I've been banging this drum for years now so do excuse Round 5,796,877 of it but the issue of smaller games only finding a relatively small audience is one the trad games press has been pointing out for a very long time now.
Partly the ad economy wages war on this sort of coverage. Partly big box spends to suck the oxygen from the room. Partly some stuff just doesn't do it for a lot of people. It's messy.
People don't just turn to writing and selling games because it's fun. It's a hope of stability for many.
The past decade has been a super obvious exercise in this.
So, you have absolutely ballsed up expectations of what games can and do sell, you have people needing cash to live and then the audience numbers.
It's rigged for gamers who get blasted with a narrow selection of what games are - and also are increasingly struggling for money themselves.
And obv, it's rigged for everyone who contributed to making a videogame happen too.
If this worked, it'd be working now because we're all busting a gut to make things happen.
There's only so much fucking around in the margins can gain.
More from Game
2020 was another year where I talked a *lot* of shop about dating sim history. Much of it was actual dating sims, like in some threads below, but sometimes I went on adjacent tangents, like for the cool Kojipro-developed Tokimeki Memorial adventure games:
I finished the drama CD for Shiori's route of Tokimemo Drama Vol. 3 earlier and it was sweet, but lacking. So, I'm plunging back into the world of Feeling Sad About Shiori! Maybe I'll make this a thread about all the cool ways KojiPro translated a dating sim to an adventure game? pic.twitter.com/SWXLvUwMO1
— Tom James, The Daigo Umehara of Dating Sims (@iiotenki) September 2, 2020
I also went down a whole new rabbit hole for Fuuraiki, an open-ended PS1/PS2 adventure game with a cult following about traveling around the island of Hokkaido that's set to real world photography. It's a unique tangent in galge well worth exploring:
So as I mentioned about a week ago, I've been digging into Fuuraiki, a late PS1 release I've been meaning to check out for years. It's an adventure game where you travel along Hokkaido on motorcycle taking photos of the scenery and writing travelogues and it's pretty rad. pic.twitter.com/uhajPmDrm9
— Tom James, The Daigo Umehara of Dating Sims (@iiotenki) January 27, 2020
I also took a quick jaunt into Michinoku Hitou Koi Monogatari, a spiritual predecessor to Fuuraiki that's about traveling around Tohoku against a backdrop of mahjong matches. It's a rough draft that would get much more refined later, but still worthwhile:
It's neat as a historical curiosity and I'm glad I did it to have context for a Fuuraikai route which sees Yumi (the oneesan in purple) return, but I wouldn't call it at all essential. My main takeaways are I suck real bad at hana-awase and a stupendously dumb swan boat chase. pic.twitter.com/aRe1S4yF6o
— Tom James, The Daigo Umehara of Dating Sims (@iiotenki) October 27, 2020
In terms of actual dating sims that I covered, the focus was mainly post-Amagami games released by Kadokawa such as Photo Kano. While I think these games have MANY flaws, they do offer key insight into the state of the genre during its decade-long decline:
Well.
— Tom James, The Daigo Umehara of Dating Sims (@iiotenki) April 25, 2020
Let's do this again, I guess. pic.twitter.com/pLoef5uHap
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Like company moats, your personal moat should be a competitive advantage that is not only durable—it should also compound over time.
Characteristics of a personal moat below:
I'm increasingly interested in the idea of "personal moats" in the context of careers.
— Erik Torenberg (@eriktorenberg) November 22, 2018
Moats should be:
- Hard to learn and hard to do (but perhaps easier for you)
- Skills that are rare and valuable
- Legible
- Compounding over time
- Unique to your own talents & interests https://t.co/bB3k1YcH5b
2/ Like a company moat, you want to build career capital while you sleep.
As Andrew Chen noted:
People talk about \u201cpassive income\u201d a lot but not about \u201cpassive social capital\u201d or \u201cpassive networking\u201d or \u201cpassive knowledge gaining\u201d but that\u2019s what you can architect if you have a thing and it grows over time without intensive constant effort to sustain it
— Andrew Chen (@andrewchen) November 22, 2018
3/ You don’t want to build a competitive advantage that is fleeting or that will get commoditized
Things that might get commoditized over time (some longer than
Things that look like moats but likely aren\u2019t or may fade:
— Erik Torenberg (@eriktorenberg) November 22, 2018
- Proprietary networks
- Being something other than one of the best at any tournament style-game
- Many "awards"
- Twitter followers or general reach without "respect"
- Anything that depends on information asymmetry https://t.co/abjxesVIh9
4/ Before the arrival of recorded music, what used to be scarce was the actual music itself — required an in-person artist.
After recorded music, the music itself became abundant and what became scarce was curation, distribution, and self space.
5/ Similarly, in careers, what used to be (more) scarce were things like ideas, money, and exclusive relationships.
In the internet economy, what has become scarce are things like specific knowledge, rare & valuable skills, and great reputations.