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adnzzzzZ | 2 years ago

>id Software is an exception and makes a poor example to follow. Studying wild success stories is not without merit, but is -- if you are interested in how to do the thing successfully -- ultimately a trap.

The article has plenty of current examples of developers doing this on Steam now that are not at all outliers or an exception. For another concrete example you have something like Chilla's Art https://store.steampowered.com/search/?developer=Chilla%27s%.... Two japanese developers who have been releasing games for 5 years very consistently and have slowly built up their audience while also increasing their skills as developers. They also have a Patreon, which is a model that works nicely, with another more known example of it being Sokpop https://sokpop.co/. And for all their consistent work they're now getting rewarded pretty nicely for it, without having had a single insanely huge hit as far as I can tell. You can find plenty of examples of devs like this, doing it and succeeding on Steam, right now. Calling all of them exceptions sounds like a poor excuse.

>You will not attract players to your (now generic) platformer by getting it to run at 60Hz.

Yes, you need to be creative in the creative profession and come up with good ideas. That comes with the territory. If you aren't very creative then you should probably consider doing something else.

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qwery|2 years ago

> The article has plenty of current examples of developers doing this on Steam now that are not at all outliers or an exception.

It also was framed heavily around John Romero and id, which is what I was talking about in that paragraph.

> Calling all of them exceptions sounds like a poor excuse.

I'd probably agree, but I'm not sure who is calling all of them exceptions or what doing so would be an excuse for.

adnzzzzZ|2 years ago

>I'd probably agree, but I'm not sure who is calling all of them exceptions or what doing so would be an excuse for.

The excuse is basically most replies in this thread, yours included. They all take the shape of "yea, but this idea is wrong because [the market is saturated/the issue is discoverability/no one wants to buy your little games/you're better off at a normal job] and so on. All of these are defeatist mindsets that people use as an excuse to not try, and they also happen to be wrong, as the examples shown in the article as well as the ones I posted show.

>It also was framed heavily around John Romero and id, which is what I was talking about in that paragraph.

The article clearly uses id as an example of a broader point and ends the post by bridging into the present situation. Talking about what people should do in the present, which you did, while ignoring present evidence and focusing only on the past sounds like poor thinking, doesn't it?

npinsker|2 years ago

Don’t want to distract from your point, but I’d say Sokpop’s Stacklands was a huge hit!