Hard facts: Steam has over 73k games - and is growing at over 10k games per year and increasing. The median game on Steam earns less than $800 - down from $4k in 2020. Making a game is not hard - marketing a game is.
I think that, while making a game is not hard, making an excellent game is hard. And I think making an excellent game is a lot like reaching product-market fit. It takes fast iteration with user feedback to find the fun, then a ton of polish to make it extraordinary. It has to be so good that, out of those 73,000 games and counting, I’ll spend some of my money and time on it. The way GenAI can help here, I think, is…
Building an AI game studio: what we've learned so far
61–70 of 312 posts
Re: Building an AI game studio: what we've learned so far
#62Re: Building an AI game studio: what we've learned so far
#63Hard facts: Steam has over 73k games - and is growing at over 10k games per year and increasing. The median game on Steam earns less than $800 - down from $4k in 2020. Making a game is not hard - marketing a game is.
Re: Building an AI game studio: what we've learned so far
#64Earlier quoted context omitted.
> Making good games is easy This is entirely you hallucinating an opinion they never expressed. The op said: > Making a game not a _good_ game.
OP basically implied this, by arguing about marketing being the culprit, not the quality.
Re: Building an AI game studio: what we've learned so far
#65Earlier quoted context omitted.
Has anyone tried to create an LLM based crew on the bridge of a ship or spaceship? Being able to delegate tasks to competent subordinates would be very helpful.
Even a failed attempt at this would be great - imagine your crew frequently misunderstanding your orders and the ensuing chaos.
Re: Building an AI game studio: what we've learned so far
#66Hard facts: Steam has over 73k games - and is growing at over 10k games per year and increasing. The median game on Steam earns less than $800 - down from $4k in 2020. Making a game is not hard - marketing a game is.
It is not just about marketing though. There is this belief, especially among fledgling indies that if they make a game that they think is good, and if they are able to market it well, it will be a success, even a hit. A hit in gamedev is not easier than creating a hit in the music industry really. Even the veteran composers are not able to replicate (or even achieve) creating a hit. Possibility of success depends on…
You're punching too high. Music is a passion for many people. Same as game dev. I would expect >95% of game devs to be perfectly happy if they can make a living creating indie games. Of course it's nice to make a hit that makes you tens of millions of dollars, but most game devs would be happy to make enough to pay themselves a salary to live on.
Now, if we're not looking to make a hit, but we're looking to make a living, there are a lot of composers out there who can consistently achieve that (e.g. beatmaking for rappers advertising on youtube and such).
> I'd honestly struggle to find any good games (right for their time and audience) that failed because of a lack of suitable marketing.
I'll offer Flappy Bird as an example.
Re: Building an AI game studio: what we've learned so far
#67Earlier quoted context omitted.
I think that, while making a game is not hard, making an excellent game is hard. And I think making an excellent game is a lot like reaching product-market fit. It takes fast iteration with user feedback to find the fun, then a ton of polish to make it extraordinary. It has to be so good that, out of those 73,000 games and counting, I’ll spend some of my money and time on it. The way GenAI can help here, I think, is…
Making an excellent game isn't even enough these days, that's just table stakes. With so many games out there it's a market of lemons. You need to have a way of rising above the noise. For AAA, it's having budgets to make games on a bigger scale than everyone else. For mobile games, it's generally about leveraging a large war chest to fuel an advertising-driven margin game. For prestige/indie games you need something…
Channels like Splattercat are a great resource for indie gamers & studios alike: https://youtube.com/@splattercatgaming
Re: Building an AI game studio: what we've learned so far
#68Re: Building an AI game studio: what we've learned so far
#69Hard facts: Steam has over 73k games - and is growing at over 10k games per year and increasing. The median game on Steam earns less than $800 - down from $4k in 2020. Making a game is not hard - marketing a game is.
Re: Building an AI game studio: what we've learned so far
#70Hard facts: Steam has over 73k games - and is growing at over 10k games per year and increasing. The median game on Steam earns less than $800 - down from $4k in 2020. Making a game is not hard - marketing a game is.
Word spreads fast on good games due to Reddit and Twitch. Look at the success of Balatro and how much marketing that had. The number of games you listed just highlights how little Steam filters.