I not too long ago reconnected with my high school compatriot, via the wonders of the Internet, and he was surprised I was not working in the videogame industry. I have always (even back then) had many, many great videogame ideas, and many of them have come to pass in some form or another. He thought I was a "visionary," a creative gaming genius (and I saw him as a programming genius, which he has proven in his successful programming career).
That having been said, it's EASY to come up with ideas, but hard to implement them. If you're a lone wolf, but have the greatest "Super Intergalactic Cosmos Blasters" idea for a next-gen game, now what? Are YOU going to program it? Are you going to market it?
Matt, your modified "Moon Patrol" idea sounds like a fun game, but is it industry-changing? Is it really "cutting edge?" Is it the next "Super Mario?" And if it is or isn't, why haven't you programmed it?
In the beginning, the videogame industry RELIED on the new, the unusual, and the something that stood out against the crowd to become successful. But now, it's big business, with millions of dollars, as well as countless employees' livelihoods, at stake. It's easy to say "they should spend more money developing this" when it isn't YOUR money. How much of YOUR money are you willing to risk, considering your family's welfare? If you consider your employees as extended family, that complicates the matter even more!
EA began as a very idealistic company, but as they grew, many factors started to come into play. Do you risk it all on the next "bottled lightning," or do you play it safe, not risking your company's welfare? The smart financial thing to do is to "give 'em what they want," unless you are a small company hoping to make a name for yourself.
(P.S. look up "Introversion Software" for a moderately successful videogame company that bills itself as "the last of the bedroom videogame programmers." )
I not too long ago reconnected with my high school compatriot, via the wonders of the Internet, and he was surprised I was not working in the videogame industry. I have always (even back then) had many, many great videogame ideas, and many of them have come to pass in some form or another. He thought I was a "visionary," a creative gaming genius (and I saw him as a programming genius, which he has proven in his successful programming career).
That having been said, it's EASY to come up with ideas, but hard to implement them. If you're a lone wolf, but have the greatest "Super Intergalactic Cosmos Blasters" idea for a next-gen game, now what? Are YOU going to program it? Are you going to market it?
Matt, your modified "Moon Patrol" idea sounds like a fun game, but is it industry-changing? Is it really "cutting edge?" Is it the next "Super Mario?" And if it is or isn't, why haven't you programmed it?
In the beginning, the videogame industry RELIED on the new, the unusual, and the something that stood out against the crowd to become successful. But now, it's big business, with millions of dollars, as well as countless employees' livelihoods, at stake. It's easy to say "they should spend more money developing this" when it isn't YOUR money. How much of YOUR money are you willing to risk, considering your family's welfare? If you consider your employees as extended family, that complicates the matter even more!
EA began as a very idealistic company, but as they grew, many factors started to come into play. Do you risk it all on the next "bottled lightning," or do you play it safe, not risking your company's welfare? The smart financial thing to do is to "give 'em what they want," unless you are a small company hoping to make a name for yourself.
(P.S. look up "Introversion Software" for a moderately successful videogame company that bills itself as "the last of the bedroom videogame programmers." )
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