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amok: The quote specifically says “investment capital.” Loans are not investment capital.

Investment capital refers to money provided in exchange for a share in the profits.
An investor gives someone money and, in return, receives a portion of the returns, if there are any.
If there’s no profit, the investor typically doesn’t get anything back.
That's where friends and families come into play.
https://www.gog.com/forum/general/i_saw_a_quote_earlier_and_it_got_me_to_thinking_on_indie_games/post10
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amok: The quote specifically says “investment capital.” Loans are not investment capital.

Investment capital refers to money provided in exchange for a share in the profits.
An investor gives someone money and, in return, receives a portion of the returns, if there are any.
If there’s no profit, the investor typically doesn’t get anything back.
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BreOl72: That's where friends and families come into play.
https://www.gog.com/forum/general/i_saw_a_quote_earlier_and_it_got_me_to_thinking_on_indie_games/post10]
https://www.gog.com/forum/general/i_saw_a_quote_earlier_and_it_got_me_to_thinking_on_indie_games/post10[/url]
]
[url=https://www.gog.com/forum/general/i_saw_a_quote_earlier_and_it_got_me_to_thinking_on_indie_games/post10[/url]
https://www.gog.com/forum/general/i_saw_a_quote_earlier_and_it_got_me_to_thinking_on_indie_games/post10[/url[/url]
]
Again - the quote specifically refers to “investment capital.” Friends or family can invest in you, they can loan you money, or they can give you a gift. Out of those three, “investment capital” specifically means they invest in you, which means they now own a share in your product, just like any other investor would. A loan or a gift from friends or family is not investment capital.
Post edited May 07, 2025 by amok
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XeonicDevil: i laughed one indie dev saw they were pirating his game and his response was..

here you go cracked without bugs.
that takes a real "for the people" attitude.
Imagine if the developer did that, but also made it so that:
* There's a visible crack on the game's title screen
* The purchased version has bugs (as in, the insects) in it, but they're absent in this "cracked without bugs" version
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amok: Again - the quote specifically refers to “investment capital.” Friends or family can invest in you, they can loan you money, or they can give you a gift. Out of those three, “investment capital” specifically means they invest in you, which means they now own a share in your product, just like any other investor would. A loan or a gift from friends or family is not investment capital.
Also, the implied "getting a return on investment."

All a bank gets is some money back with interest, they're not getting a cut of every sale; which I feel does a difference make; games funded by Fig had to fight for viability & attention and one bad egg sunk that entire project. Shareware was sweat, blood, tears, & time.
Post edited May 08, 2025 by dnovraD
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amok: Again - the quote specifically refers to “investment capital.” Friends or family can invest in you, they can loan you money, or they can give you a gift. Out of those three, “investment capital” specifically means they invest in you, which means they now own a share in your product, just like any other investor would. A loan or a gift from friends or family is not investment capital.
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dnovraD: Also, the implied "getting a return on investment."

All a bank gets is some money back with interest, they're not getting a cut of every sale; which I feel does a difference make; games funded by Fig had to fight for viability & attention and one bad egg sunk that entire project. Shareware was sweat, blood, tears, & time.
So this is “it’s not real art unless the artist is suffering” .

Indie devlopers are not supposed to eat or be able to pay bills. They are to suffer. If they are not suffering and bleeding bloody tears in pursuit of the next pure indie game, then they are not making indie games?
Post edited May 08, 2025 by amok
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amok: So this is “it’s not real art unless the artist is suffering” .

Indie devlopers are not supposed to eat or be able to pay bills. They are to suffer. If they are not suffering and bleeding bloody tears in pursuit of the next pure indie game, then they are not making indie games?
I believe you are pushing what is a false dichotomy. I don't think anyone is saying modern indie devs are supposed to miss meals or bill payments. I would like to ask is, why "must" the meals and bill payments come as a result of their game sales? Why is it a requirement for indie development to be their full-time job rather than a hobby/side-pursuit? I ask the same questions of people who want to be full-time rockstars, or movie directors, or whichever artistic pursuit. In the case of game development, the barriers to entry are even (generally speaking) lower than ever.

The fact remains many people sense intuitively there is a spectrum of "purity" in which pieces of media fall into various places. For example, a AAA game that has been focus-grouped into oblivion will feel "corporate" or "diluted" compared to a one-person developer's passion project. Of course, modern indie gaming includes passion projects. However, while I believe a modern indie game from a developer who obsesses over Steam/Google/etc metrics can still be a passion project it will likely be inferior to someone's who isn't trying to pursue "game developer, as a lifestyle".

The intent behind the art matters, and if the intent boils down to "I want to be a rich famous game developer, and that's my full-time job", the art is already getting compromised imo. The motivation should instead be gamers making games for gamers. The shareware golden age was full of that; the modern indie era, for the most part, isn't.
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dnovraD: I don't recall Jeff Vogel getting a cheque from some faceless megacorp to make Exile II,
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dtgreene: Jeff Vogel has, however, used kickstarter to fund his recent games. For example:
https://www.kickstarter.com/projects/spiderwebsoftware/queens-wish-2-the-tormentor

(Worth noting, however, that the goal was set at only $40k, so the game is still low budget.)
And dont forget he doesnt like to pay artists - or writers - or anybody that works on his games and makes them good.
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dnovraD: All a bank gets is some money back with interest, they're not getting a cut of every sale; which I feel does a difference make;
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amok: Indie developers are not supposed to eat or be able to pay bills. They are to suffer. If they are not suffering and bleeding bloody tears in pursuit of the next pure indie game, then they are not making indie games?
Well, most if not a large portion of video game developers are well-off. That being said, it doesn't translate to success. It's always a huge economic risk.
One story in particular stood out to me... Blizzard Entertainment got its start with just two guys from UCLA.
Allen Adham
"Adham contributed $10,000 from his college fund, Morhaime took a $10,000 interest-free loan from his grandmother"

An interest-free loan from Grandma!

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rjbuffchix: "I want to be a rich famous game developer, and that's my full-time job",
Isn't that the plot of the last Matrix movie ?
What if I told you Neo was actually Todd Howard?
Post edited May 08, 2025 by .erercott
I remember Cuphead's devs having to secure a little funding from Microsoft, though I'm not sure if that went through. Plus they had to mortgage their own house.

And yet Cuphead is one of the best indie games I have played. Brutal, but fair and fun. And its art style is certainly unique by video game standards.
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amok: So this is “it’s not real art unless the artist is suffering” .

Indie devlopers are not supposed to eat or be able to pay bills. They are to suffer. If they are not suffering and bleeding bloody tears in pursuit of the next pure indie game, then they are not making indie games?
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rjbuffchix: I believe you are pushing what is a false dichotomy. I don't think anyone is saying modern indie devs are supposed to miss meals or bill payments. I would like to ask is, why "must" the meals and bill payments come as a result of their game sales? Why is it a requirement for indie development to be their full-time job rather than a hobby/side-pursuit? I ask the same questions of people who want to be full-time rockstars, or movie directors, or whichever artistic pursuit. In the case of game development, the barriers to entry are even (generally speaking) lower than ever.

The fact remains many people sense intuitively there is a spectrum of "purity" in which pieces of media fall into various places. For example, a AAA game that has been focus-grouped into oblivion will feel "corporate" or "diluted" compared to a one-person developer's passion project. Of course, modern indie gaming includes passion projects. However, while I believe a modern indie game from a developer who obsesses over Steam/Google/etc metrics can still be a passion project it will likely be inferior to someone's who isn't trying to pursue "game developer, as a lifestyle".

The intent behind the art matters, and if the intent boils down to "I want to be a rich famous game developer, and that's my full-time job", the art is already getting compromised imo. The motivation should instead be gamers making games for gamers. The shareware golden age was full of that; the modern indie era, for the most part, isn't.
I agree that when it comes to indie games, the best ones often show how passion should be the driving force. I also agree that some games feel soulless when they’re just chasing trends or metrics, and design by committee tends to result in bland, forgettable experiences. But I don’t think it’s fair to draw a hard line between making money and making meaningful games - these things aren’t mutually exclusive (where is that line, anyway?)

Ideally, people make games because they love doing it. But that doesn’t mean they shouldn’t also be able to pay their rent or make a living from their work, just like any other artist. Game development takes a huge amount of time and energy, and if someone is pouring themselves into it, why shouldn’t they be financially supported? Wanting to earn a living from your art doesn’t make you a sellout, it just means you’re trying to survive doing something you care deeply about.

Honestly, treating indie development as something that should only be a hobby can come across as a bit exclusionary, even elitist. Not everyone has the luxury of holding a day job and working on games in their free time. If you have a family or other responsibilities, there simply aren’t enough hours in the day. If we only value the work of those who can afford to develop games "on the side," we risk missing out on a wide range of games. In the end, I believe passion and professionalism can absolutely go hand in hand. You can care about your art and want to succeed at the same time.
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rjbuffchix: I believe you are pushing what is a false dichotomy. I don't think anyone is saying modern indie devs are supposed to miss meals or bill payments. I would like to ask is, why "must" the meals and bill payments come as a result of their game sales? Why is it a requirement for indie development to be their full-time job rather than a hobby/side-pursuit? I ask the same questions of people who want to be full-time rockstars, or movie directors, or whichever artistic pursuit. In the case of game development, the barriers to entry are even (generally speaking) lower than ever.

The fact remains many people sense intuitively there is a spectrum of "purity" in which pieces of media fall into various places. For example, a AAA game that has been focus-grouped into oblivion will feel "corporate" or "diluted" compared to a one-person developer's passion project. Of course, modern indie gaming includes passion projects. However, while I believe a modern indie game from a developer who obsesses over Steam/Google/etc metrics can still be a passion project it will likely be inferior to someone's who isn't trying to pursue "game developer, as a lifestyle".

The intent behind the art matters, and if the intent boils down to "I want to be a rich famous game developer, and that's my full-time job", the art is already getting compromised imo. The motivation should instead be gamers making games for gamers. The shareware golden age was full of that; the modern indie era, for the most part, isn't.
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amok: I agree that when it comes to indie games, the best ones often show how passion should be the driving force. I also agree that some games feel soulless when they’re just chasing trends or metrics, and design by committee tends to result in bland, forgettable experiences. But I don’t think it’s fair to draw a hard line between making money and making meaningful games - these things aren’t mutually exclusive (where is that line, anyway?)

Ideally, people make games because they love doing it. But that doesn’t mean they shouldn’t also be able to pay their rent or make a living from their work, just like any other artist. Game development takes a huge amount of time and energy, and if someone is pouring themselves into it, why shouldn’t they be financially supported? Wanting to earn a living from your art doesn’t make you a sellout, it just means you’re trying to survive doing something you care deeply about.

Honestly, treating indie development as something that should only be a hobby can come across as a bit exclusionary, even elitist. Not everyone has the luxury of holding a day job and working on games in their free time. If you have a family or other responsibilities, there simply aren’t enough hours in the day. If we only value the work of those who can afford to develop games "on the side," we risk missing out on a wide range of games. In the end, I believe passion and professionalism can absolutely go hand in hand. You can care about your art and want to succeed at the same time.
I think you made a very good post. I'm not sure if I'll be able to respond further, but am sympathetic to points you made there.
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.erercott: Well, most if not a large portion of video game developers are well-off.
Name them.
Most arent.
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dnovraD: which I feel does a difference make
Plain English only please. This is some weird interperative hell I have just quoted.
Post edited May 12, 2025 by Sachys
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Sachys: Name them.
Most arent.
Plain English only please. This is some weird interperative hell I have just quoted.
Just for you, it'll be a complete delice to stretch my lexicon.

To the throughout gist of my thinking: I think it's just a bit needlessly alarmist to think the original idea of indie gaming is in danger when they've always been on wings and prayer.

William Soleau, T. L. Winslow, Aaron Hall, and plenty of others had a staff of 1, with no backing.
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Sachys: Name them.
Most arent.
I don't beat dead horses.

[...]Indies are really struggling to get investment capital at the moment [...]
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dnovraD: I thought the whole point of independent developers was that they were by operative definition, free of such baggage.
You're joking right?

Every developer big or small needs capital, unless they only work weekends or nights, after doing their day job. Everyone has bills to pay and needs food for the table etc etc.

Indie doesn't mean they only develop in their free time ... they come in all shapes and sizes. Some develop as a hobby for sure, but plenty try to make a living making games.
Post edited May 13, 2025 by Timboli