is no if about that, every company has crunch times, but thankfully most of them don't have crunch time all the time) you will probably need to do more if you are working and making an indie game on the side. Edited by Jacquerel, Nov 19 2011, 06:28 AM.
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| -The Raging Zephyr- | Nov 19 2011, 06:34 AM Post #335 |
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The Winds of Change
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But to think otherwise is like saying that you don't have to set aside time to do modeling, or photography, or painting. It just seemed like a common sense thing to me that you're going to need to know how to manage your time with that sort of thing :/ |
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| -Jacquerel- | Nov 19 2011, 06:51 AM Post #336 |
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Master
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The thing is that making a game takes substantially longer than painting or modelling or photography, especially running solo. It is not something that is easy to manage as just a hobby, is the point here. |
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| -Ekoi- | Nov 19 2011, 10:39 AM Post #337 |
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Master
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Managing time is not as simple as it sounds. |
Ekoi.deviantArt.com
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| Psycho Werekitsune | Nov 20 2011, 11:04 PM Post #338 |
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Part man...part beast...full psycho!
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Well, here's a bit more on the subject; a two part article discussing the good and the bad: http://www.videogameologists.com/2011/10/31/aspiring-game-designer-part-1-the-way-i-see-games/ http://www.videogameologists.com/2011/11/09/aspiring-game-designer-part-2-the-tough-roads-that-lie-ahead/ On that note, here's a study for game design at DeVry University: http://n4g.com/oo/qs/ |
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| -Havoc the Tenrec- | Nov 23 2011, 11:23 AM Post #339 |
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Master
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http://kotaku.com/5862094/eb-gamesgamestop-gets-rid-of-used-games-section Not what it sounds like, but still pretty stupid. |
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| Psycho Werekitsune | Nov 23 2011, 11:52 AM Post #340 |
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Part man...part beast...full psycho!
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More reasons why buying stuff used off of eBay and Amazon is so much more convenient. Seriously doing business with a faceless, anonymous person through a piece of software and paying with virtual money has become safer and more reliable than going into a physical store and doing business with an actual person using cold hard cash. Fuck the universe and how it works sometimes. |
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| -Havoc the Tenrec- | Nov 23 2011, 12:52 PM Post #341 |
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Master
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And you know they'll try to pass off used ones as new ones easier this way. And when people realize their online pass doesn't work because it was pre-owned... well shit. I'm actually happy to buy games used, unless they have those mandatory online passes... |
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| Psycho Werekitsune | Nov 23 2011, 01:41 PM Post #342 |
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Part man...part beast...full psycho!
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I'm okay with buying used if it's a disc based game and it's ridiculously hard to find. Of course, every little insert/pamphlet/booklet has to be in there, and the game needs to be in relatively awesome condition. |
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| -Arem- | Nov 23 2011, 11:35 PM Post #343 |
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Fabulous Homosexual
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That's why if I ever return a game, I remove the pass inside if I used it, or anything that involves a code. |
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| -Havoc the Tenrec- | Nov 29 2011, 10:59 PM Post #344 |
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Master
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http://kotaku.com/5862990/scientists-prove-once-again-that-playing-violent-video-games-alters-young-mens-brains |
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| -Ekoi- | Nov 30 2011, 12:44 AM Post #345 |
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Master
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I stopped taking it seriously when they said they only tested 22 subjects. That is not nearly close enough to the amount of subjects you'd need for this to be noteworthy. Also the lack of a control group.(no pun intended) Edited by Ekoi, Nov 30 2011, 12:47 AM.
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