Some very interesting discussion here!
What I got out of the article is something I don't really consider news. Breaking into the game field is about to get harder. But this isn't some new never-before-seen development. Breaking into the game field has pretty much always been hard. What Indie games did was make the field more accessible to smaller developers - to people who wouldn't have considered game development as a viable source of income because they had a daytime job and weren't a part of the major game studios.
I agree and disagree with you. I agree that this isn't something that hasn't happened before, but I do feel it is actually news. Maybe not
surprising news, but - like anything - the games industry and its sectors have ups and downs. It's good to keep tabs on when the downs are about to happen, even if you know they're eventually going to happen.
And if you haven't followed the industry closely for the past decade or two, you might not be keenly aware of the rises and the falls.
Everything else you say is exactly spot-on IMO.
You can say that graphics aren't important, that good gameplay compensates. But please, think about it, what is the first thing anyone SEES?
To counter, Minecraft at one point was very ugly. Thankfully they've hired an artist (or two? I haven't kept up with Mojang) but in the beginning Minecraft was really not great looking. I don't even mean the pixelated textures or anything, I love that; but the color selection and cohesion of everything was just fundamentally off.
That said, I will give you that Minecraft is really kind of the exception to every videogame rule ever written, so maybe it's not such a great example of "gameplay > graphics."
TBH, it doesn't cost that much for licenses for quality commercial software that indies are just completely shut out (it's nothing compared to the cost of opening up just about any other kind of business). 5K can get you up and running - 10k can equip a team. Grab yourself a platinum membership to Daz if you don't do all your own modelling and make friends with the commercial distribution hubs on the web for art and music and you're good to go.
I want to reply with two things:
1) I don't think $10k can actually equip a team; unless you're talking about tools only, and not their salary. If you think it can, then I'd like figures please. This isn't me being snarky, I am legitimately interested in how you think 10k can get a Crysis-engine game up-and-running with minimal investment.
2) I don't have $10k. I am working a full-time job with an unexpected car note, rent, electricity, and internet bills, as well as gas and food, which leaves me with next to no budget for anything else. I can't even save $10k in a reasonable amount of time, and I am too far into debt (see: unexpected car note, above) to consider a small business loan.
Not only that, but getting a small business loan anyway means I'd have to deliver a successful project. Making back the ~$2k I've spent over time on Runes and Dunes won't be the most difficult thing ever, but making back $10k? Even if I did a Kickstarter, who is to say that would be enough? And heck, who would spend $10k on an unproven indie? (yes, it has happened, and I believe those people are the exception, especially after many Kickstarter projects began failing even after meeting goals). It was difficult enough meeting our $1.1k goal, I'm not sure we'd hit $10k easily.
I feel you're underestimating the cost of making a game in the engines you're so enthusiastic about. I would love for you to prove me wrong, however.
EDIT:
And mechanics. I know that Yanfly scripts work SUPER nice. But please, vary a little more. I know there is an RPG archetype we all want to achieve, but there is nothing mandatory on it. Try to invest some time on research, on new mechanics outside of "this skill does moar damage to enemies with three fingers or less". Please, I want to see something new.
Are you a scripter? I ask because I kind of agree, but it's easy for me to say that, because I can script. For people who can't script, to them it's a choice between paying someone to mod their script or paying someone to make pretty graphics. It's another item on the budget, and you have to prioritize. Since we're told so much about selling indie games these days is PR, many people will prioritize graphics and just utilize Yanfly's scripts because they are working, free alternatives to the default.