"indiepocalypse"/general negative-angled biz talk shies sooooo hard away from looking at the games themselves, hahah
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It feels like we constantly -fail- to confront the question of "is this what people want", and render that down to a nebulous, responsibility & agency devoid "luck". Review score is only part of the equation.
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Replying to @oysterFAKE
There was a fairly high profile game that "failed" and the developer had a big write up accepting some responsibility, but blaming other factors. But on reading I couldn't help but notice they had spent like 5 years and a ton of money making a game in a niche genre for 1 platform
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Replying to @tactful @oysterFAKE
Just because you worked really hard and made a cool thing doesn't mean that thing is commercially viable. This shouldn't be a hard concept to understand. We exist under capitalism, in order to actually survive the art you make needs to appeal to enough consumers willing to buy it
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Replying to @tactful
Yeeeees. I think there's a lot of overlooking this. We have this demonstrated semi regularly; a big release comes out, nails all the marketing checkpoints. Yet it fails in ways that're hard to apply raw numbers too - a project made to fulfil trends from 4 years back, etc
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For sure, though I'd say usually it's the fault of the studio or individual for not considering marketing a core part of releasing a game product, just like design or art or programming. Marketing should be integrated from the start. You should launch a game knowing the audience
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