Another Indie Quandary: Short v. Long

So there you are:

The indie game developer — sifting through your options for a next project as the current one draws to an overdue close.

 The project you’d like to do next has a certain immensity to it…  It might take a year… or two.  It’s one of those epic tales.  The kind that when forged correctly can make an actual mark on the fabric of humanity’s recent mythmaking history.  A good game.

But there — ever looming, is the fact that your company’s only income during this development cycle will be whatever scraps come in from your first project AS a studio.  Consequentially, the financial forecast is indeed a mite grim.

 There are, in addition to the epic project, a number of other project options that might inhabit the next-in-line slot.  These would be shorter projects, which while inspired would not be a dream to work on.  They may be alternately casual, niche, or outright bizarre… but each of them would promise to be DONE sooner — contributing according to their individual means to the corporate coffers within months rather than years, whatever the amount.

The epic project likely means another year or two of day-job servitude.  The others, depending on which, could lead to faster freedom for full-time status.

The first also might mean a business loan — employee(s), growth, and the potential for great expression…

The latter would likely not contain any of these elements in any great degree, but could add to a budding young studio’s portfolio of games-for-sale in a fifth the time.

So which do you choose?  Why?  Would your choice be different if you had but five years left to live?  (this I just think is interesting… the urgency factor)

Ah well… I’ve still got work to do on Blobyrinth… so I had better stop rambling.  Just more madness to enter into the ongoing indie meme soup.

 ’til next time –

-Tim

2 Responses to “Another Indie Quandary: Short v. Long”

  1. Impossible says:

    It really depends. If your first game is a megahit, you can take all the time you have on the next one. If your game doesn’t sell a copy… well you might want to try another short project.

  2. Tim says:

    True enough — but you can never count on a megahit. The niche served by our first title is pretty small. We don’t anticipate any substantial revenue stream from it. Consequently, we’ll be tackling a shorter project after this one. For us it’s a matter of economics. Yay!

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