And calling yourself CEO...

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I think FPS are intriguing at first.
Most engines provide tha basic buildingsteps to make a simple FPS run.
(Walking, Shooting, GUI, FPS friendly leveldesign)
Giving the hobby CEO quick first results.

Sticking in some crammed together Models (with inconsistant stlye), and overtly expensive Shaders, then dreaming that
this will close in to a Crysis Level.

FPS are like a honeypot to new devs, they seem easy at first.


RTS for example are much much less common as "first" projects,
simply because the amount of work needed to get it running (not just a pretty level with some models)
as prototype is much larger.

If new devs would take a realistic path, we would
see many more Pong,Snake,Super Mario,Angry Birds and Bejeweld clones.
Gametypes that have a simpler architecture, and
the option to pull off a full and consistant game as a hobby developer.