Earlier quoted context omitted.
Canada, like the US, has its own health care crisis. Wait times for medical care seem surreal. https://www.theglobeandmail.com/amp/canada/british-columbia/... https://ottawacitizen.com/news/local-news/ottawa-paramedics-...
Is this a global issue now? Same in Germany.
After 20 years the Dwarf Fortress devs have to get used to being millionaires
171–180 of 451 posts
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#172Earlier quoted context omitted.
So “weirdo” means “not aligned with leftist politics”
If the above examples are what you label "not aligned with leftist politics" then sure Not sure why you would define not being a shitty human being as "leftist" but I guess the strength of language is its malleability so have at it
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#173Earlier quoted context omitted.
$2m in the bank is enough to easily draw $100k/yr from interest, which fits the GP’s “set for life if we make wise choices” IMO. That is way above median income in wealthy countries. Assuming you don’t try to live in SF!
Even in the US, $100K/yr puts you comfortably above median income. If I had $100K/yr of GUARANTEED income, I would stop working for money and do whatever I felt like for the rest of my life.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#174So this happened to a guy that worked for me. Loved video games, super talented front end dev. Made a horror game in Unity at evenings and weekends with his best friend. Launched it on Steam. Very low sales. But he learnt a huge amount about marketing and game design based on player feedback. Designed a second game, put all the marketing learnings into it, 48 hours after launch the biggest streamer on twitch was stre…
If you are still in contact with the guy, could you ask him what the marketing learning actually were? Everyone has their own take on marketing and it's honestly really difficult to get the concept with most posts about it being so fluffy. I'd honestly love some cliff notes or a bulleted list from someone who has actually succeeded, especially if they ( like me ) had no marketing experience beforehand.
1. Before you start the project, do some research and ask yourself what is unique about your game? Why would someone play it instead of the leading competitor? Don't settle for an idea that doesn't have plausible answers.
2. Build the game really well. REALLY WELL. Amazing artwork, great style, a visual feast. Fun, snappy gameplay. Depth. I'm talking hours of engrossing gameplay. Solid, performant, virtually bug free.
3. Along the way build moments into the game that really stand out, that would look hot in a gif, that would pique someone's interest if they heard about it.
--- most people get it wrong before this point ---
4. OK now you're ready to start marketing to people. It's easy, just tell them about your game. How? Break the game along different dimensions. The story. The game systems. The emotions players will experience. etc. For each of these, break them into smaller blurbs. You now have dozens of things to share, start recording gifs/video/screenshots to support what you've written. Now start posting to social media. If someone finds your Twitter profile and scrolls through, they should come away understanding what your game is and why they want it.
5. Next go to Twitter, Reddit, YouTube, websites, etc. and find the top accounts that cover / discuss games like yours. Follow them. Interact with their posts/communities. Especially keep an eye out for opportunities to share your work with them.
6. Advanced: come up with some marketing moments. E.g. announcing your game with a launch trailer, revealing the release date, releasing a demo, your launch day, etc. Put these all on a calendar. For each date, work backwards ~2 months. Coordinate social media posting, email with press/influencers using those dates.
I apologize if this sounds flippant, but it's really so so so hard to get steps 1-3 right. People delude themselves into thinking they're on the right track simply because making games is incredibly, super hard. It's outrageous how much work it takes to make something at all. But no one cares about that. Another reason I think people fail, myself included, is we tend to make very safe, hackneyed games. How many of us are guilty of making a game set in a vaguely DND/Tolkien world? That's tired. I know someone still manages to beat the odds every year, that's survivorship bias in action. Play with a stacked deck, make something truly original.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#175Earlier quoted context omitted.
Canada, like the US, has its own health care crisis. Wait times for medical care seem surreal. https://www.theglobeandmail.com/amp/canada/british-columbia/... https://ottawacitizen.com/news/local-news/ottawa-paramedics-...
Is this a global issue now? Same in Germany.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#176Earlier quoted context omitted.
2m each is not "Fuck you" money perhaps but it is enough to comfortably retire to the original post point. It depends on lifestyle you desire but if I could retire tomorrow, I would make that lifestyle work.
> 2m each is not "Fuck you" money perhaps but it is enough to comfortably retire That is exactly what "fuck you" money means. It's not about having so much money you couldn't possibly want for anything. People will always want. It's about having enough that you're not beholden to anyone for your basic needs. https://www.youtube.com/watch?v=rJjKP8vYjpQ&ab_channel=Youtu...
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#177Earlier quoted context omitted.
Getting a big twitch streamer to play his game was the only marketing he needed. Although their time is up for sale I think some amount of them do genuinely enjoy gaming and will try out something that is interesting to them.
This story sounds like luck. That isn't marketing. It's like hoping that Kim Kardashian will use my new face cream and tweet about it. Another idea: Bribe a popular streamer to play your game and tweet about it. I am sure it is common.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#178Please don't pull a notch, please don't pull a notch...
https://news.ycombinator.com/item?id=33907092
DonHopkins 5 days ago | parent | context | favorite | on: I liberate the ending to Minecraft from Microsoft ...
Years ago when Minecraft was new, I used to really respect and admire and root for Markus Persson because of his work, but then he opened his mouth, showed the world who he really was, lost all my respect, and totally disgusted me. It would have been so easy for him to just keep his big mouth shut, count and spend all his money, and retain all the hard earned respect and admiration that so many people including myself had for him, but then we would have been delusionally admiring a truly terrible Q-Anon supporting, GamerGate promoting, misogynistic, homophobic, transphobic, racist bigot, who called video game developer and feminism supporter Zoë Quinn a "cunt".
"When someone shows you who they are, believe them the first time." – Maya Angelou
Oh course he tried to walk back some of his worst tweets, but what kind of person tweets that kind of shit in the first place? I believe what he showed about himself the first time, not his pathetic attempt at damage control.
So I guess it's better that we all now know what kind of a horrible person Notch really is thanks to his own words, so we're not wasting our money, energy, and respect on somebody who certainly doesn't deserve it. Let him serve as an anti-hero for exposing other bigots who choose to carry his water and show everyone who they really are by defending him.
I'd much rather spend my money and admiration on wholesome deservingly beloved game developers like Tarn and Zach Adams, who've worked so hard and creatively on Dwarf Fortress, and are decent human beings who totally deserve to reap the benefits of their fine dedicated work.
https://en.wikipedia.org/wiki/Tarn_Adams
https://en.wikipedia.org/wiki/Markus_Persson#Controversial_v...
Markus Persson: Controversial views
Persson has received criticism for political and social opinions he has expressed on social media since around 2017. Many of his comments have seen by others as misogynistic, racist, and homophobic.[52] He claimed feminism was a "social disease", and called video game developer and feminism supporter Zoë Quinn a "cunt".[53][54] He took offence to gay pride celebrations, asserting there should be heterosexual pride days and stating that opponents to his ideas "deserve to be shot".[54][55] After facing backlash, he deleted the tweets and rescinded his statements, writing "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now."[56] Persson said in social media that "It's okay to be white"[57] and that he believed privilege is a "made up metric".[58] He has promoted claims that people are fined for "using the wrong pronoun".[52] Persson has also faced criticism for tweeting in support of QAnon, stating that "Q is legit. Don't trust the media."[59]
In March 2019, a Minecraft update removed all mentions of Persson from the game's menu, though his name is still in the credits.[60] Microsoft did not explain this action, but its timing led multiple news outlets to conclude it was related to the controversies associated with him.[60][61] Persson was not invited to the game's tenth anniversary event later in 2019, with Microsoft saying that his views "do not reflect those of Microsoft or Mojang".[52][62]
[52] "Minecraft creator Notch unwelcome at 10th anniversary due to online conduct". Ars Technica. 29 April 2019. Retrieved 6 November 2022.
https://arstechnica.com/gaming/2019/04/online-conduct-leaves...
[53] Bonazzo, John (13 June 2017). "Minecraft Creator Tells Women on Twitter 'Act Like a Cunt, Get Called a Cunt'". Observer. Archived from the original on 19 August 2019. Retrieved 18 June 2019.
https://observer.com/2017/06/minecraft-gamergate-markus-pers...
[54] Kane, Vivian (29 April 2019). "Minecraft's Creator Excluded From the Game's 10th Anniversary Due to Racist, Sexist, Transphobic Comments". The Mary Sue. Archived from the original on 16 May 2019. Retrieved 18 June 2019.
https://web.archive.org/web/20190516071226/https://www.thema...
[55] "Minecraft creator Notch unwelcome at 10th anniversary due to online conduct". Ars Technica. 29 April 2019. Retrieved 9 April 2022.
https://arstechnica.com/gaming/2019/04/online-conduct-leaves...
[56] Morris, David Z. (2 July 2017). "Minecraft Creator Sparks Cries of Homophobia". Fortune. Time Inc. Archived from the original on 3 December 2017. Retrieved 3 December 2017.
http://fortune.com/2017/07/02/minecraft-markus-persson-homop...
[57] Crecente, Brian (29 April 2019). "'Minecraft' Creator Excluded From Anniversary Due to 'Comments and Opinions' (Exclusive)". Variety. Archived from the original on 17 June 2020. Retrieved 25 July 2019.
https://variety.com/2019/gaming/news/minecraft-creator-exclu...
[58] "The Creator of 'Minecraft' Tweeted Some Dumb Stuff About Race". GQ. Archived from the original on 25 July 2019. Retrieved 25 July 2019.
https://www.gq.com/story/notch-whiteness-tweets
[59] "From Q-Anon to transphobia, the creator of 'Minecraft' has takes". Newsweek. 11 March 2019. Retrieved 17 June 2022.
https://www.newsweek.com/minecraft-notch-controversy-twitter...
[60] Thubron, Rob (28 March 2019). "Microsoft removes references to game creator Notch in latest Minecraft update". TechSpot. Archived from the original on 4 February 2020. Retrieved 31 March 2020.
https://www.techspot.com/news/79403-microsoft-removes-refere...
[61] Lanier, Liz (28 March 2019). "Some References to 'Minecraft' Creator Notch Removed From Game". Variety. Archived from the original on 7 June 2020. Retrieved 31 March 2020.
https://variety.com/2019/gaming/news/notch-removed-minecraft...
[62] Arif, Shabana (29 April 2019). "Minecraft creator Notch won't be included in the game's 10 year anniversary event". VG247. Archived from the original on 29 April 2019. Retrieved 29 April 2019.
https://www.vg247.com/2019/04/29/minecraft-creator-notch-abs...
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#179Earlier quoted context omitted.
If you are still in contact with the guy, could you ask him what the marketing learning actually were? Everyone has their own take on marketing and it's honestly really difficult to get the concept with most posts about it being so fluffy. I'd honestly love some cliff notes or a bulleted list from someone who has actually succeeded, especially if they ( like me ) had no marketing experience beforehand.
Not trying to be glib but the single most important thing is to make the right game. 1. Before you start the project, do some research and ask yourself what is unique about your game? Why would someone play it instead of the leading competitor? Don't settle for an idea that doesn't have plausible answers. 2. Build the game really well. REALLY WELL. Amazing artwork, great style, a visual feast. Fun, snappy gameplay. D…
A fantastic game doesn't have to be visually stunning to be successful. It helps of course but visuals don't make/break an otherwise fun game. What does matter however is that the visuals need to make sense and be consistent.
You can get away with "ugly" or otherwise unremarkable graphics but inconsistent or confusing visuals will interfere with gameplay and the game will suffer.