>>31913
Now Frictional games (Pnumbra & Amnesia) are a famous example of a game that was made entirely by a team of people online, although they where all in. The guy driving the entire thing made the engine while he was in college for game design, so he already had a base to attract other people. Even then there was still a guy who flaked off. I'm pretty sure the team was working a day job during Pnumbra, although it's likely they commissioned certain things such as music. I know money was involved because Amnesia had a loan company in one of the start up screens.
Think about the indie studios currently. It's almost all SJWs. They either are a trust-fund kid, had a ridiculously high paying job to move into games, or are living off donations from other SJWs.
Put this all together. Most devs lose motivation and drop out. Teams are made up of devs, each of which have a 90% chance to lose interest and drop out. Any successful team involves money or someone who is doing 80% of the work.