1 hour ago, sprotz said:
When they developed Goldeneye N64, they lacked experienced staff but they had highly talented members
Ok, let's play:
http://www.mobygames.com/game/n64/goldeneye-007/credits
Lots of people there had already been involved in professional game development for years, shipping multiple titles.
Work began Jan 1995, release was Aug 1997.
But sure, you can outdo all those people in making a good "AAA like game" every 2 months on average, without bugs, glitches, boring mechanics or unfun game design. No problem. Congratulations on becoming a multi-millionaire before Christmas this year!
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Being ambitious is awesome. Having ideas as to where you can carve out your own niche is awesome. Being able to find an interesting twist or new way of looking at an idea or design, and executing on that is awesome.
Thinking you can compete against AAA games on their terms is being a blind fool. If making AAA games is your goal, either join a AAA studio or waste your time on your own getting nowhere.
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There is absolutely nothing wrong with having ambitions and expectations set below "AAA games". In fact, it shows a understanding of reality. Figure out what you can do that will set your games apart. Hint: trying to copy AAA games and making a slight tweak to the character name or backstory isn't it.
In fact, a lot of people prefer non-AAA games. They like the wacky and inventive things indie developers can come up with. A lot of indie games have a very different approach to how they structure their content -- there is often not a lot of meaningless filler, they don't need to cater as much to mass-market audiences in the same way AAA games often do, and it's frequently a pure refreshment to play indie games. People don't play indie games to play watered-down copies of AAA games, with worse graphics, animation, sound, game design, polish, etc. They play indie games to get something they can't get from AAA games. If you want to make games on your own/as an indie developer, that's what you should have as your goal.