4 ms·
> He's made over $300 million in revenue so far and might be the first solo game dev (or even regular software dev) to hit $1 billion in the course of the game'
by raincole 4y ago
> He's made over $300 million in revenue so far and might be the first solo game dev (or even regular software dev) to hit $1 billion in the course of the game's existence.
So you use revenue as a measuremeant of success, which is very reasonable.
> (hint: they don't want always-online DRM-filled games that nickle and dime you with microtransactions (well, most people anyway, there are always gacha/gambling-type whale gamers))
Then you said this. You know in terms of revenue, microtransaction is the most successful model, right? Mobile gaming is now bigger than PC gaming + console gaming. And they're basically all microtransactions. $300 million sounds a lot but it's just 2~3 months of Genshin. If revenue is a sign of what players "want", then the only logical conclusion is a lot people "want" microtransactions, they just don't admit it like people want BigMac but say they want to eat healthy.
I think it's a strong no-true-scotsman fallacy right here. You believe players don't want microtransactions, because you don't think those casual players who play Candy Crush, Clash of Clans or Genshin are "true players".
- Quarrelsome 4y agoSo apparently people _want_ to smoke tobacco. My issue with your comment that I have attempted to frame in that pithy one-liner is that microtransactions are often sold through a manipulative sales window, in some cases games are designed around them to make the micro-transactions more appealing (e.g. games that throttle your progress unless you spend). In addition, using revenue as a measure of popularity with micro-transactions is problematic because they are designed to effectively segment the market. This means they're not necessarily a solid indicator of what an average/median user might want because sometimes much of that revenue is a product of relatively few users (aka "whales").
- Raz2 4y agoI disagree. Target audience is not the same. Stardew Valley and Cities Skyline do not compete with Clash of Clans. Making something unique can make more revenue than replicating other successful model with hight competition.