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brian's avatar

You know I think you do have the answer already ;). (and apologies in advance for the novel)

That original article is so deeply unserious and badly reasoned/researched that I'm tempted to tear it apart, but I see that's already been done in the comments, so I'll resist ;).

More relevant to your post tho, I do think there's a lot of tension between... let's call them publication maximalists and publication minimalists. The former think we should publish ALL THE THINGS and the latter think that publication should be carefully controlled for quality by professionals. And in a society where publication takes a lot of resources (say, typesetting books by hand), it makes sense to limit publication to the most worthy works. But that comes with a lot of downsides! If nothing else it tends to suppress works by BIPOC people, disabled folks, queer folks, and really anything out of the mainstream. It means truly great works sometimes won't be published because they didn't fit the system, or because the authors just didn't think they were good enough to meet the standards - or even just because they applied to the wrong publisher! And so on.

So I think it shouldn't be controversial to say that since digital publishing makes it is cheap and easy to publish everything that somebody wants to publish, we should just... do that. It doesn't take much energy, it helps preservation, it means that people get to experience amazing things which would have otherwise languished. It does cause a bit of a curation problem, but hey, that's what reviewers and youtubers and streamers and such are for. Obviously this is still controversial, and maybe at its most extreme in the book world, where you have one group that thinks everything should be self-published and one that doesn't even acknowledge that self-publishing exists.

But that doesn't actually answer the question in your title, which is have you *made* too many games. There is, I think, an error that a lot of indie devs make which goes something like this:

1. I want to make games which do something unique and different (of course we do!)

2. I need to practice making games to get good at it

3. Therefore I will make a lot of games until I am good at it!

And so they enter a game jam every month and have an itch.io full of tiny games. And this isn't necessarily wrong! If your goal is to make weird little tiny games, hurray, you've done it! It's even possible to make a living doing this if you make a bunch of popular web games and sell ads on them.

But if your goal is to make something bigger or denser or more polished or just *different*, I'm not convinced that doing game jams over and over again or making lots and lots of little games actually helps with that goal. I think it's often a big distraction to think that you need to *finish* a bunch of little games (getting it to that state takes a lot of busywork), when the hard part isn't churning those out, it's growing the scope, organizing a bigger project, finding collaborators, figuring out how to implement that truly unique mechanic, finding your voice, etc. Is it better to release 4 games a year or one game every 2 years? Just depends on your goals!

And that's why if you look at my itch.io you'll see a few game jams done with friends and nothing else. It's not that I haven't made games for practice, it's that I get them to tech demo stage and leave them when I think I've learned everything I can from them. The next game I put on itch.io will be something I intend to sell and also put on steam, and I expect to average maybe 1 game a year or two up to 5-6 games, which I expect will be my total life's work - and the last couple of games will be huge in scope, which I hopefully will be able to spend a decade+ on. I know I just don't have that many good ideas, but I think the good ideas I have are good enough to publish! And I think that's the right approach for me.

But that's absolutely not the only approach! Maybe I'm wrong, maybe I would reach my goals faster if I published more smaller projects! Maybe the people calling for more mid-sized games are correct! Everybody just has to decide for themselves.

So in other words, if you're asking, having made them should you *publish* all those games, I think the answer is clear: publish them if you want to! There's even value in half-finished stuff, maybe not many players will play them, but what if some aspiring developer plays one and gets a great idea! A few megabytes on a server somewhere are not causing the potholes to not be fixed (lol, lmao). The ethical framing in the original essay is just weird. I've spent thousands of hours practicing trumpet; if I recorded a bunch of that and published it on youtube would that be bad somehow? Might be silly, but not *harmful*.

So like:

> I do think more devs could stand to do jams of games that fall mostly in categories 1 and 2, and build up to their one or two that become very widely intended 3.0 releases.

I just... don't think it actually matters if you hit the "public" dropdown on itch.io or not. That's absolutely the least important thing here, and it's entirely a personal decision! And I don't think *intent* really matters either. The important thing is, if you want that 3.0 release, make sure you're doing that instead of making yet another 1.0. Make the games you want to make. It's that simple.

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