And where exactly did I say it was easy? I think your grasp on the English language is tenuous at best (which we already established elsewhere), and thus you miss my meaning. I'm quite aware of what it takes. My statement comes from many factors:
I've been working on the design aspect (concept, detail, writing, placement, etc - no, I dont do coding) of games for 14 years. I've also got a close friend who I've known just as long, who is a graduate of UAT in Tempe Arizona. Instead of using pre-made engines for his games, he makes his own, and is a partner in his own legitimate game studio. I suppose any degree of experience I might have had didnt cross your mind, did it?
I prefer to give any aspiring game artist the benefit of the doubt when it concerns not only their level of competency, but also their dedication, time, and resources. However, I never discount the very likely possibility that someone wont have enough time or resources on their hands to do "X number of projects in Y amount of time", and as such make room in my statements for that. I'll surmise that you just didnt notice that, rather than presume ignorance on your part.
In such cases that its vaguely possible that the subject has both the desire and ambition to undertake a larger number of projects, it becomes necessary to either stretch them out to accompany the amount of resources one has, or acquire additional resources. This, my Brazilian forum-mate, is why I suggested that if in the potential case Indinera were to choose such a path, that he could decide to enlist the aid of others. It is, of course, possible that many qualified individuals would desire a cut of his profits. On the other hand, there are a great many talented individuals that would forego any such compensation, purely for the opportunity to work with another talented game artist, and thusly add said work to their resume.
Does this adequately explain my prior statement, or do you still believe that I have somehow claimed ease of game creation?