I dabbled in shareware games for roughly 20 years. I had high hopes for making a revolutionary game and my ship coming in like Notch, but what I found was that making a game was never the difficult part. It was always about funding - making rent each month, affording food, etc. It was also about telling people no, because the closest people around me were often the most demanding of my time and energy, even going as far as telling me what I should be working on. I failed utterly on both fronts.<p>I found (and still find) most games deeply underwhelming, especially when they get high praise for their creative gameplay or plot, because those are the easy parts. Very few games also have solid engineering like Minecraft. That solid engineering is so elusive, so expensive, that it’s effectively out of reach on an indie budget. The only thing left is cookie cutter games like Angry Birds, which I categorize as the first thing that would come out of any medium. So if all you have is eggs you make an omelet, if all you have is leaves you rake them, if all you have is a physics engine you throw things. It’s no wonder that the profit for something anyone can make either rapidly approaches zero or goes into the stratosphere on its own fame like Paris Hilton, creating the illusion of value for an industry that would otherwise have none.<p>Then I watched a talk by (as I recall) Jason Fried of 37 Signals, who made the rather astounding point that the way to earn a profit is to make something people want and sell it for money. This was after the dot bomb when people were still chasing eyeballs, I wish I could find the video. It was one of the prime motivators that got me to quit my soul-sucking job and flip broken computers for a year, and then get into contracting. It finally hit me that people make money doing all kinds of things because people want them, and I didn’t have to suffer the grind in my life any longer, because to work so hard at something people aren’t willing to pay for is the very definition of futile.<p>Sooo.. I may make another game. I may sell it at the exorbitant price of $5, $10 even $20. I may not even give away a free demo. All of the other free, ad-based, casual, social games of the world can keep playing house, and bless them for doing so. But people will always want the real games, and I know that because I would be willing to pay for one, should one come along. I’m thinking that in this case, if Apple and other companies have really created a race to the bottom economy for games and other apps, then nature will “find a way” and create more of an egalitarian way for developers to earn an income, perhaps from crowdfunding sites like Kickstarter, but more likely from guilds, co-ops and to be quite frank a collective approach that takes the enormous wealth produced by the industry and uses it for something more productive than the hypervaluation of startups. As far as I can tell, we’re on the verge of total blah just like in 2000 and if everyone doesn’t wake up, history is about to repeat itself. If we glorify success and ignore wasted potential, the next thing we sell that people are willing to pay for could very well be a side of fries.