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	<title>Comments on: Microgames</title>
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	<description>Great Programming Artistry</description>
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		<title>By: dwarfsoft</title>
		<link>http://www.dwarfsoft.com/blog/2009/02/26/microgames/comment-page-1/#comment-9</link>
		<dc:creator>dwarfsoft</dc:creator>
		<pubDate>Thu, 26 Feb 2009 13:25:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.dwarfsoft.com/blog/?p=172#comment-9</guid>
		<description>Yeah, well I don&#039;t think it is in my possible future to actually get into the Games Industry in any other way. I have got myself into a Financial dependence on the Server Administration Role I am currently occupying, and no entry level Game Development Position (and probably most Senior Developer roles) can match the income.

As with most people, I have fallen into the trap of getting used to a lifestyle without the ability to naturally progress in the industry I would have chosen. This may, however, have been a blessing as now I have control over what projects I pursue and I need not get burnt out on a project due to imposed deadlines (merely self-imposed deadlines instead).

I think this form of development is the only real avenue left for many of us, as our concentration has been eroded by TV and the Internet, so we are now left with short projects as our only immediate option. 

Anyway, I will be keeping a finger on the pulse of both yours and Andrews projects. All the best.

Cheers, Chris.</description>
		<content:encoded><![CDATA[<p>Yeah, well I don&#8217;t think it is in my possible future to actually get into the Games Industry in any other way. I have got myself into a Financial dependence on the Server Administration Role I am currently occupying, and no entry level Game Development Position (and probably most Senior Developer roles) can match the income.</p>
<p>As with most people, I have fallen into the trap of getting used to a lifestyle without the ability to naturally progress in the industry I would have chosen. This may, however, have been a blessing as now I have control over what projects I pursue and I need not get burnt out on a project due to imposed deadlines (merely self-imposed deadlines instead).</p>
<p>I think this form of development is the only real avenue left for many of us, as our concentration has been eroded by TV and the Internet, so we are now left with short projects as our only immediate option. </p>
<p>Anyway, I will be keeping a finger on the pulse of both yours and Andrews projects. All the best.</p>
<p>Cheers, Chris.</p>
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		<title>By: Trapper Zoid</title>
		<link>http://www.dwarfsoft.com/blog/2009/02/26/microgames/comment-page-1/#comment-8</link>
		<dc:creator>Trapper Zoid</dc:creator>
		<pubDate>Thu, 26 Feb 2009 07:25:48 +0000</pubDate>
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		<description>In the finest traditions of the Internet, our competition is not so much about microgaming but more about who can first circumnavigate the globe by balloon. Or at least fabricate that we are until we get bored. That said, now I know Andrew Russell is attempting a similar strategy, I&#039;ll be cracking my own mental whips when it looks like I&#039;m slacking.

The thing about microgames is that failure becomes much less of a loss. If your idea turns out to be a stinker, or your code falls flat like a flopped soufflé, you&#039;ve lost... a week, two weeks, not much more. So you can afford to work on riskier, more experimental ideas, as you don&#039;t have much to lose. If instead you were to bank a couple of years on an untested idea, you&#039;d be mad to try something you weren&#039;t sure of, leading to &quot;playing it safe&quot; with your ambitions.

My &quot;Lab&quot; project is really just the research wing of my business plan (which will get a slightly more memorable name when I launch a new website soon). For me, it&#039;s a way of lumping all the development risk together in one area where it can be managed, leaving product production free from the blight of experimentation. Or so goes the theory; gotta test this in action for a few months to see if I&#039;ve got the mettle.

I am keen on following everyone else attempting a similar approach. If you&#039;re trying some microgames I&#039;d love to read about them. It&#039;s inspiring to see so many Aussies attempt the indie route.</description>
		<content:encoded><![CDATA[<p>In the finest traditions of the Internet, our competition is not so much about microgaming but more about who can first circumnavigate the globe by balloon. Or at least fabricate that we are until we get bored. That said, now I know Andrew Russell is attempting a similar strategy, I&#8217;ll be cracking my own mental whips when it looks like I&#8217;m slacking.</p>
<p>The thing about microgames is that failure becomes much less of a loss. If your idea turns out to be a stinker, or your code falls flat like a flopped soufflé, you&#8217;ve lost&#8230; a week, two weeks, not much more. So you can afford to work on riskier, more experimental ideas, as you don&#8217;t have much to lose. If instead you were to bank a couple of years on an untested idea, you&#8217;d be mad to try something you weren&#8217;t sure of, leading to &#8220;playing it safe&#8221; with your ambitions.</p>
<p>My &#8220;Lab&#8221; project is really just the research wing of my business plan (which will get a slightly more memorable name when I launch a new website soon). For me, it&#8217;s a way of lumping all the development risk together in one area where it can be managed, leaving product production free from the blight of experimentation. Or so goes the theory; gotta test this in action for a few months to see if I&#8217;ve got the mettle.</p>
<p>I am keen on following everyone else attempting a similar approach. If you&#8217;re trying some microgames I&#8217;d love to read about them. It&#8217;s inspiring to see so many Aussies attempt the indie route.</p>
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