1/8
Some quick thoughts on delivering value and what is of value and to who (whom?).
A lot of indie developers make videos about indie game development -- but are the people who watch videos about indie game development the most likely customers for indie games?
Perhaps not.

2/8
Some #indiedev even go all-in on making YouTube videos and become entertainers that earn money primarily from entertaining rather than selling games.

My general quick take is:
3/8
- An artist (painter, writer, sculptor, or even indie game developers) needs an audience - fans of their work.
- Any way one can develop and nurture an audience is better than having no audience.
4/8
- Delivering value (entertainment, education, etc.) to that audience keeps them coming back.
5/8
- An audience might not help the artist directly. As I pointed out, fellow developers might find devlogs and programming tutorials interesting -- but they might not be a good fit as customers for the actual product being created.
6/8
(For instance, do a lot of sculptors who make 6 foot high statues purchase statues from other sculptors?)

- However, just by having an audience that has received value and keeps coming back, there can be other good effects such that the value eventually flows back.
7/8
How? Perhaps sometime in the future I post a link to my games steam page.
Some of my audience may purchase it.
Some may wishlist it (which actually can influence algorithms behind the scenes at steam to get steam to show my game to more potential buyers).
8/8
Some may share it in a tweet or on facebook or whatever social platform is cool at the moment and someone from THREIR audience might choose to purchase it.
Some may make a YouTube video about the game.
There's lots of ways both direct and indirect for the value to flow back.

More from Gaming

You May Also Like

1/ Some initial thoughts on personal moats:

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:


2/ Like a company moat, you want to build career capital while you sleep.

As Andrew Chen noted:


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


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.