Every technical car guy aspires to making the fastest, most respected car in town, and every technically savvy gaming geek aspires to "learn how to program computers and make a game", because that would be "awesome".
I'm the geekiest geek in my meatspace circle, so I've been asked questions like this a few times, especially by older kids / young adults that have been introduced to me by their parents who believe that I'm "good with computers" (ugh). Perhaps I'm jaded about it, but I don't have a lot nice to say about this type of question.
Asking the naive question "How do I start a gaming company?" is intellectually lazy. If you don't already understand the foundations of business (i.e. "How do I start a company?") the pieces of wisdom that a gaming mogul would be able to give you would be lost on you while you're thinking "Oh, I have to go to college? I hate math! I don't care about accounting, I just want to draw levels!"
Keep in mind that there are also people who are genuinely interested in the foundations of starting their own gaming business, who are willing to work very hard, and who are simply looking for a little guidance. When you're first starting out, the whole concept of "creating a game" is very nebulous. There unfortunately isn't a definitive guide, or even a general one.
It's amazingly difficult to make a game that gets traction these days because of all of the competition, but it is definitely getting easier to make money without license fees and subscriptions if you manage to hit paydirt. There is a gold rush going on to start new game companies and make new games to run from the browser (java or flash mostly - maybe Silverlight too in the future). The newer games are getting more and more sophisticated and free to play.
I guess what I'm saying is that I think there is a window right now where indies can get pretty far with a low-budget game before this new space is completely swamped.
I don't think we'll reach that point. At least, not very soon. Digital distribution has removed part of the need to cater to publishers. It takes a lot of work for a small team to create a game, but at least it's feasable to do so today. A few years ago, it wouldn't have been. So I don't think it'll be 'game over' anytime soon for indie developers, especially with a platform like Steam to advertise their creations on.
That's a great point. The publishers and huge game studios will continue to have their market, but the barriers to entry for small and mid-size games have definitely crumbled. It's easier to create, distribute, AND monetize the games than ever before.
Apparently they're an games company. They made Uplink, which I've played, and I specifically remember because seemed more like a bad tech demo than a piece of entertainment.
If you're going to trade off a name for karma, it better be a good one.
Introversion are my heroes. They make AAA games, dripping with gameplay, originality and style. The company consists of a handful of people and they have no publisher. If it wasn't for Introversion I would have given up hope for the whole industry.
It's OK you think Uplink was a bad tech demo. Their games aren't aimed at everyone. That's why they're so fucking AWESOME!!!111 :)
I'm the geekiest geek in my meatspace circle, so I've been asked questions like this a few times, especially by older kids / young adults that have been introduced to me by their parents who believe that I'm "good with computers" (ugh). Perhaps I'm jaded about it, but I don't have a lot nice to say about this type of question.
Asking the naive question "How do I start a gaming company?" is intellectually lazy. If you don't already understand the foundations of business (i.e. "How do I start a company?") the pieces of wisdom that a gaming mogul would be able to give you would be lost on you while you're thinking "Oh, I have to go to college? I hate math! I don't care about accounting, I just want to draw levels!"