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> For example, populating a game with premade assets from the store is no longer a viable commercial solution when your audience has seen hundreds of prior arra
by CaptainOfCoit 1y ago
> For example, populating a game with premade assets from the store is no longer a viable commercial solution when your audience has seen hundreds of prior arrangements of the same.
Focusing purely on profits (as your comment does), is this really true? Production costs seems really low for those sort of games, and I see countless of them on the Playstation Store even, which does have some barrier to entry, so someone must find it profitable enough to continue churning out those sort of slop games.
But the author of this post seems to not do it for the profits, they have other goals in mind, so not sure it really matters in the end.
> If the game is a hobby or other not-for-profit venture, then all of the advice in this article is fantastic
Good job author for creating a fantastic blog post, I agree with parent :)