I could complain about the games that are out there right now, I could complain about the publishers who request and will only fund crap clones, I could complain about the masses who want and buy only crap clones, I could even complain about the whiny developers who want everything, but no matter what I complain about, it would be inadequate.
I notice that there is a wide range of game dev style out there and once you become professional you, to some extent, are part of the problem. I have been involved with a lot of people who go and find programmers that want to work on their project and think that maybe this person is great at doing what I have so much trouble doing: recruiting. Then I hear the rest of the details.... things like "When you get funding" and "I normally get paid x amount, so when you can afford that". These game designers who apparently have great recruiting skills really don''t. There is a huge difference between a dev that will work on your project for the pure love of it and someone who is only willing to work on your project when you can pay them AT LEAST as much as they''re currently getting paid. The first is a dev that loves the work, the second is a career opportunist.
I can sympathize though. I have a wife and 2 young kids, I need to pay my bills and make ends meet day to day also. However, when you are ready to quit an industry that you started out loving, perhaps you are simply doing things the wrong way. Maybe you need to find another company to work for, or at least find a company that will allow you to work on personal projects so long as they don''t conflict with your work for them. If you love games and can''t find a game company that will allow you to do work that is intriguing, then maybe you need to find a company that you can program stuff just for pay and then work on personal projects in the gaming industry that will feed your love for the work.
Being fair though, I''m not so sure that it''s a game design issue. I think it''s a game industry culture issue. Game publishers want to minimize risk and maximize return. How do you do the first? Don''t take big chances on untried paths. We know the big problem with this though: No new genres, no intriguing technology development, no work where the developers feel that they''re doing anything interesting.
So we come to an impasse. Game developers want to do interesting and groundbreaking work, the publishers want them to do as little actual groundbreaking (read: research level) development as possible unless the company has a history of groundbreaking development. What is the end result? Developers who feel like they''re doing what they got into this industry to avoid: work. Boring, "time to make the doughnuts", live in a cubicle, 9-5, send you to an early grave work.
What are the solutions? Change your workplace, leave the company and let them know EXACTLY why you are leaving, in almost excruciating detail. Sure, you might be taking a pay cut to go elsewhere. You might not even be doing game development, but if you''re not, then there is little reason for you to not do game development in your spare time, such as evenings and weekends. ID software didn''t start with game industry insiders, it was a few guys who just wanted to make games that they liked and be on the cutting edge of game development, or at least the technology. If you want to do that, you need to find like minded people. Sure, you might have just cut your pay by 25%, but you''re doing what you want in a way that will keep you happy. The other solutions involve getting into management, but nobody likes that dirty word