"talent density" and the "risk-taking."
Doing this shouldn't "present a problem" as budgets need only be $1/2 million for a team of 10 or so. Current thinking has us "stuck" as an industry.
"We need a medium-sized design studio. Something that is larger than a typical indie, but has the same propensity for talent density, focus and risk-taking," said 2D Boy boss Ron Carmel, developer of that wonderfully addictive World of Goo.
"Creating this within a major developer doesn't present a problem," he said, for a major outfit it would be little effort to throw $1 or $2 million at a small team of about 10 people, so they can make "creatively ambitious and forward-thinking projects."
"In order to create great works, and to break new ground you have to take risks. Unfortunately, you need a critical mass of resources to create something great. Is this where we're stuck? Either an under-funded indie or a risk-averse mainstream studio?"
Smart man is Ron Carmel. 2D Boy's World of Goo released back in 2008 to high praise. Should publishers take less of an 'all or nothing' approach with 'indie' teams?