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>it is also why indie games can be so cheap yet so successful. Not because indies are better (tho they are- at least more passionate if nothing else), but because indies are capable of taking risks to push the edge and make something new and untested.

The cheapness also means indies simply get more "shots on goal." The barrier to entry is relatively low, so failing is lower-stakes. You have way more indies trying (and mostly failing), which means you have a greater raw number of hits. That's compared to a big company only having a handful of big-budget games in development.




This also creates a better environment for learning the craft. You learn more about how to create good games by launching 3 small indie games in 3 years than 1 large game. Especially when you’re a small cog in that large game project.




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