I think my career history goes a long way to explain what I'm doing now.
I started thinking about doing commercial indie games in college, once I realized I had somehow managed to get the skills to actually make games "for realz." I actually considered dropping out back in 2004-5, but I really wasn't experienced enough yet to go for it, and I kind of knew that, deep down. It worked out because the next year UCSC's game design program started and through that I connected with some peers I know to this day
Still, by the end of school, I had a free summer where I said, "OK, I'm going to make a Flash game." So I did - it was a TD-style game - and I just threw it up on Kongregate to see what happened. (I thought that maybe I could ape Desktop TD's success, though it's now clear to me that that was never going to happen.) This was in 2007, back when Kongregate had extremely low comment quality, and I recall getting tons of angry comments since the game had some odd graphics and interface choices, and didn't deliver on fun. I had tunnel vision about the product, something which I'm gradually getting better at.
Not long after that, I graduated, started work on a second version of that game, and in early 2008 got a console studio job - as a designer - on the strength of the TD game, which I demoed to a producer at a local meetup around GDC time.
Some months of crunching later(a somewhat transformative experience), the game I was hired for shipped, I got laid off and on a whim, made a declaration of interest in startups on Hacker News, which led to a week as a possible third co-founder at
Heyzap. The mindset of those guys was an eye-opener; earnest ambition, utterly focused on getting funding and profitability - very deep into thinking about business strategy, an interesting game in its own right. At that time, they were big on leveraging viral feedback loops, which I've thought about since then. However, the work wasn't fun for me, since web services for games aren't like making games, so I parted ways.
Then I bugged my old employer, since I didn't really want to move again yet, and managed to get back my old job. (They really liked having me around.) That lasted another six months or so, and then they laid off everyone. Still wanted to go indie, so I decided to make a "big" game -
Deep Sea Descent since I had time, savings, unemployment benefits, etc. Again, I indulged myself with some risky design decisions - a large sized game for Flash with a lengthy and strict tutorial, too much scripted gameplay/story for the style of game, and features that are cool but end up hurting the overall integrity of the game(extensive fire mode selection). Perhaps most importantly to this discussion, even though I aimed for portal distribution, I went for a very old-school demo/full version content paywall instead of a sponsorship. Eight months later I completed something that has made (checks) $16.80 in micropayments.
Summer-fall of 2010 I had a break of a few months where I sort of idly toyed with technology and the stock market, lost an absolutely frightening amount of money with the latter(through which I have firmly driven into my head that yes, I can take financial risks, and they have consequences), and after poking around to see if I could hustle up some quick cash, decided I had to move home. Since home is San Francisco, this is actually a good thing career-wise considering all that's happening in the area. At first I thought, "I'll get another job," but my finances had stabilized after the move, so soon I started at it again with another Flash game,
Magnate. There is only one goal with this one, and that is to make it successful - in terms of popularity, money, fans, etc. I know my limits and skills pretty well, and this time I'm combining that with a set of constraints to lower business risk.
As such I have a new set of strategies:
- Ultra-high-leverage production that uses my coding skills to good effect, aiming for just enough art effort to be lively and readable for mass markets. Procedural techniques all over the place, 32x32 pixel-art graphics, etc. I couldn't have done this game last year, I had to do a ton of learning to get here.
- Open development from the start. I did this before but had the wrong kinds of games for it.
- Game design drawing ideas from a large number of successful sources: Master of Magic, HOMM, Hinterland, Dwarf Fortress...
- Game design based on a theory I've been developing about the so-called "main gameplay loop." I think I showed this one to Celluose at the library meetup: that I've discovered that it can be clarified by building multiple intersecting loops describing what the player should be thinking about (vs. what is literally simulated.) applying that to a design seems to explain the high level ideas of a game very well and quickly teases out whether a mechanic will or won't work.
- Early effort towards marketing the product, even in an early state - having a dedicated web site for the game, the business cards I handed out at GDC... hopefully more of this as I think of it. This has been a boon for feedback and connections already; it seems like "products" are more interesting than "people" for lasting impressions.
- A broad set of distribution and monetization possibilities - most of them trying to avoid the "sell blobs of largely-similar content" strategy that remains popular in AAA but clearly fails for most indies(including myself). I haven't catered too much towards any demographic, but as the game takes off and gets an active population, I can learn what would fit their needs. At the moment I am leaning towards a social-game type F2P/accelerator/trading model, but nothing is finalized.
- A definite "endgame" - monetizing modding features. This has powered the success of an enormous number of games of the years, but it requires the game to be "worth modding," out of all of the games in existence. So it's something I should probably try once I've tried everything else.
- Hang out with other indies regularly. Being in a good crowd matters.
Basically, my path has taken me from "JUST MAKE COOL GAMES MAN" towards the idea of game development as a whole process of learning that can be improved at every step - where the product is one part of it, but things like the community you're in, the zeitgiest of the market, etc., all matter a lot too. And even if this current game succeeds in making a good profit, it won't necessarily indicate mastery - that's only success as an entrepreneur. There are so many other things to explore.