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How the heck am I supposed to remember that Subsurface Circular and Subserial Network aren't the same game

I am not in fact writing a new text parser engine in Python. It's just the easiest way to test what I'm writing is command-line input.

This is just the dev game engine, of course. It'll eventually export Python objects into either ObjC, JS, or C# source code, depending on how I feel a year from now.

Gah, the activation energy of going from "one hacky Python script in your working directory" to "gotta build a game engine in Python, how will I lay out the submodules"

I will be hanging around DifferentGames at WPI. I have a (small) bit in the (diverse, amazing) MemoryBlocks anthology.

Me: I never want to write a domain-specific language again. I'll just use Python.
Five minutes later: Can I add switch statements to Python? Can I put decorators on if statements? I bet I can make it happen.

Ima start writing some code this month, I promise, but I have to have at least a rough outline of the puzzle structure first.

Anybody else do the thing of starting a git repo and then just editing the notes file for a month, so the log looks like 75 commits of "Notes." "More notes." "Puzzle notes."

But I am not at this point concerned with exactly how to separate people from their money - up-front, micro, subscription, whatever. My question is how do we rebuild a marketplace where games have medium-sized satisfied audiences at all. We currently seem to be aggregating towards many cult favorites (three devoted players each) and Fortnite (all the rest of the money).

Moodboarding "tron window ui" is a terrible cliche, but I can't stop. Orange and cyan are my spirit waveguides.

Thus the discussion turns to publishers and their fan bases, and other communities of curation. This is an indirect answer to the comments I saw on (e.g.) the "Post-apocalypse" article, saying (e.g.) "stupid devs are marketing only via twitter and the indie festival circuit". I think this is not unreasonable! And I don't just say that because I'm planning to do it myself!

I guess my conclusion is that if you put your work in front of the largest possible group of customers, you discover that they are a boring mob who only want cheap crap. This has been your Wednesday Obviousness, join us next week as we discuss whether water is wet.

Anyhow, the underlying question here is "Why do you believe that games are an avocation which people can make a living at?" I'll leave it at that.

No, this thread isn't going anywhere in particular, I'm maundering.

A large part of "people value it" is network effects, i.e. "people value what other people already value." This is why I am still hosting games on Steam despite everything. There *is* network effect there, and it's for legitimacy and presence in the greater conversation, not just money. (Although the money isn't zero, which is nice too.)

Now, the obvious question is, why should I charge money for a game if I've given up on the idea of making a living that way? Should I go for free-to-play Itch releases? This is messy and may represent a place where I am still emotionally stuck to something. But I would like to create work which people both play and value. I can't take dollars out of that equation.

I still want to make games. (Or, perhaps I should say, I am still inextricably invested in the idea that I need to make games.) I still think I can reach a small interested fanbase.

I got a day job last year, but it was already clear before that that I was not going to make a living creating games.

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