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Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

orphiebaby, (edited ) do games w Sabotage Studio initially projected sales of 250,000 copies of Sea of Stars in the first year. They hit that target within just a week.
@orphiebaby@lemmy.world avatar

I agree with you completely. I just wasn’t about to write an essay on potential contributing factors that can help one succeed, plus luck. I just wanted to say that these days, there are a lot of indie smash hits out there that succeed in part because people saw a whole lot of love in them, when a lot of the more cynical corporate creators would never have made such things in such ways. Hell, it’s not just indies. It’s why many Nintendo games are so beloved, even “forgotten” ones like Earthbound. ^^

orphiebaby, (edited ) do games w Sabotage Studio initially projected sales of 250,000 copies of Sea of Stars in the first year. They hit that target within just a week.
@orphiebaby@lemmy.world avatar

I know that stupid rich CEOs and shareholders don’t understand this, but… “heart”. You make a game with heart, and it’s immediately apparent to the audience. You can try to break down what it is that gives it away, but that’s unnecessary.

If a work of art has heart, it will probably sell well. As long as people can clearly see what it is, and as long as it doesn’t do anything alienating.

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