Originally Posted By: Malice
I just find it odd that a team can build a contest game in a weekend but doesn't spend a few months putting out a major effort.

These are two different kind of beasts. When we meet each year, we are fully committed, drunk, willing to hack something together, and to make it fun, and beautiful to look at (in this order, and oppinions vary). The commitment is very strong, and nobody cares if it his/her "dream game", it is more about the experience. And the beer. Ah, and the fun to do something "complete" with lots of people in parallel and OH's and AH's, when something new is added to the game.

The year before last year, we had to add AFTER THE WEEKEND for the contest 2-3 additional levels to complete the game as we imagined it ... and almost no one was available and committed anymore. Real life took over...

So what is missing to keep the spirit alive for a longer time frame? Maybe a gathering that lasts a week? That might be possible, but most of us are now employed and would have to spare vacation days.. this is difficult. That is why almost all startups / new indie games from teams emerge from college or university, because you have so much free time.

Originally Posted By: EpsiloN
many people are arrogant these days. No body likes to work for free. And thats one of the reasons teams dont exist here.


Hm, in my opinion there is only a maximum time frame of 10 years available to people to be willing to work for free - that is inbetween the age of 13-16 and 23-26... because afterwards you have a regular job, girlfriends/wifes, maybe children, interested into travel/building a house/riding motorbikes and/or you have become a professional. Until then, during school, college and university you have an awful big time to spend, you get more experienced and see all those experimental/creative stuff - and this is the big chance that you eventually become able to make your own game(s). And because you know people around you or on the internet that are in the same situation, you will likely become friends and work together.

After that, it is more likely that you don't have enough time to do so... and I think that the most experienced users with Gamestudio matured along with the product and now have difficulties to find time to work on their games, or even play with it...

On the other side: why should anyone do something free for another one? Again, my theory is that people are willing to do so, because they are improving, still learning and want to show off their work. But in the moment it is for you just "something to work out" which only requires planning, coding and time... well... you want to be paid for your time to do so. Sure, there is the Open Source movement and those people are very nice that they give out open source software.. but for single persons, well.

All I can tell is that time is money and if you want something from me, I definitely would let you pay the free time I would have to sit in front of my computer instead of having a beer with my girlfriend in the moonlight - and I am sure you'll understand why.

On the other side: Why don't we take the risk and fund ourselves a self-owned, independent studio?

Hm, because it's business and drives you away from creative/fun coding and stuff. Then, it is not about time, but about money, which you have to generate for yourself and your employees, so that they can afford their girlfriends and that cold beer and maybe the occasional trips to the beach. Doesn't sound easy? Yes. And I highly suspect that most professionals here regard their regular job to be more paying than any of the risk you would have to take to fund at least 1-year of game making. Too bad!

Maybe this is the reason why only students start a business (because they have already no money and no work experience, so it doesn't matter and the risk is smaller)... OR: you are already a long-year professional and fund a new studio with other long-year professionals, because you know how to do stuff and make a business - also because you have contacts and standing at your clients or in your industry.

And to be honest, I know only very, very few people here in this community that I would regard to be able to start a successful game business in real life somewhere in Europe, including moving to another place.