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So the reality is that even if you're a semi-famous developer who has a practically guaranteed revenue and media coverage from your fans, it still isn't enough. You need to make a game that competes on quality with the studios that spend $millions on their apps.

Thats not a very promising proposition to anyone considering making a game.



> So the reality is that even if you're a semi-famous developer who has a practically guaranteed revenue and media coverage from your fans, it still isn't enough. You need to make a game that competes on quality

Yes

> with the studios that spend $millions on their apps.

No, there are plenty of studios that compete on quality without spending millions.


> You need to make a game that competes on quality with the studios that spend $millions on their apps.

No, for example Crossy Road or Flappy Bird made some good money with a minimal team and minimal investment.

Not $millions like those studios, but also the creators didn't spend $millions in marketing and assets.

> Thats not a very promising proposition to anyone considering making a game.

Risks.

That's why most people find a job and not make games for the AppStore/Play Store in their room.


> No, for example Crossy Road or Flappy Bird made some good money with a minimal team and minimal investment.

Could describe a lottery ticket win the same way.


I thought the point of the parent comment was that the quality of his games has gone down.


Sort of. I wouldn't say the quality went down so much as what would was a great game in 1983 turned out to be meh in 2013. Also the level of polish in Txk (the "1000 x revenue" PS Vita game) vs any of the iOS releases is pretty stark.




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