Highest Rated Comments


Ellesor4 karma

At the moment, games are either hardcore (sold thru traditional distribution channels + some online stores like steam), indie (steam, kong, self-published and funded thru kickstarter,etc.), or mobile casual / midcore (505, chillingo, gree, dena, and so on). I know that model I presented is vastly simplified, but you get the illustration (I hope.) Looking at your new game on kickstarter, it doesn't fall neatly into a category. It's like opening up a new market or finding players who liked these old games, but putting them into a new platform. Anyway -- the question is, what is your plan for discovering and reaching out to this new/old/I don't know market? Most kids don't even remember games like Alpha Centauri or the original Civilization, and those who are old enough to still play their 'games on a spreadsheet' on their PC.

Ellesor2 karma

Sounds like the 1000 true fans theory. Same banana, where you're looking for an audience and really interacting with them directly. A lot of creators in other fields are trying to do this with technology that allows them to directly interact with fans versus the old model, which went through a publisher. Some caveats -- these other industries have better known communities (you have Patreon/Gumroad for singers and artists/comics creators, then you have youtube/instagram/tumblr/twitter as a place to be found) and of course, a studio would have to scale that 1000 fans up to fit the needs of the studio. That, and making games has way more variables to balance than a comic or a performance. Quite a balancing act.