as a veteran of the "user-generated" game content industry, i can honestly say 5 years ago, i had that same vision. 5 years of blood, sweat, money and tears later, i can (also honestly) say -- that's not the case. and won't be.
for those of you who've never made (finished and shipped!) a game before, it's an incredibly frustrating experience. you have what would be called an mvp in ycombinator terms inside of a month. "i will crush the rest of this thing out 3 months and ship!" uh... no.
i'm here to tell you that is not the case. the whole "first 90%" vs. the "second 90%" thing is magnified 10-fold in games. it's a really long post for me to explain the myriad of gotchas involved from safely syncing game state between sleep-and-non-sleep-packets-suddenly-flood-in-but-omg-my-clock to btw-you-need-3-times-the-states-in-your-state-machine-oops to why-am-i-getting-3-fps-on-a-faster-device to all-of-the-above-times-multiplayer-exponentially. i plan on writing that post someday, but not now.
anyway.
the prototype flies off your finger tips and then the next 2 and a half years (please see the common thread of 3 years to make a game, from the movie indie gamer [highly recommended!] to that recent atomic brawl post) working through obscure bugs and corner cases because games have more complex interactions than non-games and gamers don't have a clue how to follow the damn happy path when they play.
so, yes. i said 1 month of fun, fast iterative prototype and 2 years of awful, in-the-weeds debugging where your strength of will to finish is tested daily. (insert rovio making 51 games before angry birds here) finishing a good game is goddamnhard. finishing a shitty game is a snap -- just ship your prototype!
what we found was that anyone who has the strength and perseverance to actually build and (more importantly) finish a game was already working in the game industry -- mostly because they possess a proven will to finish.
i guess what's i'm saying is lots of people can snap together sweet, use-with-care prototypes ugc-style. almost nobody -- and i really, really mean almost nobody, like 0.0001% of "i want to make a game" developers -- can actually finish and launch a game regardless of scope.
mind you -- i don't view indie games as ugc. if you ship (SHIP, not start) an indie game, you have what it takes to work in the non-indie game world. you just choose not to.
if you don't believe me, i challenge you to prove me wrong and just make a simple game this weekend and let your friends play it where you can watch, but not talk or help them at all. it will take approximately 12 seconds of them touching your game before you're completely "wtf -- how did that happen?!?!?" screwed.
m3mnoch.