2023W36 WEEKLOG

Are you doing what you said you wanted to do?

Reminder from Seth : do the shit if you want it.

Once we leave out the “and” (as in, I want to do this and be well paid, invited, approved of and always successful) then it’s way easier to do what we said we wanted to do.


Some myths about choosing your game type based on a market study

  • MYTHE #1 : Si nous décidons tous de ne faire que des genres populaires, nous allons tous faire le même jeu.
  • MYTHE #2 : Accorder trop d’attention au genre limite la créativité
  • MYTHE #3 : Les fans veulent un jeu totalement unique, 100% original, qui n’a jamais été vu auparavant.
  • MYTHE #4 : Le genre n’est qu’une suggestion

Stacklands, Islanders, Dorfromantik and Tile Cities are used as nice examples.
One of them didn't market his game and it sold well anyway - well in fact he focused with low ressources on having a great game and had some minimal marketing / community as far as I get it, but here is a great feedback.


Some other myths about Steam visibility

To put it short :

  • Focus on selling a lot of copies
  • Translate at least the stores pages
  • Early access may be useful (but only if you use it really well and don't look for an editor)
  • Good reviews and high whilstlit may be useful but are not killig your stats
  • There is no "perma-blackout" policy
  • Focus on selling a lot of copies (do a great game btw, but selling a lot is the main key for exposure)

A little bonus on wishlist use and metrics.


"Merdification" concept by Ploum

Based on probably a lot of stuff, including Cory Doctorow's blog.
I will have to leave Gandi, my first mailboxes are being shut following their new strategy after being sold. They are taking the road to "merdification" - No Bullshit was great, all this is a pity (for users and probably teams working on those products).


Seth again, about "The Le Guin precepts"

  • Is it true?
  • Is it necessary or at least useful?
  • Is it compassionate or at least unharmful?

Should be obvious, but a reminder may help.

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