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by wand3r
3294 days ago
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Also, I think it is hard to get product market fit. You pretty much have to release a whole game before you know if it's successful. Unless you are established it is much harder to bootstrap. You can release a level and optimize but games are super hard. I agree there is the romantic factor in play as well. You have a lot of supply of devs and a random walk of success stories. |
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Most people who are super excited to make games are gamers themselves, and it seems to me that most gamers are pretty open minded. In my own research it seems to me that most indie titles that "don't suck" turn at least a modest profit. Don't suck needs to be defined objectively, but not being riddled with bugs (unless that's the point [Goat simulator, Desert Bus]), having a consistent even if primitive art style and being fun to at least some gamers is a reasonable definition.
The breakaway successes like Minecraft and Super Meat Boy should not be examples. Better example are Rovio's 50 games before Angry Birds. They made enough money to live on and make the next title while having a decent but not affluent lifestyle.