@xianc78 idk about "successful" but i started using rpg maker on the family computer when i was 10 years old :)
@beardalaxy I don't know how much RPG Maker costed back then, but I knew for a fact that my parents wouldn't buy me GameMaker Pro which costed $50 and required you to repay for every update. I messed around with GameMaker Lite, but it was severely limited and lacked certain features like scaling and rotating sprites.
There was also Video Game Tycoon which allowed you to create 3D action games and even burn them onto CD. It was in a monthly Scholastic book catalog that was given out to us in our elementary school. I really wanted it, but our teachers urged us not to buy anything on there outside of books (they couldn't prohibit us/our parents from doing so, but it was heavily discouraged), and my parents agreed with them (being public school teachers and education advocates themselves).
I think I was aware of RPG Maker back then, but I probably wrote it off because I felt like a genre specific game maker was worthless and I didn't care for turn-based games back then.
@vokainen099 @beardalaxy 2009-2010. I actually never asked for it. I just knew the answer was "no" because my parents didn't like buying things over the Internet at the time.
@vokainen099 @xianc78 you don't have to do that. there were places like indiedb and forums.
@vokainen099 @xianc78 if you keep up with it then sure. but at least for me, even though i'd love to do it as a job it's always been a hobby that i just really like to participate in.
@beardalaxy @vokainen099 It would probably be easier to do it as a job if everyone who has ever read a programming textbox wasn't making their own video game.
@beardalaxy @vokainen099 Steam Greenlight didn't appear until 2012. Until then, Valve handpicked what games would appear on Steam and the only way to appear on there as an indie was if you had a "proven track record" (i.e we're already successful on other storefronts like Desura or Green Man Gaming, or on places like NewGrounds). Valve actually did receive heavy criticism for it even though it meant quality over quantity.
They made the greenlight to automate a process where they almost always were going to say yes anyway, and besides the community and early gameplay influencers were eating the shovelware like candy and valve wasn't going to stop them if they were bringing in money.
Had you told them "I released a game on a forum once" and they would have given you approval. Valve was bent on growing during that time, they needed to act fast before the likes of Ubisoft and Epic realized they were being cut off from digital distribution, while competing with Microsoft (Yes, there was Windows Games Live once)