Applied to this, they could have enjoyed the initial success and moved onto better things. The later effort seems like beating a dead horse.
or maybe this is just my hindsight bias.
Applied to this, they could have enjoyed the initial success and moved onto better things. The later effort seems like beating a dead horse.
or maybe this is just my hindsight bias.
As an outside observer, indie game development is still doesn't seem sustainable. I've read too many stories of people with initial success and try to build a company around it to finally fail. There are too many variables in play to build predictable revenue.
There are of-course exceptions, it mostly involves making as many games as possible and praying one of them clicks (Zynga, Rovio etc). In such a market, the competition is ruthless. Both perfect competition and complete monopoly are not favourable[1].
[1] http://blakemasters.com/post/20955341708/peter-thiels-cs183-... (Read from "IV. Capturing Value")
However, with over 700,000 apps on the app store, it's incredibly hard to get noticed at all. Therefore I think there's some value in working on something over a longer time frame, trying to build up a community around it.
Back around September of last year Jay and I were at a bit of a crossroads - keep going with ZOS/C3O, or switch to something else. In the end we decided to part ways, Jay left Binary Space in December and I decided to keep making updates for ZOS and C3O. I'm buying out Jay's share of Binary Space by giving him a share of revenue for the next several years.
Back in 2010-2012 we were trying to build Binary Space into a legitimate business - ie something that could support us full-time. I agree that indie game dev is incredibly hard to make a living from. I've now scaled my ambitions back to it just being a hobby. It's a fun hobby though, and it makes enough money to pay for itself :)