I think there are two issues here:
1. It may be easy to feel overwhelmed by the idea of competing with multi-million dollar budget commercial games, but personally I think it would be stupid to just give up. Of course you're never going to independently do the work of 100 people, but that's no reason not to try. All you can do is keep up your skills and strive to be the best at what you do. If you're expectations are too high, don't worry about what you can't/didn't do, be glad about what you can/did do.
2. It's easy to be overly ambitious when taking on a project, especially as an independent developer. As an indie developer, you need to realize that you are limited, whether you like it or not, and work within those limitations as best you can. This doesn't mean you have to compromise the quality or "feel" of the game you want, but simply that you may need to think of more creative solutions to the problems usually solved with "brute work force" by the mainstream game industry. For example, rather than focusing on extreme graphical realism, it might be more productive for you, and even more pleasing to the end user, to try a more stylized approach to graphics.
In the end all that matters is how much enjoyment the end user gets out of your game, so in this respect indie developers definitely have a chance against the large high-budget game development studios. All you need is a little creativity, skill, and hard work. Remember, the "secret weapon" of independent developers is their ability to try out new, innovative gaming concepts, unlike the multi-million dollar game development studios who almost always "play it safe" with remakes, sequels, and endless clones.
1. It may be easy to feel overwhelmed by the idea of competing with multi-million dollar budget commercial games, but personally I think it would be stupid to just give up. Of course you're never going to independently do the work of 100 people, but that's no reason not to try. All you can do is keep up your skills and strive to be the best at what you do. If you're expectations are too high, don't worry about what you can't/didn't do, be glad about what you can/did do.
2. It's easy to be overly ambitious when taking on a project, especially as an independent developer. As an indie developer, you need to realize that you are limited, whether you like it or not, and work within those limitations as best you can. This doesn't mean you have to compromise the quality or "feel" of the game you want, but simply that you may need to think of more creative solutions to the problems usually solved with "brute work force" by the mainstream game industry. For example, rather than focusing on extreme graphical realism, it might be more productive for you, and even more pleasing to the end user, to try a more stylized approach to graphics.
In the end all that matters is how much enjoyment the end user gets out of your game, so in this respect indie developers definitely have a chance against the large high-budget game development studios. All you need is a little creativity, skill, and hard work. Remember, the "secret weapon" of independent developers is their ability to try out new, innovative gaming concepts, unlike the multi-million dollar game development studios who almost always "play it safe" with remakes, sequels, and endless clones.