So... the "indiepocalypse". Yep, things are measurably harder than 5 yrs ago. They were even easier 5 yrs before that. They'll prob be even harder in 5 yrs from now. We're not music; we're not film; we ARE semi-democratized digital entertainment of arbitrary, elastic value.
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Some things are just different, or even better. There is gatekept money available.. there are more topselling indies than ever.. those hits sell more than ever.. Valve continues to try to surface more games to their niches.. yet more people are competing than ever.
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I've been very fortunate, in many ways, as have most (all?) that survive putting out 2+ games. New, similarly fortunate indie survivalists will continue to pop up... but their blessings will be different in 2019-2020 than ours were in 2013-2014.
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In 2013 I was lucky enough to receive mentorship from top indies.. and they all said conflicting advice, plus "well you can't do it the way I did, that door is closed now". Sound familiar? Even more familiar... articles from 2013 about risks of indie:https://www.gamasutra.com/blogs/TanyaXShort/20131010/201752/50_Easy_Steps_to_Indie_Success.php …
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You are as young now as you ever will be, and being indie might be the easiest it ever will be. Don't base your strategy on 5 years ago -- adapt, chase opportunities or make them, and be prepared to fail. I went in expecting 6 months; I hope you make it longer than that.
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Gotta say it drives me a little batty when ppl say "but i don't wanna be a millionaire! I JUST wanna survive making another game!" ... buddy that IS what success is, and has always been. Being a full-time painter or novelist or musician or indie dev is massive success.
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Replying to @tanyaxshort
Thanks for bigging me up as a "massive success" ;-)
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it's the truth though, being fulltime doing what you love, how many other people beside indies you know? I don't know anyone, most people just plainly hate / don't like their job
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