making games like any other creative process cannot be made in mass/series like if you were producing a toy. Inevitably after you finish a project there will be downtime/burnout. #indiedev
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If the game breaks even, or makes profit, all is good. Things get bad when you don't even break even, or worse you lost time/money. I think this is one of the main reason why making indie games (like many other business) is extremely risky.
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luckily a good amount of my games (I'd say 90%) made a profit, a few were hits, but the few times they failed it was a big problem, financially but also for the morale (you start to lose faith in your skills).
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basically what I'm trying to say is that in your plan (business or not) you need to consider a downtime/burnout phase shortly after the game release. It's not a wise thing not to do it

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Replying to @WinterwolvesG
There has to be a way to "mass produce" video games as an indie studio with a small budget. My theory would be to make 2 or 3 extremely simple app games (like Neko Atsume) and pray that one of them blows up. But what do I know?
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Replying to @kohdrams
I tried that for a while few years ago, and got burned out =D also, 1 good game outsells easily 5-6 cheaper/short ones. Mass producing good games is not possible I think !
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Replying to @WinterwolvesG @kohdrams
It's like mass producing "art", isn't it?
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