Is the resources required to make a hit PC game too high today for an upstart to succeed, or is it just big gaming houses controlling the distribution channels?
It pays much worse than game programming though, unless you make a major hit, so you'll need to keep a day job, especially now that there's way too many games released every year that it has the same visibility problem as like, Steam does.
But you get to work with all sorts of people, and do so in person (like I'm going to an event in a couple weeks where I will be playtesting other designers' board games, and even a couple games by publishers themselves, and get to talk to and be friendly with the people who work for the publisher), and I've found it generally more fulfilling than my time in video games, personally.
Although that being said, I do miss video games and I've started working on one in my spare time again recently.
They are almost on par with giving you the same satisfaction that your best gamed experience gave you with better pay and should I say most likely better working conditions as well!
This is why I got into development. I am so far away from that in the dev world nowadays. It is sad because it sounds like the video game industry does not promote healthy work environments.
Professionally, I have never worked in game development and doubt I ever will, but I have a couple of web versions of Star Castle (https://arcade.ly/games/starcastle/) and Asteroids (https://arcade.ly/games/asteroids/) that I've built that I feel 10-year-old me would probably have enjoyed.
[1] Actually it still is, but now using WebGL. Watch this space.
I also spent my childhood programming Trek games on the sinclair (kit).
I respect Blizzard's history and games, however I feel it is going downhill, especially after their Diablo Immortal fiasco: https://www.youtube.com/watch?v=MmkHAlhCvWg To those who are unaware: Blizzard has historically been a company making awesome games mainly for PC. Blizzcon is an annual conference where hardcore Blizzard fans (mostly PC gamers) come to learn what's next for them. Diablo 3 was released 6 years ago, so naturally people have been expecting the next installment. And then Blizzard says to those people that the next Diablo is a mobile-only game (co-)developed by a Chinese company. Naturally, this isn't what most of the series' fans were expecting and are excited about.
You certainly have a point, but I think it's also really easy to develop a characterization of a company based on relatively shallow information. I had a conversation with a friend recently who's not quite in the same situation, but is worth recounting anyway. We live in Vancouver, BC, home of one of EA's campuses. He went to school for game design, then proceeded to not do anything relevant for about 6 years. He has no professional game design experience to speak of, yet has a tendency to speak as though he does. It seemed to be a surprise when I broke this down for him. When I asked "We know multiple people at EA right now, who, despite EA's reputation, speak highly of the company. You have a certification of some sort, why haven't you applied?". He proceeded to describe what he thought of EA, based on some of the decisions they've made, some of the games he's disliked, and the internet's opinion of them. The conversation went well, but I had to feed him some harsh realities, I hope he does well.
My point is not so much that it's not valuable information, but it's not a lot of information to bet potentially very valuable experience on. If you can say "I worked for Blizzard and it really wasn't for me. But I gave it a shot." then that might give you a lot more information in terms of what you do want to do.
This relates to me a little as well. I'm at a crossroads as a developer. Having been a web developer for a few years, with no degree at the moment, I'm trying to figure out where I want to be. A few years ago the prospect of working for a large online auction corp. I had a very strong suspicion that I would not do well—culturally and otherwise—at this company, but it was double the money and I was at that time not doing anything constructive. So I set my ego aside for a while and proceeded to take the job and subsequently confirm my suspicion. It wasn't all bad, but near the end it got pretty bad. It was a mistake I don't regret. It cost me a lot emotionally, but now I know which kind of companies I won't work for. I have a lot more information to go on, and sometimes those risks are worth taking.
That's the hallmark of having gamers as your audience. They reward the copycat garbage and publishers that mistreat them and exploit them, but they would never think of buying an indie game. They get what they pay for, and unfortunately so do the rest of us.
Every time I'm in a corporate game development gig I have regrets, because instead of working on a game I could personally appreciate I end up working on copycat mobile games; poorly designed games; games with no creativity behind them. Working on a game I would never consider playing myself, a game I would never recommend to a friend.
The best gamedev experience I had was working on an indie title with a very small and tight team. But that enterprise went bankrupt and the team disbanded.
Hope to bring that back someday, but lack the discipline at the moment.