|
|
|
|
|
by mcphage
459 days ago
|
|
Part of it seems to be opportunity costs, perceived or otherwise. A small, passionate, under-capitalized team is willing to keep a game running to slowly capture an audience (if it’s good enough to do so) whereas a larger org expects a certain level of returns, and if it doesn’t achieve that quickly, it cuts and runs—killing the game and/or the studio. |
|