hi hi! 💜 btw i did find your comment rude. maybe try to be nice specifically.
first off i want to apologize. My manifesto was written to be very inflammatory in the style of some of the others i read, which i now regret, since it makes people sad and it makes it easier to dismiss my ideas and easier for people to argue with my exaggerations.
I meant to directly attack what I see as the current dominant thought in indie game developers, who value artistry and polish over tangible things such as rent and having fun. I didn't want to be empowering and instead wanted to be confrontational.
To your point about commercial games, I see a lot of my peers (myself included) do this thing where they mix business and pleasure, and the game doesn't sell very well and they get burnt out making it. Neither business nor pleasure in the end. My point is if you are trying to pay your rent then you should be as realistic as possible about what you're making and why you're making it. Some genres do much better on steam. I would say prioritize paying your rent and as a secondary thing try to make it something you dont hate doing. This isn't the main point of my manifesto though, if you find a way that making commercial games that works for you, great! im just a lil disillusioned with it.
I am like your friends. I make games for fun and release them for free and basically only a couple of people outside of my friends consistently engage with my work. Until recently nobody engaged with my work at all, i didnt have friends that liked these things. I think as artists we need to have a game making philosophy that still works with an expected audience of zero.
Let me try to clarify my idea of making bad games. Imagine every decision you make while making a game has a mix of 3 effects (on top of many others):
1. it makes your game more or less artistically impressive.
2. it makes your game more or less fun to play.
3. it makes your game more or less fun to make.
When I see people trying to make artistically impressive non-commercial games or fun games on purpose it means they made decisions that didn't optimize 100% for number 3. They are having less fun than they otherwise could, and basically sacrificing for their art. That's the part that can get kind of egotistical. That person wants to be important and are making themselves unhappy reaching for that. If you tried to make an artistic and fun game but failed and the process sucked, then you basically just had a really bad week or month or year or decade . Having fun while making your game is the outcome you have the most influence over.
The manifesto is trying to say that people should have the highest amount of fun and satisfaction as possible making their non-commercial games. In both the way they make games and how they view game making itself. Showing your game to your friends is super fun but usually the game doesnt need to be good in any way for that process to actually be fun. If you're someone who cant have fun without making something that is artistic or fun to play, then I think its worth it to invest in introspection to try to have fun even when making games you think are bad. I'm not perfect at this myself and wrote this partially as a reminder to myself about what i value. I'm disabled and it's hard to find the effort and time to make games. i need that time to be fun even if i can't finish anything or make it good or meaningful.
If experimenting with the genre is fun to you then you should do it, in the manifesto I meant that if you are trying to make some lasting cultural impact within the genre or within games in general than its usually not going to work and if it does, then what? ok you influenced the culture? are you any happier now? is anyone else even happier now or just different?
First we should prioritize being content with ourselves and our worst games. If we happen to make culture along the way so be it.
but i dont want to yuck ur yum, feel free to ignore me and go about your life, im not trying to police anyone. the invalid/valid phrasing is a joke. i just want more people to realize their desire is causing their suffering when making games.