I was involved in game development, both individually and as part of a small company. Both experiences started out with tremendous excitement, only to end in a huge letdown. Both times the problem was money, or the eventual lack of it. My Atari 800 arcade game got a lot of praise from the editor of ANTIC magazine. Commercially, it went nowhere. Good lessons learned then about how essential the business side of games development is. As part of a talented group a dozen years later, I did work on the original
Everquest engine, which Sony never gave us credit for. We worked on
Return to Krondor, mostly its 3D models. I worked with one other guy on a port of
Descent for the original Nvidia card, under the Sega umbrella then. It was technically a disaster, because they gave us time for a port when we needed time for a rewrite. That early card could not deal with triangles, only quads, and the Descent source dealt strictly with triangles. We worked on a game based on
this novel from the ground up, and that never saw the light of day commercially. The bottom fell out of the enterprise, as well as from the distributor.
This business has always been extremely volatile. Things are is such a constant state of flux that it's like trying to walk on spinning barrels. I don't envy anyone who is in this business without a strong safety net or backup plans. I do admire the few who actually rise to success with excellent games, conquering all the hurdles, particularly the financial ones.
I'm not surprised that the business has consolidated to such a degree, and continues to do so. Very few small concerns like id Software can survive on their own, so few that it's my feeling talent is not the only reason. Getting the right breaks at the right time played a significant part. That's where the
risk really lies, assuming those involved are otherwise competent. So much can go wrong because of the mentioned flux. There is so much out of their control.