Thursday, August 14, 2008
Pocketwatch Games' Andy Schatz Talks Indie Game Development
Continuing with the series of original interviews / questionnaires I gave to former mainstream game developers who have since "gone indie," today brings us Andy Schatz of Pocketwatch Games. Andy goes through his history of going from mainstream to indie on his Pocketwatch Games History page, so I'll just refer you there. In a nutshell, he used to work for mainstream video game companies Presto Studios and TKO. While at the latter studio, he was working on Goldeneye: Rogue Agent for EA during the height of the era documented by the industry-shaking EA_Spouse article. And he was miserable. After completing the game, he quit, and TKO floundered thereafter. Not that there was necessarily a causal relationship there. He was fortunate to receive some solid success with his first indie game, Wildlife Tycoon: Venture Africa. And now he's made indie games his full-time career.
So here's what Andy had to say about his transition and experiences going from mainstream video game developer to a full-time indie.
Rampant Coyote: In your case, you were fed up with your job and decided to quit. What made you decide to become self-employed as an indie game developer rather than seek out another position elsewhere in the industry?
Andy Schatz: I had the same thought a ton of other developers have had: I can do it faster, I can do it better, I can get real credit for my work. That's probably a fantasy for most developers, but the only way to find out if it's true for you is to put yourself to the test. Who hasn't thought to themselves that they've got the next Sims or GTA or Zelda in them?
It's also worth noting that no one ever got rich off a salary.
Rampant Coyote: Were there any aspects of indie game development took you by surprise?
Andy Schatz: Perhaps it's naïve to say, but three years ago I thought that with the rise of digital distribution, developers were going to grab some of the power back from publishers. But we've seen pretty clearly in both the casual game market and digital distribution on consoles that the publishing/distribution racket wasn't going to let us get away with that. The future does not look as bright for developers as it did three years ago, and the blame lies squarely with BigFish, Microsoft, and other major digital distributors. These giants have found ways to corral the audience, squeeze developers, and rip off our most creative pioneers.
Rampant Coyote: So what lessons did you have to learn once you became a career indie?
Andy Schatz: Interacting with the community is an essential piece of being an indie developer. As an indie, you require the help of business contacts, advisors, contractors, and press. I had to learn to interact constructively with everyone. The lesson I learned is to always put things in context of "what can I do for you?" rather than "what can you do for me?"
Rampant Coyote: Being an indie obviously isn't all fame, glory, and money. What have been your your biggest challenges or disappointments as an indie?
Andy Schatz: My second title, Venture Arctic, was a huge leap from its predecessor, Venture Africa. It was more beautiful, more interesting, and more expansive. But despite receiving critical acclaim, it hasn't connected with as large an audience. It's very disappointing to have a title that you really care about underperform with customers.
Rampant Coyote: What are the biggest differences between indie game development and mainstream game development?
Andy Schatz: The obvious one is that as a professional indie, you've got to all the business side of things yourself. You can't just bring home the bacon, you've got to raise the pig and kill it yourself.
The less obvious one is that it's much harder to stay organized and motivated at times. Sometimes it's incredibly easy, but at others, you can slip into the doldrums and let a week go by without much to show for it.
Rampant Coyote: At the end of the day, why do you stick with being an indie?
Andy Schatz: I support myself and I'm perpetually only one game away from being a millionaire gaming rock star. Why would I quit now?
I'd like to thank Andy for providing such an entertaining and insightful look into the world of full-time indie game development.
(Vaguely) related interesting words from other people:
* "Going Rogue" at the Escapist
* NinjaBee's Steve Taylor on Indie Game Development
* Interview: Cliff "Kudos" Harris on Being an Indie Game Developer
* Depths of Peril Creator Steven Peeler Speaks Up on Going Indie
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Labels: Indie Evangelism, Interviews
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Jeez. As bad as BFME was, Goldeneye was legendary even inside EALA. Glad to see Andy got out, and fantastic that he's been successful striking out on his own. I remember Venture Africa from the IGF and had no idea the connection -- beautiful game. Best of luck to him in the future. Andy, if you see this, drop me an email if you'd be interested in an "After EA" feature for Gamewatch.
I made sure he got your message, Erin.
Drop a line if you do that feature - I would like to make sure I read it.
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Drop a line if you do that feature - I would like to make sure I read it.
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