I cannot underline enough the importance of the launch window for videogames, as a function of their distribution model. A game which sells $1k in its first week has already failed and will take the business down with it if it is the only product of the business.
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If you're doing a software business you will find yourself drawn into Business (TM) and you will find that every relationship you have with vendors/clients/employees/etc starts to take on Real Business (TM) characteristics... and that this is normal and expected in B2B.
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Meanwhile, expect to have problems explaining to e.g. contractors for videogames "I need an invoice." "A what?" "A piece of paper, with numbers on it, corresponding to what you are charging me, so that I can put it in my books." "Lol make games not books!"
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You don't have to feel comfortable with the business parts of running a software company as of day one, but you've got plenty of time to learn, and a SaaS business is a great springboard for doing it. A video game business... not so much.
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