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Among Us would be the most famous example of this. The game was unknown for ~2 years (Released 2018, picked up ~2020) until it got picked up by streamers and w
by ZephyrBlu 3y ago
Among Us would be the most famous example of this.
The game was unknown for ~2 years (Released 2018, picked up ~2020) until it got picked up by streamers and was catapulted into the spotlight.
Why is it so hard to believe there are more games out there like this? These kind of markets are nowhere near efficient.
- somenameforme 3y agoAmong Us was released in November 2018, saw regular and rapid gains in users for nearly every month that it was released, and then went to the moon (briefly) after it became a streaming fad. I just don't think this is even an appropriate example? Keep in mind the way that word of mouth works, it's about the percentages - not the userbase size. Your active userbase growing 30% a month doesn't look impressive when that translates to 3 new people, but so long as that 30% is reflective of organic word of mouth spread, that's going from 10 users to 5500 in a couple of years. Their userbase had increased by orders of magnitude before streamers came, and there's no reason to think it wouldn't not have continued to grow rapidly. And that's one of the great things about games. People love to talk about them, share what they're playing, and also of course seek out those hidden gems. Players do this for fun, others like publishers do it with a big profit motive. If you think and can demonstrate that the market is nowhere near efficient, then you could be making a killing off of it. [1] - https://steamcharts.com/app/945360 https://steamcharts.com/app/945360
- ZephyrBlu 3y agoIf you look at the Twitch viewership on the chart you can see that it led player count significantly even before the massive blow up. There's a 26k viewer spike in 2019 then consistently 2k+ viewers in 2020 before it went vertical. Without content creators spotlighting it I highly doubt the game would have gone anywhere. The developers even say "we're really bad at marketing": https://www.kotaku.com.au/2020/09/among-us-improbable-rise-to-the-top-of-twitch/ https://www.kotaku.com.au/2020/09/among-us-improbable-rise-t.... The whole article is a goldmine: “We stuck with Among Us a lot longer than we probably should have from a pure business standpoint,” said Willard. “We tried to quit and should have quit several times.”. It's clear they got lucky here. This kind of organic growth doesn't happen often, even with very good games. > If you think and can demonstrate that the market is nowhere near efficient, then you could be making a killing off of it The market being inefficient doesn't necessarily mean it's easy to exploit. A publisher is far better positioned than I am to "[make] a killing off of it".
- strken 3y agoI think you're taking about two different things: a game rising from a small number of players to a massive phenomenon, and a game getting that small number of players to begin with. The HN analogy is a SaaS company struggling to become profitable vs struggling to find the first ten or hundred users. Profitability is very hard, finding a big enough niche is very hard, but...ten users?
- johnnyanmac 3y agoMost indie devs would define "success" as "profitable". And those costs include personal labor. even if a single person made a fully open source video game, it's hard to ration that 10 people buying a $10 game made even over 6 months is "profitable". If only because Steam takes $100 to publish a game, and then 30% of revenue. You're down $30. This is an overly literal exaggeration, but the example remains true even at a more realistic (and still pailtry) 100-200 sales. 1000 users is where it starts to maybe become a side hobby. Before then, You could be mowing lawns and make more revenue (without a 30% platform cut).
- somenameforme 3y agoSteamCharts shows average online users playing a game, not sales. The multiplier to convert that to sales is going to vary [dramatically] by game, but it's going to be a very big number. At 1000 users on SteamCharts you are making some very serious revenue, especially if you happen to be a solo dev.
- somenameforme 3y agoI'd pick a different quote: "Each time an update landed, new players would try the game, and its overall player retention rate would tick ever upward. “That’s basically it,” said Willard. “We’re a slow-growing company. We snowball our way to the top instead of spike and tail like most Steam releases do." I also think he may be being slightly coy there. Most games, especially indie, do spike and tail because they receive a bit of initial interest and new release type promotion, people try it, and move on. But what matters is not most games, but successful games. And there's an increasingly dramatic shift towards long-tail revenue. And there your games does spike, people try it, word of mouth happens, and then your real growth pattern starts. Reach a sufficient threshold and you get a big bump because you end up getting featured on Steam pages, and from there the sky's the limit.