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Ask a Recreation Dev


Henry Louis Mencken famously mentioned “There’s all the time a widely 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 prime of that as a way to cowl the losses from video games that we construct which might be not hits. That is the naked minimal wanted for a sport firm to outlive and that quantity is quite a bit greater than most laymen suppose.

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High quality shouldn’t be free. We pay for it by hiring and paying extra devs to do the work and/or by rising the workload of the dev group by crunch and bodily + psychological burnout. High quality can be not a set system – nobody units out to make a foul sport on goal. Constructing video games is extremely sophisticated and troublesome. Constructing a good sport is totally not the identical factor as constructing a financially profitable sport, and each of those are extraordinarily troublesome endeavors. Given the hypothetical mutually-exclusive selection between making a superb sport and making a financially profitable sport, I’d all the time select the financially profitable sport 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, moderately than only one or the opposite.

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We on the event aspect aren’t entitled to gamers shopping for or taking part in our video games. We will 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 prepared to provide 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 prepared to spend for. These two issues aren’t (absolutely) incongruous. What issues is whether or not we are able to discover sufficient gamers who’re prepared to remain in that overlap between liking and prepared to spend.

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