Talent is mostly sustained hard work, usually over years, decades or even a life.
And there is also luck. People always underestimate luck.
Talent is mostly sustained hard work, usually over years, decades or even a life.
And there is also luck. People always underestimate luck.
Transistor was quite a big success among indies[1]. Hades was the indie game of the year[2]. Then why Pyre, the game between these two big boys, flopped[3]?
In my opinion it's mostly the genre. "Fantasy" + "Sport" didn't work so well, cause the main audience of sport games are mostly also fans of real-life sport teams.
[1]: https://steamdb.info/app/237930 says 1.08M ~ 2.66M owners.
[2]: https://steamdb.info/app/1145360 says 4.63M ~ 12.73M.
[3]: https://steamdb.info/app/462770 says 251.3k ~ 628.2k. It's not bad, but considering its astonishing quality and the track record of the devs, I'll say it's an disppointing number.
So I do think the motivation is the most important part, after all alot of the most well and content rich indie games like Cave Story or Rogue Fortress were made with much less than some of those kickstarters.
That being said, motivation is often a function of one's own specialities. It's rare to find people with both the artistic and programming rigour to realize a vision. But a look at the Skyrim or Minecraft modding communities are good example of the sheer amount of content and creativity that is unleashed once a good platform is produced. Unity & Unreal has made steps, but their learning curves are still too steep I think before one can really get their hands in working.
Among us is a nice example.