Not sure I have the heart to tell him how terrible the industry has become. Feels like telling a kid 30 years ago that being an astronaut is pointless because they no longer go to the moon.
Not sure I have the heart to tell him how terrible the industry has become. Feels like telling a kid 30 years ago that being an astronaut is pointless because they no longer go to the moon.
Just the ones they hear about by worth of mouth, or recurring entries in their favorite series, or from their favorite developers are already too much to keep up with. I'm certainly in that boat. My backlog only grows, and I have quite a bit of free time relative to some people.
It never really made economic sense for a game studio to make video games for it.
Now there are indie developers creating extremely fun and truly impressive games of that sport with the help of AI.
To be clear, not my game. But as a GAA fan it's as good as any GAA game any studio released.
That does mean there is/will-be a deluge of slop and uninteresting "stuff" out there, and the problem now becomes producing things which are capable of standing out from the crowd. Something I'm not super good at.
But I see no point in valorizing the old tools and ways of doing things. Identify with the product, and the end goal. Not the tools used to get there.
I wouldn’t be giving kids any career advice around software development of any kind, myself. Now seems like the worst time in my life to be making long term projections on the subject.
Biased of course, but I'd keep betting on software over other fields when it comes to career options.
But this is deceptive. Per game delivered one man games were likely far far more successful in the past. Simply because there were very few of them in a much smaller market.
There are countless indie games to day and only the best of the best really get any views. It is insanely hard to stand out in that market.
A good parallel I've discovered as an adult is wine. I love it, and collect it, and can talk at length about terroir, techniques, etc. About ten years ago I wanted to get hands-on experience, and thru a friend was able to intern at a local winery during harvest.
That was one of the most intense months of my life, and I was in physical pain for months afterwards, even as a relatively fit person. So much of that elegant, philosophical final product is manual labor, lifting lots of heavy shit, and endless repetitive motion. It was fun, but it was also brutal.
It left me with even more respect for the people who dedicate their lives to it. But also the realization that I'm much more comfortable being on the other end of it. And that's not only ok but absolutely essential, because the producers need people to buy (and maybe wax philosophical) about their product.
So yeah, by all means give it a shot. But also I think it's important to communicate that there are many valid and satisfying ways to engage with something. Consumer/maker isn't a binary.
When you are passionate about your work - it comes at a serious price. We live in capitalism and so everything has its cost. Passion in the workplace is taken-advantage of by the corporation. Sure, maybe there are a few places. Maybe more at the beginning of the industry. But by and large you and your skills will be treated very poorly. Because you really want to be there. And so they can get away with it. Paid less, treated less, considered less.
It's the same dynamic at play with teachers, who also feel passionate about their work. Probably every profitable field that has passion.
I don't say this to dissuade your son. But he should know what he's getting himself into. What the real price is. And what we need to fix.
If I had a kid into computers, I'd probably go with the "I want to make video games" sentiment for now, since it's a great hook for many broadly applicable skills, but be on the lookout for interesting non-games things that might catch their eye.
But yes, I think many of us started with that book on BASIC making little programs for the joy of it. And it leads you all sorts of places.
"Follow your bliss" as they say.
Still, not a great place to be. Long brutal hours with insane deadlines, and a corporate structure that will try to bleed you dry. But they do have more recognition of the passion aspect.
I say this because - the joy of making games is mostly in the design. The imagination it takes to create a new world. I use AIs to create these worlds for me, from MY imagination, and they are extremely useful for that.
Why? Because lawyers make bank, and they can fund their passion that way. Not the way I did it, but... who knows?
Same as working for a non-profit on "meaningful" work. The meaning part starts to wear thin as you see the people around you slaying themselves for it and getting no adequate compensation.
Side note, you mention the travails of capitalism in all this. I've been thinking that maybe that's what we get out of this. Maybe we leave it behind over the next couple years.
I have ironically been joking to my friends about "FALSA!" or "Fully Automated Luxury Space Anarchism" a la "The Culture." I'm optimistic enough to think I might get a chance to live in it (though I'm probably more inclined to live in the Elench).
That's not enough given how much adults are struggling with this.
Either then or today, when you can do the same thing and sell them through steam. Today you’ve got more competition but it’s easier to distribute.
My son is 12, he doesn't care, I've told him how LLMs work, he's used claude, he's not convinced that AI changes things that much and frankly, so am I.
The work was always to build, thoughtfully, carefully, with vision, and ingenuity. That hasn't gone away.
I mean, you're probably thinking 30 years ago; not any time recent. Indy devs are still a thing though.