(And before people say "you should be making games for the fun of it, not for any kind of recognition", I get what you're saying, but once you're 2 years into a project, you're exhausted, and you've made multiple sacrifices and given up things to make your game happen, getting nothing at the end of it just makes the time feel wasted, no matter how "fun" it was, so that's not really a good attitude to have, it always backfires)
Fuck'em, dude. Anyone who ever created something that was a serious big project knows that it is incredibly hard to "just do it for fun". It stops being fun when you spend days ironing out the flaws and stuff and... whatever. It's not fun, as at some point it stops being a hobby and becomes work, hard work. All in all, as I said, who did all that knows all that.
Sorry to be selfish but can anyone post examples of where "the good game one", or equivalent? Because I need a pick me up and some motivation to keep working - namely the knowledge that, yes, sometimes it's worth spending the effort because something will actually come from it at the other end.
I fail to find it selfish.
Either way, whatever I'll post would still feel like a few games struck by a shot of immense luck rather than some kind of... tendency or something.
Hard work hasn't equaled success for a long time my friend. Maybe just aim for cult classic status anything beyond that just seems like dumb luck.
Sums it up nicely.
Still, I really hope you will get your desire to keep working on your projects back. Even if I eventually won't be able to muster one myself, it would be really good to help someone else to do that, however indirectly... Plus, I can name at least a couple of really big indies either way, so why not to do it regardless.
First off,
Hotline Miami, of course. It's a game that propelled itself, its publisher and pretty much the whole 80's revival. It's huge.
Yes, it does actually have a publisher, but Devolver Digital is one of the few publishers that are well known as... "indie publishers". Yeah, it's an oxymoron, but I guess most of the people in this thread know what I mean. And, frankly, Devolver Digital has been true to its reputation as far as I can see.
If you want a real deal indie, there's
Papers, Please, done and published by Lucas Pope. I'd say it's been massive, spawning a lot of content, including an
awesome short movie.
Lucas Pope's
Return Of The Obra Dinn is also a nice example. It is not as big as his first game, but it is quite known and I'd say it has its following.
Those probably would be the biggest ones. If you do not go for massive success though, there are tons more, of course. Like,
Phoenotopia: Awakening, which is a charming and quite huge metroidvania that actually started out as a flash game back on Newgrounds. It is barely known, but fans (me included) are dying to see the second part one day, as the game ends on a cliffhanger. Still, it will probably never happen, and yet the game itself is just awesome, even if the story is unfinished.
Finally, even though not quite indie, I think that examples of mods, fan games and just small projects that actually get noticed and receive financing is inspiring enough as well. One recent instance would be
Symphonia - a 10-minute long student project which gathered so much attention with its initial release on itch.io and GOG, that it got a publisher and has been expanded to the whole 20 bucks game on Steam.
Anyway, as the quote goes, I can't lie to you about your chances, but... you have my sympathies.