yeah, but most people don't have the luxury of a relaxed creative atmosphere. They all have jobs, spouses, mortgages, car payments, taxes etc.
So unless your allready a hugely sucessfull developer, you need to reduce risk, and thats where things usually become less maleable. As a fairly inexperienced development studio with a couple of So/So games under your belt, your stil lgoing to find it very hard to get published without the document, a prototype that suggests your not just blowing wind, and preferably some instantly recogniseable licence/franchise.
Everyone needs money to get by, unless they are lucky enough to get that provided for them, and publishers base a lot of their decisions with developers solely on risk.
Game ideas are considered cheap, small developers bid or get handed projects to do where they have limited flexibility in the design. Or a developer comes up with a great Idea, Marketing get scared about the risks, and take over the game design with statistics.
It's all about money and a little about games in the commercial workd, if your lucky to be a game god, you get to do whatever you like, at least untill you fail once or twice. But most don't get that luxury, fail once and your probably not going to get another chance. It's also not good for an individual developer, as Publishers only care about shipped titles, when evaluating development teams and rarely care about all the other things that you never completed.
So unless your allready a hugely sucessfull developer, you need to reduce risk, and thats where things usually become less maleable. As a fairly inexperienced development studio with a couple of So/So games under your belt, your stil lgoing to find it very hard to get published without the document, a prototype that suggests your not just blowing wind, and preferably some instantly recogniseable licence/franchise.
Everyone needs money to get by, unless they are lucky enough to get that provided for them, and publishers base a lot of their decisions with developers solely on risk.
Game ideas are considered cheap, small developers bid or get handed projects to do where they have limited flexibility in the design. Or a developer comes up with a great Idea, Marketing get scared about the risks, and take over the game design with statistics.
It's all about money and a little about games in the commercial workd, if your lucky to be a game god, you get to do whatever you like, at least untill you fail once or twice. But most don't get that luxury, fail once and your probably not going to get another chance. It's also not good for an individual developer, as Publishers only care about shipped titles, when evaluating development teams and rarely care about all the other things that you never completed.