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Ask a Recreation Dev


Henry Louis Mencken famously mentioned “There may be at all times a well known resolution to each human drawback – neat, believable, and improper.” The mindset you point out units up a false dichotomy – that high quality/love is the antithesis of cash/hate, and that’s extremely short-sighted. the reality of the matter is that video games of a sure high quality bar have to be worthwhile sufficient not solely to recoup the funding spent to develop and market them, however extra on high of that with a purpose to cowl the losses from video games that we construct which are not hits. That is the naked minimal wanted for a recreation firm to outlive and that quantity is quite a bit larger than most laymen assume.

High quality shouldn’t be free. We pay for it by hiring and paying extra devs to do the work and/or by growing the workload of the dev crew via crunch and bodily + psychological burnout. High quality can be not a set system – nobody units out to make a nasty recreation on goal. Constructing video games is extremely difficult and troublesome. Constructing a good recreation is completely not the identical factor as constructing a financially profitable recreation, and each of those are extraordinarily troublesome endeavors. Given the hypothetical mutually-exclusive selection between making recreation and making a financially profitable recreation, I might at all times select the financially profitable recreation as a result of it means I then get to proceed making video games which have the possibility to be each good and financially profitable, fairly than only one or the opposite.

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We on the event aspect should not entitled to gamers shopping for or taking part in our video games. We are able to solely provide a price proposition – we hope sufficient gamers will discover extra worth in taking part in our video games as they’re than the cash spent on them. If sufficient gamers are keen to present us their cash, we are able to proceed to make video games. We need to construct issues gamers will like, however we want to construct issues gamers are keen to spend for. These two issues should not (totally) incongruous. What issues is whether or not we are able to discover sufficient gamers who’re keen to remain in that overlap between liking and keen to spend.

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