ubern00ber wrote:
While I can't speak for Andy, I'd presume it's probably because making your own fully functional game takes a lot of funding. It's probably the main thing stopping me from making one.
all you need is a beta version to display your ideas and your dedication. Then to get investors interested it really just comes down to having SOLID projections EX. If you make a beta game that gains 1000 players in the first year it is out, and your player base has increased exponentially each month, you can come up with a minimum projection of a player base, then poll your players for how much they are willing to pay for your game. lets say its 5$. 1000X5=5000, take out the costs of a server/computers to write it/a place to work out of/misc expenditures such as models/textures and what not (assuming that you purchase them) and what not for future updates w.e. you're looking at an investment of about 1-200,000 for the first year assuming its a 2 person project(each being paid 40k~ their first year), at the end of the first year you would start turning a profit assuming that each month you are gaining 110% of your last months player base(which is very easy to do). i have done the math, this is more of just a shortened version. all the math i did was the minimum in terms of monthly costs and player base gains. i projected it for the next year based off current office spaces and server prices that would be capable of handling a small sized game and starting wages for the area i live in for a programmer directly out of college. Getting investors interested once you get a good game started is the easy part, getting a GOOD game started is the hard part.(in my opinion)