This past week I tracked a number of solo developers and recorded the time it took for them to get to market and their profits and it's pretty abysmal.
I always thought the SaaS world was brutal (which is where I make my money as a solo founder), but the game market seems far worse. Is this a tainted view or the general consensus?
1. The stores (Steam, Google, Apple) take a large cut of profits (~30%).
2. Taxes take another large chunk of the profits.
3. Tooling, like Unity (Unity Pro, etc) can take a chunk of the profits.
4. Price sensitivity of gamers is a problem. Most wish-list a game and wait for a sale (so your $9 game is actually worth like $4, before #1-#3 are factored in).
5. Gamers/collectors heavily buy into one market (Steam, Switch Store, etc). It doesn't seem like publishing yourself is much of an option. Itch is an option, but very little profit gets reported from what I have seen in my research.
The amount of time and effort it requires paired with the very high chance you never make that back monetarily is a large reason why.
Games as projects are also more complex and more mass market so harder to make and market in comparison to small SaaS businesses. At least in my poor knowledge of the latter.
They're like artists and it's best to think of them like this. And artists can be idealistic and stubborn about their work and vision.
Marketing, finance, target audience, time investment, scope of work— These are after thoughts to indie devs.
It is like one of those jobs that so many people want to do out of passion (fashion, brand advertisement), or identity, that the pay becomes much lower.