She brought a Subway sandwich. It's amazing. I'm still procrastinating. Back to it then.
Parents who want their kids not to grow up to be tools, firstly. The kids who grow up not to be tools, secondly. That's my theory.
Not sure about "painful"; if you're learning more about the field you're interested in, it should be rather enjoyable, shouldn't it?
Let's say if you want to do kickboxing but hate the idea of getting kicked in the face time to time, maybe you don't want to do kickboxing after all.
Yes, it starts with questions which then boil down to fundamental truths. My reasoning went something like this:
In what kind of world would I like to live in, and what kind of a society would have the best chance at success?
In one where people don't get killed / discriminated against for being different.
What is the most basic underlying principle that could drive such a society?
The sanctity of human life (for starters) is what seems most logical to me.
To elaborate, I might like / tolerate Average Bob more than a jihadist because Average Bob doesn't believe that killing himself / dying in battle is the only guaranteed way to go to heaven, but if I say that the jihadist's life is more expendable (and by extension, the life of his family, and all of his countrymen) than Average Bob's, the logical course of action is to kill them all and let God sort them out.
Which is exactly what the jihadists think, I imagine.
This person is not an authority for me because I haven't played anything he ever worked on, or ever heard of him for that matter -- not to say I don't appreciate the article, I'll read it more detail once I have the time -- but he seems to be talking about making cash from making games.
To which I say that's as stupid as writing books only to make money.
With such an approach, in 99% cases, you will fail.
If you write books / make games because you want to create something you want to create that, in your opinion, does not exist but
must, you will more than like succeed. Not necessarily commercially, but success / failure is achieving or failing set goals, right? If you succeed at creating a product you'd wanted to create, you are successful. Do it time and time again (because you love it), and continuously improve, and eventually you'll be so good at it that others would probably pay you to do it.
It literally means that most people in the industry know each other, as they all go to same conventions / are in the same circles / etc. And almost everyone I'd met make games because they love making games.
Sharing a beer with the guy who made Assasin's Creed (Patrice Désilets, really chill dude) is hardly "networking with competition". I'm not competition, I'm just a guy who loves games. He's not competition, he's just a guy who loves games.
Not to single this dude out, but again, most people I'd met were just guys (and in some cases, girls) who love games.
So it's not like there's an overflow of great products there. Make something good, and it will probably sell. If not, the next thing you'll make will, because chances are that it's going to be even better.
The other day I was at an Epic games meetup (they paid for all the drinks, w0hoo), and ended up chilling with this Hungarian bloke who, later it turns out, showed me a game he's made with 4 other people.
It's called Quern:
http://store.steampowered.com/app/512790/Quern__Undying_Thoughts/
They had a 20k GBP budget they'd Kickstarted. Apart from that, they had nothing but talent & enthusiasm. No connections, no "marketing" budget, nothing.
Apparently, it sold pretty well. Still does.
Like most of the game developers I'd met, dude was very humble and genuinely interested in video games. And I liked his game. If you like Myst, you'll probably like it too.
See above.
All you need to do is make a good product.
And then make another one. And then another one. And to just keep doing that because you love doing what you do.
Unless you measure wealth in money, of course.
But more often than not, you will end up getting both (a fulfilling life and financial security).
In another thread you said, "most successful creatives don't know why they are successful." Well, I don't know how many of these people you'd talked to, but the ones I'd talked to knew exactly how they became successful. They just did what they loved and did not let failure stop them. None but one* cared about if there's any money in it. Eventually, they became successful financially as well.
*The one exception is Marek Rosa, who made Space Engineers primarily to finance his General AI research firm.