An empty notebook on a desk, ready for new ideas
Before writing the first line of code, every developer faces the art vs product question.

Making Games: Art vs Product

published 35 days ago

The data is clear: games with microtransactions and live service models dominate revenue charts. But scroll through any indie game forum and you'll find developers wrestling with a deeper question - should your game be a product first, or an artistic vision? The answer shapes everything from your first design doc to your final monetization strategy.

I find myself thinking about games both ways. Product-first games feel calculated - carefully engineered reward loops and monetization points, all the things that data says work. Art-first games feel pure but fragile, like they might evaporate if exposed to market forces. Both paths make sense in theory, but neither feels completely right on its own.

The Market Reality

The Monetization Challenge

Today's indie market is saturated with thousands of new releases yearly. Live service games monopolize player attention, expectations for polish keep rising, and development costs continue to climb. These pressures push many developers toward proven monetization strategies and engagement hooks - a natural response when competing not just for sales, but for precious player attention in an endless sea of content.

The Ethics Question

There's an elephant in the room here: predatory design. While big studios normalize mechanics like gacha systems and battle passes, indie developers face a choice. These systems work - that's why they're everywhere. But they can also fundamentally change how players experience your game, shifting focus from enjoyment to engagement metrics.

The Resource Reality

Even if you're comfortable with the ethical implications, there's a practical reality to consider: these systems create ongoing obligations. Battle passes need new content every season. Live service games need constant updates. Can you sustain that pace? Do you have the resources to keep promises to your community even when player counts - and revenue - fluctuate?

Defining Your Boundaries

Financial Boundaries

What's your minimum viable success threshold? Is this about making rent, building a portfolio piece, or proving market fit for investors? Each goal demands different compromises.

Creative Boundaries

What core experience are you unwilling to compromise? If you strip away all the features you're unsure about, what remains? That's your game's heart - everything else is negotiable.

Business Model Boundaries

Which monetization methods align with your game's spirit? A meditative puzzle game probably shouldn't have battle passes. A competitive fighter might naturally support cosmetic DLC.

Finding Your Path

Games often succeed not by choosing between art and commerce, but by finding ways to honor both paths. They stay true to their creative core while being smart about how they reach their audience.

A game that doesn't reach its audience can't impact anyone. Sometimes, making smart business decisions is what allows your artistic vision to find the people who need it most.

Find your balance,
James