*Vibrates with game dev biz dev thoughts.*
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Remember those golden years before Steam Greenlight. Me, neither.
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One way to think about this might be, what would you pay to release a (Windows) game in 2009 versus 2019? And if your dollar amount is greater than zero you're either 1) out to lunch, or 2) you had it good in 2009 unlike almost everyone else.
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In fact, I'd strongly recommend this thought exercise whenever you're grousing about a particular thing. What dollar amount would you pay for the alternative.
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Things have been, pretty much as long as I've been in game dev, wall to wall relentlessly bad for small indies selling games. *Shakes magic Bums Ball TM.* "Outlook remains unchanged."
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Replying to @Worthless_Bums
I don’t know man, in 2011 I released an unimpressive game (cardinal quest 1) and just mailed a bunch of people and wrote on some forums and EVERYONE covered the release. It did about as well as you could expect from such a modest game. I invested v. little effort in “marketing”
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Replying to @tametick @Worthless_Bums
Similar experience here. I released Magi in 2007. Pretty much an amateur game, sold only through my website, marketing = sent some emails. Still earned more than an average Steam indie release now and the long tail dripped in for *years*.
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same here of course. Games I released back in 2008-2012 could earn much more than an average or even good Steam release today
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