If I start looking at my game with the intent of taking it commercial, I start unconsciously making changes for the benefit of the 'business' and not the game. I start cutting corners to get the next product out earlier, to get the cash flow moving again, and not to make the (admittedly few) people who will eventually play it immersed in the story, characters and gameplay.
To me, this is like any other hobby or pasttime. If I wasn't putting my money into this, which to me is a significant creative venture, and something I truly enjoy thinking and dreaming about, it would go to something transient. A concert, a basketball game, a vacation that will be over in a few days, some decorative piece with dubious usefulness that I'd regret buying the next day. To me, it's about creating something, and it can be very easy to stymie creativity and inspiration with the allure of the almighty dollar.
This is a magnificent point. Thank you for bringing up the unfortunate reality of commercialization.
I am currently working on a commercial RPG Maker VX Ace fantasy project as the lead writer and a designer, and I've found myself frequently confronted with the allure of pursuing conventions when making crucial design choices.
In my experience making a commercial product, from the decision whether or not to include fanservice in the game, to the decision of how to design the races...so many design decisions seem steeped in this looming sense of dread. Sometimes going against the established conventions of the fantasy RPG genre makes me think that I'm working AGAINST my target audience...working towards unprofitability.
I've had to force myself to take a step back from the game and re-approach it from a personal perspective. I asked myself:
1. What kind of narrative do I find most compelling?
2. What elements are missing from fantasy RPG games that I've always wished were there?
3. What can I do to shake up the tired genre without completely alienating audiences?
And to do that...you're absolutely right. You MUST look at the project as a hobby. I have a full-time, well-paying job, and this commercial project, for the team, stems exclusively from our strong desires to create.
If I were designing this project to earn a salary, all of the innovation that I've tried to weave into the game would be lost for the sake of profits. Does that doom all commercialized, publisher-backed video games? No...there are still sparks of genius here and there (Tim Schafer's Psychonauts, Michel Ancel's Beyond Good and Evil, and Shigesato Itoi's Mother 3 come to mind).
But it's getting hard to find, especially with the whole cycle of stagnation that's popped up in the industry as game development costs have skyrocketed.
(Video games become increasingly expensive to make -> Investors want to ensure they get their money back -> Profits are down because of perceived industry stagnation -> Sequels and conventions ensure profit -> Sequels / conventions contribute to stagnation -> Profits continue to sink -> One company tries a risky new big-budget IP or tries to break conventions -> The new IP fails for whatever reason -> Other companies become scared to invest in new IPs / new ideas because of that unfortunate example -> Those companies invest in sequels / ideas that are known to sell -> Profits are down because of perceived industry stagnation -> Video games become increasingly expensive to make ->)
... And the cycle continues.
Thank goodness for indie developers.