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Henry Louis Mencken famously stated “There’s all the time a widely known resolution to each human downside – neat, believable, and unsuitable.” The mindset you point out units up a false dichotomy – that high quality/love is the antithesis of cash/hate, and that’s extremely short-sighted. the reality of the matter is that video games of a sure high quality bar have to be worthwhile sufficient not solely to recoup the funding spent to develop and market them, however extra on prime of that so as to cowl the losses from video games that we construct which are not hits. That is the naked minimal wanted for a recreation firm to outlive and that quantity is quite a bit greater than most laymen suppose.

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High quality just isn’t free. We pay for it by hiring and paying extra devs to do the work and/or by rising the workload of the dev workforce by means of crunch and bodily + psychological burnout. High quality can also be not a set system – nobody units out to make a foul recreation on objective. Constructing video games is extremely difficult and troublesome. Constructing a good recreation is totally not the identical factor as constructing a financially profitable recreation, and each of those are extraordinarily troublesome endeavors. Given the hypothetical mutually-exclusive selection between making a very good recreation and making a financially profitable recreation, I’d all the time select the financially profitable recreation as a result of it means I then get to proceed making video games which have the prospect to be each good and financially profitable, fairly than only one or the opposite.

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We on the event facet are usually not entitled to gamers shopping for or enjoying our video games. We will solely supply a price proposition – we hope sufficient gamers will discover extra worth in enjoying our video games as they’re than the cash spent on them. If sufficient gamers are prepared to offer us their cash, we are able to proceed to make video games. We need to construct issues gamers will like, however we want to construct issues gamers are prepared to spend for. These two issues are usually not (totally) incongruous. What issues is whether or not we are able to discover sufficient gamers who’re prepared to remain in that overlap between liking and prepared to spend.

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