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Original post by MSW Quote:
Original post by Simagery
An indie movement exists in film because investors have some expectation of a return. They have an expectation of a return because a niche film can find a niche audience that'll pay money to see it.
Woah, talk about out of touch!
The vast majority of independant films are self financed, most WONT make thier money back, most WONT find a audiance. They are largely made for the love of the film art form.
You quoted me slightly out of context... I was responding to "why is there no investment in indie gamedev?" I was not making an argument against indie gamedev for the love of it (in fact, visit my up-and-coming website AmateurGameDev as evidence of my focus). My argument is essentially the corollary to your statement.
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I worked in [indie film] trenches for years...
I've dabbled a bit myself, so you don't have to tell me about it. View the distant archives of 35MPH for some tales of our Labor Day Project (that still hasn't happened).
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But you prolly never heard of Troma.
Please... I have fond memories of watching late night cable in the 80's hoping for a brief glimpse of T&A in the Troma films... of course, I guess it never occured to me that any real T&A would have been edited out for TV, but regardless I sat through my fair share of Troma.
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When Kevin Smith made Clerks he didn't consult with audiances, didn't listen to film fans, didn't get thier input on what they wanted. He just got a bunch of friends together and self financed his films production WHILE STILL HOLDING DOWN A DAY JOB! He and his friends made a film that they wanted to see, he had no hopes to reach his current fame and fortune.
Of course, that doesn't prove anything other than that Kevin Smith is the exception to the rule. For every 1 million wannabe filmmakers one may see even minor success, as your example shows. I guess your point is that it's not impossible? Or that the goal is not simply not to be successful (commercially), but rather to entertain yourself? If so, that's fine. I've never argued for or against that.
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And that is film, which requires a LOT more investment in equipment then video games do, requires a lot more people to be involved, a lot more technical issues to be resolved, and a lot more capitol to develop grainy 16mm black and white filmstock before any results can be seen.
Hmm... that's debatable. With digital advancements, incredibly high quality films can be made for trivial asset costs. Sure, most films require more people (actors), but most games require more staff (artists). Movies are a well-known form. Games, on the otherhand, are not... at least in the context of this thread, which concerns originality in games! [grin]
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There is no reason you cant develop video games in your spare time and make a little money once its completed. Nothing is stopping you from achieveing that goal. You DONT need bump mapped spectral highlighted cutting edge 3D graphics, you dont need to compete with the polished luster of the major leagues. You can eventualy earn a liveing off a exploiting a beloved nitch (key is you gotta love that nitche to begin with)...and you dont need financial backing to get started...you already have the PC, and enough spare time to post on message boards.
Check my past posts and you'll find I've said nearly the same thing, verbatim, on many occassions. This may not be directed at me specifically (it's an excellent point to make regardless), but I don't want to be misunderstood that I somehow don't think individuals can make excellent games.
In fact, I gave an entire presentation on *individual* game development at the XGDX conference a few years back, and was approached to turn it into a book (still on the back burner), so I'm a huge proponent of what you're describing.
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Just make the kinds of games YOU want to play, make the games you want to see get made.
Agreed. Write what you know. Make games you want to play. But, don't expect others to invest in that vision, plan on doing it yourself.