Getting Into Games -- A Follow-up
entertainingcode.com
entertainingcode.com
This may be true for building console and hardcore PC games.
I've spent the past year working on a kids MMOG, which means it's browser-based. Flash/Flex front-end, Java back-end. Flash is no walk in the park, but it's more accessible than C/C++.
We're an indie shop, so we work startup hours, but not the abusive game industry crap you hear about. Pay is on par with any other startup I've seen. Crunch time happens, again, similar to any startup.
Casual and kids gaming are growing segments of the games industry, and mean you don't have to sentence yourself to a routine of 80 hour weeks, horrible pay, and fighting with low-level languages.
(I was a lead engineer on The Sims 3.)
I think you're correct in saying that indie studios use scripting languages more than the industry as a whole. Indie games typically don't need to push the hardware so they can usually afford to use higher-level languages, or they use a C++ engine but do a whole lot more in the scripting language.
C/C++ are generally still the "fastest" languages in terms of final application performance. And, I am pretty sure that all of the DirectX/OpenGL APIs are still tied pretty tightly in with C/C++ libraries.