gaussgunner
Arcane
Putting together a team isn't super difficult -- the tricky part is keeping that team over the course of many months when everyone is working on it in their spare time and not getting paid. You'll make great progress at first and then later on 6 months will go by with virtually nothing accomplished and half the team has dropped off the face of the earth (I've been on both sides of this).
I would say that for a beginner, do not try to form a team. I guarantee you everyone will drop out before anything gets accomplished. If however you're working by yourself, you can work on things that interest you, and you can learn what you need to learn, and go at your own pace. And then everything is your own responsibility and no one else's.
Yup. I've tried once so far; also been in a band, haha. Too many distractions, everyone involved in everything, nobody in charge. What we needed was a manager.
Once in a while I'm tempted to start or join a hobbyist team project, just for fun, no money involved. But without deadlines and paychecks, motivation will drop off. Whenever there's a disagreement, everyone will expect to get their own way because they're working for free, and when they don't they'll quit.
Starting a company is risky these days (in USA at least). Bankruptcy is a huge hassle if you fail. To succeed you need more money than you can imagine, for management and legal/bureaucratic bullshit. If you can actually raise the money from investors (or kickstarter) you're a slave to them. Then you have to be a slavedriver and rush the game into production before the money runs out, and sell enough copies to pay off debts and fund the initial development of your next game. It begs the question: why not just work for an existing AAA studio?
So I make games I can build myself (within a few years) with low graphic standards so I can focus on systems and programming. I could farm out some artwork and writing, but that's work-for-hire, not a proper team.