I’m not very good at game balancing and low level design decisions (like whether gun A fires faster than gun B, or what the cost of power C is). I’m just not. I also suck at art. I have no idea what colors go with what colors. This is why my better half chooses my clothes. I’m safe with black, but beyond that, I’d end up dressed like a circus clown if left to my own decisions.
I’m good at some other stuff. I’m very good at Game Names, big-picture ideas for game themes and ‘style’. I’m very good at optimization, and good at the business/strategic/marketing side of things. The thing is, it’s taken me a while to absolutely come to terms with what I am and am not good at. I started selling games in 1997, so it took me 17 years to work this out. That means that for most indie devs out there, the chances of you having really worked this out yet are pretty fucking low.
I know one game developer who is good at big picture stuff, but very bad at mechanics and actual coding. They are awesome at marketing. I know another who is a genius at both high and low level design, but not so good at strategic biz stuff. Both are great talented people who are doing ok. Both will remain nameless :D
The big decisions and difficulties come when you think about what to do regarding the stuff you aren’t good at.
There are basically two choices: Get good at them, or outsource them. Obviously it isn’t that easy. You *can* outsource almost anything. Even big-picture stuff like game name and style/design can be outsourced. You won’t see an advert for people who do this, but there are plenty of very talented designers who would work for you as a consultant on such stuff. There is no shortage of guys in suits who will act as consultants for you on the topics of business and marketing/PR as well. When it comes to coding/art etc, the options to outsource that stuff are well known and varied.
In the long run, you need to work out what bits of your business you do want to control and run personally, and what stuff can be left to someone else. For me, with my temperament and skills/interests, I want to control all of the business, PR and big picture design. In an ideal world I’d do all the coding too (I still do…), but I could cope with letting that go a bit one day. That means I need good artists, QA, and design people, and I’m gradually over the years building up a list of the right people for all this.
The tendency, and I’m sure many indie devs encounter this, is to pretend you can be good at everything, just given enough enthusiasm/late-nights. This is bullshit. Steve Jobs didn’t solder together Apple II components, nor did he design the iMac. He knew what he was good at, and stuck with it. At the start, when you have no money, you’ll probably need to offer revenue share to artists or PR/biz people who help you out. That’s fine. At the very start, if you are feeling adventurous, you probably (for at least one game) try and do it all yourself, for no other reason than to work out what you really do enjoy, and what you don’t. Try not to be like me, and take over a decade to work this out.