I hope indies are careful with advice on how to make commercially successful games from people who hit it big 5+ years ago when the market was COMPLETELY different. Nobody just makes a good game anymore and has it blow up without someone doing the work of building an audience.
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Replying to @chriswade__
I’ve got a drafted article from ages ago called “advice on advice”. I always preface any talk that I do now with “this worked for me, I had a variety of opportunities at specific times along the way that helped advance my career, this may not work for you in the same way”.
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Replying to @alexvscoding
I think most people intuitively know this or explicitly learn this early in their career, but even still it's hard to distinguish which parts should be taken more or less seriously. That's really why I'm responding to the specific advice I saw floating around today.
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Replying to @Serellan @alexvscoding
Was referring to part of Derek Yu's recent advice thread which suggested you shouldn't worry too much about optimizing marketing and good games don't need marketing. I agree with most of the other stuff he said, but that specific advice is dangerous.
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For the record I agree with him. I've seen way too many indies (including myself) desperately throwing time onto their games, making small changes, hoping that each is the change that will help the game blow up. When in reality I should have tested the audience earlier + moved on
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