i love this "fpsc for indie or pro?" things^^
lets see the differences
indie/hobby:
1-man-show or little team on any game-engine, does the stuff in the evening after school/work. average development-time: 1day up to 1 year in freetime, so lets say ... 1-
1000 hours for a game.
in fact that its a small team, some things wouldnt be pro because nobody can do everything on pro-level.
pro:
40-man-show, all pros fulltime, getting paid for 40-70 hours a week. 1-3 years+ development-time. is around
90.000+ hours of dev-time for all together. every dev-part pro because when you got 40 people, every sector can be pro.
simply the time and manpower invested into a game is the main difference between pro and indie.
when you got the manpower and dev-time, you can transform even fpsc into a pro-game-engine. dont think unity or others are not nearly completely recompiled for each new pro-game, no company just take a tool and throw things into it, even when its a "pro-engine".
everything gets recoded in a specific way to fit onto the project.
think of your fpsc-game pro-recoded with a pro-recoded dpro. i see same potentials here as with unity or others
same with the media. a bunch of pro-animators/designers/composers etc. against ... 1 man who has to do all this on his own in his freetime. thats the main thing: mass of manpower and working-time against freetime of an individual.
its not about the engine, its about the time that artists get to do their best. they do the best when they have time to do so. best way to get this is paying them to invest their maintime > earn money with your work > pro.
when you cannot pay a bunch of artists for fulltime-work, you wont get a progame. you CAN get a good indie-game, but not a pro.
and the other thing is: marketing! most pro-games today are not that good as they where made by their advertisement. think of rage, all-the-time-the-same- cod/anything-shooters etc. no innovation but big marketing budgets > AAA-title are
made,
not produced.
as far as i see: main differences between commercial titles and the things we do with fpsc beside marketing&engine is animation, moddeling,scripting and sound compositing. these are the things that need the most time to develop to look/sound good and make the game to pro. modelpacks and stock for example are ok up to good, but, excuse me for that, they are far away from really-good, and when its only to see the mass of different animations (8-20 for fpsc, more than 60 for pro-main-npc). but that is what you need for a socalled pro-title in todays optic-fetishized media.
other thing for innovative experience (indie or pro) is the scripting. i think most people here use stock-scripts. they are okay to get some results, but not much more. in my oppinion 70% to call a game good is scripting= setting up the world and behaviors.
(looked through my HABITAT-levels just for fun. found 6 out of 100! stock-scripts, every other is edited/revised or completely handmade by me or freestuff/scriptservice by you guys.^^)
my2cents