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Inside Annapurna Interactive's Mass Walkout

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Re: Inside Annapurna Interactive's Mass Walkout

#41
post #3

"You need to think of [Megan] Ellison the way you think of a lawnmower. You don't anthropomorphize your lawnmower, the lawnmower just mows the lawn, you stick your hand in there and it'll chop it off, the end. You don't think 'oh, the lawnmower hates me' -- lawnmower doesn't give a shit about you, lawnmower can't hate you. Don't anthropomorphize the lawnmower. Don't fall into that trap about [Annapurna]." -- Bryan Ca…

He talks about Larry Ellison.

That's why GP used brackets to denote the adaptation of the quote by changin the first name.

Re: Inside Annapurna Interactive's Mass Walkout

#42
post #20
post #8

There is more content being produced than there are eyeballs and time to consume it all. How does such an industry survive? In a very round about manner that has nothing to do with what they say they do. General rule in life - Don't focus on the drama a fucked up environment produces.

> There is more content being produced than there are eyeballs and time to consume it all. There's more than one person can ever experience. But the ratio of production to consumption is still quite small. Most stuff put on the internet is going to be seen by someone (e.g. 95% of youtube videos have at least one view).

Check out the UN report on the Attention Economy. They quote a study that says less than 0.05% of content is consumed by humans. Obviously it has to come from the UN cause such reports wont come from within the entertainment industry which lives in a disconnected la la land.

Re: Inside Annapurna Interactive's Mass Walkout

#43

In gamedev, the only thing that matters, once you have a good product is how to market it. Without exposure your project is dead, no matter the quality of it. Who will talk/write about it and for how much? Yters have steep pricing, and they usually don't give a F about your project. That's why Steam and other similar platforms are a trap. And yet, people protect/love them, like it's the 8th wonder of the world.

I’ll take YouTube and Steam over the olden days of game „journalism“ any day.

Re: Inside Annapurna Interactive's Mass Walkout

#44
post #41

Earlier quoted context omitted.

He talks about Larry Ellison.

That's why GP used brackets to denote the adaptation of the quote by changin the first name.

That's not how I read it. Often square braces are used to denote a -- factual -- addition to a quote, in order to add information that would otherwise make the quote incomplete or confusing to the reader. Square braces around "Megan" doesn't mean "it was actually someone else and I'm taking creative license with the quote".

Re: Inside Annapurna Interactive's Mass Walkout

#45
post #40

Earlier quoted context omitted.

They can’t self fund.

most publishers dont give money without seeing a fairly elaborate demo. And making games is something that can be done with zero budget unlike endeavors in many other industries.

Outer Wilds was in production for 7 years. Practically nobody can fund years of full time work without some external funding. I don't have any proof, but I am confident that Annapurna poured some amount of money into that venture during those 7 years.

Re: Inside Annapurna Interactive's Mass Walkout

#46

In gamedev, the only thing that matters, once you have a good product is how to market it. Without exposure your project is dead, no matter the quality of it. Who will talk/write about it and for how much? Yters have steep pricing, and they usually don't give a F about your project. That's why Steam and other similar platforms are a trap. And yet, people protect/love them, like it's the 8th wonder of the world.

I feel like actually good indie games have a much better chance, because from all I have heard the Steam algorithm actually wants to make money. It will show the game to a bunch of people regardless of the number of wishlists and if it does well, it will show it to more people. Of course Steam can not even do half the work for you, but it's still a much better system than just needing to have enough followers on Twitter or knowing someone at Kotaku or IGN.

Re: Inside Annapurna Interactive's Mass Walkout

#47
post #40

Earlier quoted context omitted.

most publishers dont give money without seeing a fairly elaborate demo. And making games is something that can be done with zero budget unlike endeavors in many other industries.

Outer Wilds was in production for 7 years. Practically nobody can fund years of full time work without some external funding. I don't have any proof, but I am confident that Annapurna poured some amount of money into that venture during those 7 years.

IIRC Mobius Digital got their initial money for Outer Wilds from crowdfunding after a much more limited demo of what they wanted to achieve, then I assume Annapurna came on the scene later when they went professional and needed support for multi-platform. The period where kickstarter was more commonly accepted for game projects is over, and fewer projects could get a similar starting point that lets them spend years on their first release

Re: Inside Annapurna Interactive's Mass Walkout

#49
post #44
post #41

Earlier quoted context omitted.

That's why GP used brackets to denote the adaptation of the quote by changin the first name.

That's not how I read it. Often square braces are used to denote a -- factual -- addition to a quote, in order to add information that would otherwise make the quote incomplete or confusing to the reader. Square braces around "Megan" doesn't mean "it was actually someone else and I'm taking creative license with the quote".

If I didn't know the original quote I would have thought the same. It would be clearer to use L̶A̶R̶R̶Y̶ Megan Ellison
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