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You do need millions of dollars. Building a Game today is not what it was when Wolf 3d was made. The number of textures the depth of the story, the voice acting, the quality of physics that players expect to day is very different.

You can't write a Portal, or a Half Life, or a Quake, or a Halo, in you spare time between classes at school, or even by yourself living in your mom's basement over a year. The speed at which game tech advances is such that a one to 5 man shop can't create a game worth million in the time it takes to be obsolete.

Yes, there will be exceptions like Angry Birds. But most people aren't going to be that company that just nails game play at the right time. And most those won't be as much developers as designers.




>Portal, or a Half Life, or a Quake, or a Halo

Portal might not be a good example to use here. It's essentially version 1.0 of Narbacular Drop, which was made by a small team of students at DigiPen. Valve picked up the team and the retail version of the game never had more than 10 people working on it at a time.


10 people for a year is $1m.

And they used digital Assets from Valve, and a lot of voice work and music work that they had to buy.




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