Game programmer, designer, director; retired quadball player; antimeme; radical descriptivist; antilabel; Moose;

Working at Muse Games. Directed Embr, worked on Wildmender and Guns of Icarus, Making new secret stuffs

Opinions are everyone else's


Unless you're literally as large as Epic Games and you consume every part of yourself and inject it directly into Fortnite, in which case you can probably get away with it for a decade max, or literally dependent on gambling addictions. Games are slow to build, 2-8 years a piece generally, and get extremely singular sales spikes on launch. They simply do not and cannot align to quarterly or yearly investment targets. Cutting out teams and projects mid development might look like a cost savings, but you're almost always throwing away millions of dollars of investment straight into the trash. It might cut costs, but it also cuts literally all possibility of that investment to ever return. It only happens because quarterly balance sheets are the primary tool of capitalism to mindlessly empower the investor class.


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in reply to @Queso2469's post:

There's a somewhere interesting followup somewhere in here about live service games, but like, a lot of those fundamentally ARE just pumped up by gambling addictions and unsustainable fortnite style expansion. I think it's possible to make a game that isn't, but I think it's return curve looks way more like a traditional game launch, just with a higher base return on the long tail.