PPQ_Purple
Purple Cube (retired)
- Joined
- Oct 11, 2008
- Messages
- 5,764
I would argue that the only way to produce a good product is to set out to produce a good product knowing that this might mean you don't get market share, don't earn money and end up bankrupt. And than if you still want money out of it you just have to pray against hope that the consumers will materialize.it doesn't have anything to do with passion vs. profitability. Those small devs literally don't exist anymore or are forced to use things like free-to-play models to even get market share. The entire video game industry monetized heavily after the success of online multiplayer, with heavy investment from tech companies like Microsoft and the sudden need to please investing shareholders. So much money was being put into it, after games became a proven commodity after a couple decades, that it blew the entire thing up.
The core issue is instead of mass appeal. No one on the dev end cares how crap or not the game is as long as it can be forcibly marketed to make record profits. You do that by casting as wide a net a possible and spending as little time developing as possible to implement in-built obsolescence, creating the streamlined hell that is companies like Ubisoft or Activision and dumbing down the product whether intentional or not.
And some times that works such as in the world of modding or in the case of games like Dwarf Fortress. But some times it does not and you end up forgotten and poor.
But that is the cost of passion and wanting to create something good. If you are in it for the money and only the money than making something truly good is almost impossible. And I say almost because in some rare situations the two do coincide. But like, that's a fluke and not a feature.