That's twenty pounds of false equivalence in a five bag.
Making a game is not free. If you ever create a game here is what you will find out.
1) You must invest time. I'm not talking an hour here or there. It's not like learning to play the guitar where an hour a night would cut it. I'm talking a similar amount of time that would be invested in a part time or full time job. It is a major time thief. Going to flip burgers would be more profitable for the vast majority of developers. This is time that could be spent making money, socializing, sleeping, working out, getting an education, with a romantic interest, or just chilling out watching netflix. Your buddy says, "Hey man I got this girl I want you to meet. Come join us up at the bar this Friday alright?" "Sorry bro I am working on my project." "Again man? Alright whatever..." Eventually your buddies stop asking you to come out.
2) For most developers it's not something that could be put on a resume, or that they would share with family and friends. It will largely be a private personal endeavor for many. Some developers do it alone, others do it in a team. Each has it's own benefits and drawbacks. If you work on a 2 man team and disagree about something oh that's fun... You gotta find someone with the skill sets you need from them and you can get along with. I'm lucky I found sim me and him are a good team. We can have an argument about something then be cool by the next day we come to some compromise.
3) It requires a large and diverse skill set. Writing, visual art, and coding are the main three skills needed, but other skills are needed too. One that is not so much on the surface is "Marketing" that is definitely silk & milk's weakness. He was too honest and it was off putting to a lot of people. He was like a year and a half in only making about 400 bucks a month. I have seen a number of games making more than that on first month. If he would have just kept his mouth shut about it he would be making more than that by now, but probably not the 2,000 that was his goal.
4) It's not inexpensive. You need top end render machine, and to be ready for that electric bill to shoot through the roof if you are a rendering much. Oh you wanted assets to render too huh? Those are also not free and add to the bill.
So there goes a lot of money, time, and effort. So you release then what?
A hand full of games hit a few hundred dollars right away... Many get paid very little at the start and for an extended period of time. He did make a loss making this game. Doing the math on the assets, and electricity for the renders alone it's a loss not to mention the time.
On the one hand I clap for the dude like "Yea you tell em how it is!" because he isn't a liar. The man does speak the truth. The problem is that his protest comes off as selfish to a lot of people don't realize the full sitaution. He gave a lot of us this game for free and at a cost in the hopes of it eventually breaking even or making a profit. I haven't made a dime yet but we are still going strong for now for as long as we can on
Damaged Goods
To me what he did is a million times better than any developer that just ghosts the abandonment. He has made himself a cautionary tail that others can learn from. The ghosters are just Poof... gone... goodbye without even saying goodbye. Then you get the conspiracy theorists running around like "He died... No he is just sick, his mom's hurt, he is moving, he went homeless for a minute it's gonna be alright he is coming back... He will be back one day!" A thousand questions with 0 answers.
As a developer you should never ever hold your game hostage. It's a bad move that is almost guaranteed to cost you money.
What better move did the guy have? Lets see... were I to find myself in the same predicament this may be how it goes.
What he should have done is gone to the developers forum here, and put out a thread something like "I'm not making enough money to continue making my game. Can you all help me analyze what I'm doing wrong here?" Get some feedback there away from the public eye. Then some other dev comes along. "Yea man I'm having a similar issue. Wanna do a cross promotion?" Yea sure. Then they both promote each others games make a tiny bit more money. Go back to the thread... Some other dev is like "I looked at your patreon rewards. Why don't you offer them X?" Oh so adds "X" to his patreon rewards. I couple more folks buy in. Some mod comes in to his thread and is like "We got render service here... may be a little bit of a wait but can cut costs." Another mod comes along but lurks, however the mod takes note of this voting for his game to be on the featured games list. Being on there helps him make even more money... Problem eventually gets solved.
Instead he was like, "Listen up, pay me or I aint making shit..." and money started going down as I'd expect it to do.
I know he fucked up, and I see why he lost a lot of his support, but I feel bad for the dude. Maybe he is autistic or something and just didn't know? I'd like to see what would happen if one month he just started making like $1-2,000 all of the sudden I want to see if he would actually deliver something great.