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Figuring out if you can sell your game for $1 or $10 is thinking about monetization. Understanding the market is important. >There's a qualitative difference
by jayd16 4y ago
Figuring out if you can sell your game for $1 or $10 is thinking about monetization. Understanding the market is important.
>There's a qualitative difference between dealing with someone who figures out how to provide a good service, and then get paid for it, and dealing with someone who figures out how to get paid, and then tries to build a good service around it.
On another note, it's funny to see HN understand that when Google does it, it's borrowed time but scrambling to cram in monetization after you launch a game is the smart way to do it...
- vkou 4y agoSure, and likewise, there's thinking about whether or not you're going to be a $1 title, a $10 title, a $30 title, or a free-to-play with cosmetic mtx/expansion mtx/quality-of-life mtx/power mtx. You need to have a business model, and the model needs to be complementary to what you are building. The pushback isn't to that, the pushback is when the business model is predatory, and drives the design.
- jayd16 4y agoNot that I'm a fan but Unity is selling analytics here. They're not taking a cut and they're not pushing predatory IAP. The complaints are at best projection of general sentiment from an industry trend.
- selfhoster11 4y ago'Monetisation' as used in modern days refers exclusively to abusive tactics, or so it seems. Figuring out what you can sell your game for is just 'figuring out what you can sell your game for'.