Adzeth: Hiring the wrong person is never bad for a project. There hasn't ever been a project that has failed completely because of an addition to the team that just messed around. Artists that work for free are always motivated, and don't leave projects at crucial times. It's always possible to just start again without any problems, and you can repeat the hiring of a free artist indefinitely and still keep people interested in the project. Artists are always ready to meet halfway, though that isn't even necessary since they already share the team's vision. Judging by what I've read and heard, all of the statements I just made are false.
A while ago I heard a company owner complain that hiring people is hard because hiring the wrong person can lead to the whole company going down.
..but I guess not being omniscient and hence not immediately knowing who to let get involved with your project is lazy. There are TONS of people who'd invest your money properly and make a lot of money for you, so there's no real reason not to give your savings to the guy who says that he'll invest 'em in a sure to pay off company. You know, because gamers really understand and have patience when you explain to 'em that your nice sounding indie title will be delayed for 4 years because of internal strife in the team. They'll also understand if you used to have nice looking shots on your site but release a game that doesn't look anything like it because the artist left.
Anyway, I don't think it's that simple.
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Red_Avatar: It's funny how you basically counter your own point: anyone can leave a project, even friends (ESPECIALLY friends) - that's the inherent risk of a project. Saying you shouldn't hire anyone just because they might leave is a laughable excuse if I ever heard one - that's why you do job interviews and find the right candidate. Maybe we should go to every company and tell the bosses that they should fire everyone and do it all themselves because, imagine, their employees might leave for a better job!
Seriously, loads of people would join a good project because they need to prove themselves, because they dream of being a game art designer, because they simply LOVE doing it. Yes, they may leave (especially if your project is run like shit and you don't properly support them they might) but that's a risk you take with anyone working on any project. Use your brains and have them sign something saying that they can't use any art they created for the game for anything else including their portfolio unless they stick with the project if you're that worried. Also, don't sit on your ass and have a standby in case something happens - work with TWO designers that each do different areas of the art (UI, animation, backdrops) so that if one leaves, the other could take over. THINK. Manage your project properly!
Honestly, indie devs don't have to be incompetent in how they run their project, you know. Sadly enough, many lack any business sense or street smarts - and trust me, hiring friends is a bad bad bad BAD thing to do. If you're that scared of taking your own project seriously and instead cripple part of it by not taking any risks, don't bother with the project in the first place. Oh ... and the weak excuses ... first it's about costing too much money, then when people offer to work for royalties, it's suddenly about not wanting "strangers" (*rolls eyes*) to be involved and then it's because they might leave ... wow, imagine that! It's one thing to reduce unnecessary risks, but a butt ugly game with barely any decent sounds or music is not something you sacrifice. Cutting corners doesn't do you any favours.
Apparently, you have no idea how legal issues work. Look at Fez. That whole project could have been shut down by ONE person who Phil Fish was having difficulty getting to sign off on. So yes, there ARE solid reasons to not hire some unknown with no backlog, credibility, known quantity, or even slightest inkling of said individual's personality. Especially when considering that a LOT of these teams consist of developers/designers who look at their games as their artistic expression.
So, what, you go to the trouble of making rookies sign legal documents that state that said unknown quantity has no rights to the end product BEFORE they even see if they'll mesh well, or if their style is suited TO their game? You know, since you seem to think they have so much time on their hands, in between designing, coding, fixing bugs, rushing to release so they can hit arbitrary target dates set by whichever platform they're releasing for, Microsoft Studios for XBLA, Sony for PSN, or WiiWare, Steam, etc. I'm not sure if you properly understand what embargo dates are, or how critical time IS to getting a game at that level released, especially if the team involved is working on their first product, and may or may not have an operating budget to begin with?
So where in the world do you think that a dev will find time to do mundane bullshit like interviews, legal proceedings, etc? You do realize that these teams are frequently maybe 1,2,3 person projects, right?