Sigh, do you enjoy arguing? Everything I write you choose to interpret in a certain negative way that suits your position and allows you to attack me - does that make you feel good?
Let me explain a little and perhaps you'll be able to reevaluate:
You're implying that all knock off games are fun which is a fallacy.
No I'm not, I'd be an idiot to assert that. If I didn't word that sentence exactly right then I'm sorry.
You really push the "never actually produce anthing" angle really hard.
As I stated, this was something that my significant other half came up with on her own - however there is an element of truth to it because some people are anti ALL clones whereas others, like you, seem to take a sensible middle ground which is anti crap quality clones. The only thing I'd add is that in order for people how to learn how to make a good clone, they might have to go through the crap clone stage first, make sense?
you're basically saying, if you haven't finished a game then you're full of $hit and I won't listen to you
I'm not saying that. Please don't put words into my mouth and I won't do it to you, it's rude and not conducive to a good natured discussion. I won't alienate anyone who is nice, but I will alienate people who are negative due to their own agendas interfering or whatever.
I agree anyway that I'd be a fool to discount the opinions of someone who hasn't finished a game BUT, and this is a big BUT, there ARE a lot of people who do talk rubbish - both here and on Indiegamer which has now set up a private forum for people who have finished a game. However, just because people have finished a game, it certainly doesn't stop them from talking rubbish either...
Your path and ideas aren't the sure-fire formula for success
Delivering crap clones certainly isn't a path for success, but delivering good ones is certainly ONE path towards success. In business it's all about delivering value, if you can deliver a GOOD clone to the correct audience you will make money, it's that simple - however making a good clone isn't easy. ANOTHER path to success is making an innovative game as you've said, but again it MUST deliver value to the correct market otherwise it's a dead duck. I'm suggesting that the innovative path to success is most-likely very difficult, although no doubt extremely rewarding if you make it.
Relax and try not to act like a know-it-all or put yourself up on a pedestal. It's very distasteful imo.
Actually it's this kind of non-constructive comment which *I* find distasteful. Who said I know it all? I never did. Everything I've said is my own opinion based on my own experience, take it or leave it but please don't accuse me of being a know it all or tell me to relax.
There you go again with the "you're not as dedicated as me and you won't finish your game" stuff
There you go again putting words in my mouth. Turn it round and make out like I'm an a-hole, gee thanks man. Is it a fact that most people will not finish a game? Yes. Is it a fact that you need to be dedicated to finish a game? Yes. Where did I make a comparison to me? I didn't.
Let people co-exist with you. Just some advice.
You would do well to heed your own advice.
You know nearly every week I get an email from someone thanking me for my framework, or my blog, or my games. People have often said that I have inspired them to take up an Indie career. I'm REALLY flattered with this and think that they give me too much credit - I certainly won't let it go to my head though. On the other hand there are the odd few people who seem to want to view me and my creations in a certain negative way for whatever their own reasons. I suggest that these people actually look inside themselves first before pointing the finger elsewhere and look to see if there is anything amiss that can be improved.
I hope that my post has helped to clarify things for you.