Earlier quoted context omitted.
Are they? 300,000 units * $30 = $9M - 30% Steam tax = $6.3M in a single year take out federal taxes (just gonna call it 36% and ignore SFJ/MFJ), leaves them about $2M each. I'm sure they're some sort of a legal entity in WA state and will owe the b&o tax too. They deserve it absolutely but $2M each does not put them in a position of "fuck you" [1]. [1] https://www.youtube.com/watch?v=xdfeXqHFmPI
That's 300 000 units in 7 days since launch if I understand it correctly. Even if we consider (I don't know if that's true or not), that theses 7 days are going to be the best ever for them that's still only 7 days.
After 20 years the Dwarf Fortress devs have to get used to being millionaires
221–230 of 451 posts
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#222Earlier quoted context omitted.
Dwarf Fortress is basically uncopyable. Lots of games have tried: RimWorld is a good example. But they end up feeling like shallow imitations, because Dwarf Fortress has been continuously upgraded for 16 years. It's the game that every first year game dev dreams of making, with incredibly deep simulation and a myriad of mechanics to play with, before they realize that it would take decades to build. The Toady One is…
While Dwarf Fortress is incredibly deep simulation, it is also filled with bugs and UI misdesigns, that makes playing it much more frustrating than playing e.g. Rimworld. Also, the simulation is very uneven, some parts are very deep, some very shallow and some completely broken.
I do agree though, whilst it’s made the game, for me, playable, there are lots of smaller annoyances that really add up once you’re a few hours into a fort. The UI is inconsistent in many areas. Sometimes you can view dwarf details, sometimes you can’t. Sometimes right click closes one level, sometimes it’s all of them, then for the squad menu you dismiss by the squad button/hot key again… Search is useful but not available everywhere.
I hope some of these annoyances will get resolved, but certainly it’s not a perfectly polished game either. It is still fun - yes - but I can’t help but be a little sad because it could absolutely be better.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#223Please don't pull a notch, please don't pull a notch...
I was just thinking that myself, and wrote about it 5 days ago! But I have a lot more faith in the Adams brothers than my misplaced faith in Notch, who was inspired by Dwarf Fortress to make Minecraft. 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 a…
I think it's a beautiful, sad, human piece of writing. It's hard to find online, now that his blog ("The Word of Notch") went away. Someone made a 500+ page PDF backup of his blog, here:
https://habrador.itch.io/the-word-of-notch
The post, titled "I love you, dad", is the second to last post.
Making beautiful things doesn't make up for saying horrible things. Still, every time I used to hear about the awful stuff Notch posted, I remembered how I felt about him when I read about him and his dad.
I just wish things didn't have to be so awful, for everyone.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#224Earlier quoted context omitted.
nit for 2. 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.
Trying to release a game with "ugly" or "unremarkable" artwork is playing on hard mode. Be ugly in a "visually stunning" way that's original. E.g. Cruelty Squad. I know there are counterexamples. Many of them are just plain lucky, like Flappy Birds. This very article is about a game that kneecapped its sales for decades on account of being ugly.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#225Earlier quoted context omitted.
Healthcare and basic income are crucial for moving towards the next stage of civilizaiton. Like you said, I'm really glad it worked out for them but so, so many people don't get so lucky or are willing to take such a big risk. How many more dwarf fortresses could we have if we gave people the safety net to follow their dreams? Instead of worrying about basic necessities like food, shelter, and healthcare.
I agree there is a problem with high healthcare costs, and food costs especially now. However what we saw with covid stimulus and unemployment wasn’t the “everyone’s now an artist” outcome that is suggested with UBI. We definitely saw creatives able to express and build their visions into the world, thanks to the money and additional time. But we also saw, and still have ongoing, many people who choose not to work [0…
It sounds like you think this is bad. Why?
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#226Earlier quoted context omitted.
Sounds interesting. What's the game?
Hazmat Hijinks. If you happen to visit the website and see the Nintendo Power-esque PDF, tell me, shouldn't that grab the attention of the right person? I know I don't have the best social understanding but I thought I nailed that one. Marketing is just so opaque. I would rather write an OS from scratch. At least I know that can be solved given enough time.
Maybe 30 years ago, but we're all (mostly) grown up now. Even for those old school gamers, I don't think it's enough to just give them something retro -- there's still got to be something new brought to the table, and I'm just not seeing it here. I'm sure it's clever and all, but when it comes down to it, most people need (not want -- need) novelty.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#227Earlier quoted context omitted.
The flipside is that it's a lottery. Steam is overflowing with new indie games every day, and many very good ones die in obscurity. You really have to get lucky and go viral But yeah, the entry fee for that lottery is at a historic low, which is still great (especially for hobby devs who don't care about the rest!)
Is it though? Show me a good Steam game that isn't selling well.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#228I'm happy for their success. However, I'm dismayed that it was their inability to pay for healthcare that landed them in this (albeit good) situation. It's not a situation that should be forced on citizens in a modern country, for which this particular example is a feel-good ending, but there are many more (orders of magnitude more) feel-bad endings, so to speak.
They decided to live off 30k a year with no health insurance. What did they think would happen?
Why are you blaming them and not the system?
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#229Earlier quoted context omitted.
Heartbreaking. Even with millions, cancer could destroy you financially. One paramedic prices having a heart attack at about $400k pre-insurance† (or no insurance). Check those limits on your plan... † Healthline has an article with another example from 2012 priced at $500k
With millions you buy health insurance.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#230I'm happy for their success. However, I'm dismayed that it was their inability to pay for healthcare that landed them in this (albeit good) situation. It's not a situation that should be forced on citizens in a modern country, for which this particular example is a feel-good ending, but there are many more (orders of magnitude more) feel-bad endings, so to speak.
They decided to live off 30k a year with no health insurance. What did they think would happen?