Best wishes to everybody now plummeting out of Telltale. And man... it's too soon to be sunny-side about this... but I hope this results in a dozen Oxenfrees and Firewatches sprouting over the next couple of years.
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.
I will be hanging around DifferentGames at WPI. I have a (small) bit in the (diverse, amazing) MemoryBlocks anthology. https://2018.differentgames.org/arcade/
Ima start writing some code this month, I promise, but I have to have at least a rough outline of the puzzle structure first.
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).
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!
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.
An interactive fiction guy. He/him.
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