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I work in the games industry. There are plenty of problems to go around, but I'll pick just one: Discoverability In the "good old days" where 2 people could make a video game, odds are that just shipping something guaranteed you'd make money. But that's no the case anymore now that 1000+ apps come out every day on iOS / Google Play. Of course most of those are crap. But you could be making a great game that caters well to a particular audience or niche, and yet you might still fail just because no one can find it or really just be aware of its existence. The "simple" answer to this is marketing. Hustle your way to some visibility, partner up with some publishers or some platforms holders, and get as many eyeballs in front of your game as possible. However this effort is very close to being "zero-sum." Either you win and get your promo art banner at the top of the app store, or someone else does, but you can't both get it. It's less obvious when it comes to PR and having articles or game review written about you, but it's still there: with so much noise now on the internet, it's hard to generate a meaningful signal. The harder solution is being tackled by the app stores themselves. Steam, iOS, etc. have all been improving the way games are presented in their stores. There's more focus on specific genre features, more flash sales, more suggestions based on what you already play. It's a decent effort but I don't think it's enough yet. What can we do about it? Not sure. Algorithms that try to discover what you might like based on your previous purchases are nice and all, but most of my favourite gaming experiences were surprises that came out of genres I didn't expect (e.g. Rocket League), so this can only go so far. |
Interesting stuff with scanning real world items and photogrammery but these techniques aren't widely used yet.
Marketplaces for models don't tend to solve this because quality isn't consistent and unique content is preferred.