
There has been quite a lot of excitement, lately, coming through the news about more developers going indie, and consequently creating games where ideas can be tested quickly, and every step is a push for quality, rather than a push for permission. Also noteworthy is the observable trade-off between working for a company like EA, and working independently. That being, in larger companies, there are several people employed whose is job it is manage and avoid risk. If you’re big and want to stay big, that is good. For indies, everyone is there create a product of some kind, be it code or art, or a webpage, or whatever. If you’re small, this is good, because you eliminate red tape, and get down to business.
It’s definitely worthwhile to consider the risks, regardless of your situation, but if you (game developers) ask yourself the reasons why you entered this industry, how many can list “Managing Risk” among them? Seriously. Get excited. Make games.
Also, a noteworthy conversation about The Artistic Necessity of Constraint is offered by Ed Fries, who has recently developed Halo 2600 for the Atari 2600. For some, the minimalism of graphics and gameplay might be lost. But for the retro-nostalgic, or those gamers and developers who find beauty in strange places, his game and thoughts on constraint are compelling an poignant.