@cmuratori I get exposed more to the "under" side of that and wish for those people that it weren't that way.
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Replying to @ValiantCheese
@ValiantCheese Yes, but I think sales probably don't really have a lot to do with that.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@ValiantCheese I suspect it has a lot more to do with the fact that communicating about games is a skill, and if you don't have it...1 reply 0 retweets 1 like -
Replying to @cmuratori
@ValiantCheese ... then not enough people will ever know about the game :(3 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori That's anecdotal, but it leads me to feel that sales do have an impact here.1 reply 0 retweets 0 likes -
Replying to @ValiantCheese
@ValiantCheese Well, maybe, if those people can afford to pay $60 for 30 times a year, right.2 replies 0 retweets 1 like -
Replying to @cmuratori
@ValiantCheese But putting the onus on them is a bit weird because there are hundreds of millions of game purchasers out there.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@ValiantCheese So even if a game is $5, a 50k selling game will gross $250k! That's a lot of money!!1 reply 0 retweets 0 likes -
Replying to @cmuratori
@ValiantCheese So at some level you have to ask more about how do we help good games reach 50k people.2 replies 0 retweets 1 like -
Replying to @cmuratori
@cmuratori It's arguable that reaching audiences who wouldn't pay full price for your game can help it reach people who would.1 reply 0 retweets 0 likes
@ValiantCheese Yes, that is a good point.
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