You need 100K to build a game
whatgamesare.com
whatgamesare.com
Ōta-san doesn't need to cut payroll checks, but his time is quite valuable. If some guy who's mostly interested in business and marketing wants to pay for that talent, he'll pay quite a bit and have all of the overhead of managing other people people to boot.
Nobody would disagree that a high quality game requires a big blockbuster-movie size budget. Nobody would disagree that an indie developer can make $100k in a year if the game they make has a little polish.
A great indie game requires talent first. The ability to code well and make pretty graphics. Then it takes the patience required to apply the time it takes to make the game work perfectly and the graphics to look just right.
I think a lot of indie devs race to get their games to market because they're hungry to make money. Then when it doesn't earn anything because it isn't finished, they give up a little because it becomes obvious very quickly how much time and energy is required to make an awesome game.
EDIT: Top 10 games in their respective categories, I have NOT broken into the top 10 for "All Games" in the Android Market yet.
Nano Game - something that a single individual put together over the course of a couple weekends. It works, it's fun to play, it may not be pretty to look at, but it will get played again and again then ignored. E.g., Gridwars, Mine Sweeper
Micro Game - maybe two people working together. It is polished took a couple of months to put together. It works, it's fun to play and it is girl next door pretty. It will get played until the sun burns up. E.g., anything that you'll find in the 10$ bargain bin when it first gets released
Macro Game - a group of people working together. It took a couple of years to put together. It is flawless, it's got a marketing campaign behind it and chances are it's going to get played by professional gamers and make a lot of people a lot of money. E.g., Starcraft, GTA, Quake
Nano games are < 10k, micro games are less than 100k and macro games anything more than 100k.
I would argue that the vast majority of games fall into the nano and micro camps. They may never get any traction, but nonetheless they are out there en mass. Because of that, it doesn't make any sense to me to say that it takes 100k to build a game without saying what type of game.
I think I read that he released parts of the game as he went?
In a sense he marketed it as he went, which seems like a good strategy. One that could reduce costs provided that you make a game people want.
Because you don't really know if you're making something people want until they try it out and tell you (by using it, hopefully continuously).
If you are making something people want, then I would think you could do it for much less than $100,000. It just might not be WoW or Grand Theft Auto.
You need game developers to work full time on your project and preferably be local.