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I've read the second article and I think you should take it with a grain of salt. I don't want to elaborate much but I think it's targeted at the "quantity deve
by emsy 11y ago
I've read the second article and I think you should take it with a grain of salt. I don't want to elaborate much but I think it's targeted at the "quantity developers" which pump out low to mid quality games, hoping for a hit. On the other end of the spectrum you have quality developers like ustwo who don't need to finance 9 unsucessful games. Of course in reality it's much more complex than that but I don't think that "you need to make 10x your investment" is a hard rule to measure success.
- forrestthewoods 11y agoThe designer who wrote that article is behind the wildly popular Triple Town. It speaks to the reality of development for small development teams.
- emsy 11y agoThat doesn't contradict my point that ustwo might not need to make ten times more money than they spent developing the game to run the company (and to be considered succesful).
- forrestthewoods 11y agoI was specifically referring to the statement "and it DID make them rich". That statement I think is provably false. Depending on how one defines rich of course. There are many ways to define success. ustwo is a 300+ person design company. Their mobile games could lose money but still be considered a success.