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Nah. The current one is in fact more accurate.

Genuinely surprised they didn't try to get away with department of peace.

The "current one" is Department of Defense. They are illegally branding it otherwise without congressional approval, but that doesn't mean we should welcome it.

More fundamentally, it's hard to convey just how much better a government that wages wars but ostensibly says that they're bad is than a government that gleefully does so. I'll take a flawed democracy that partakes in immoral operations over an openly-imperialist autocracy any day of the week -- as should we all!


As someone who's pre-18, without the nostalgia bias, I couldn't find the website any uglier, but the guestbook part... That was cute.

It's ugly because you're not using a CRT to view it.

It's not supposed to look like that.


I dont know about CRT as I dont have any, but in my screen looks ugly. How would a CRT screen make it look any better?

It's a joke, a meme response to "games looked so bad back then" types of comments made about games built during the CRT era and played on modern "perfect pixel", so to say, monitors.

https://www.datagubbe.se/crt/

Also, yeah. The site was ugly, you're not missing or misunderstanding anything. It's pure nostalgia to those who experienced the web back then, a reminder of a simpler, more ideal time in the internet's life.


It's just a reference to how CRT-era games look better on CRT as the devs were working with CRTs in mind and taking advantage of their way of rendering images[1]. I don't think there is actually a noticeable difference for the website itself, CRT performs a sort of interpolation which is great for old games that accounted for it, but for content that is already high-enough in resolution there is not any improvement

[1]https://wackoid.com/game/10-pictures-that-show-why-crt-tvs-a...


Go ahead and make a more beautiful webpage using as little code as this page uses, and performs just as well even on slow dial-up connections.

Who's talking about performance? It looks bad by today's standard, and that's okay. Not everything ages gracefully.

Why is it in the main page? It's a super well-known project no?

Because someone thought it was interesting, and enough other people upvoted it.

It’s been posted many times, I think mostly due to it’s association to Mitchell Hashimoto. It’s left as an exercise the reader to determine why this is important.


Looking at the comments it seems like there are still people not using it

Just because you know about it doesn’t mean others can’t benefit from the mention.

https://xkcd.com/1053/


Ain't that for the entire ai field.


No shit


This is why we have juries.

What's amazing here is the Google and Facebook lawyers think they have a chance to persuade members of the public otherwise.


> it's not just about saving costs – it's about saving the planet. I have joined OpenAI to work on this challenge directly.

I couldn't go on reading.


I'm fine with people never justifying their personal choices. It's their business. But if they do bother to justify it then it's a show they put on for me. And reading this kind of explanation is like the show runner takes me for a fool. The net result is that I lose all respect for the person.

Unless they put on a show for themselves and that's who they try to fool. Probably why nobody mentions money in these shows. They're self motivational.


Plenty of other hints too

> Do anything, do it at scale, and do it today

> It's not just GPUs, it's everything.

> I'm not the first, I'm just the latest.


That is normal on his blog. He is a brand that he has developed over many years, and he is constantly promoting that brand.

Yes, he has done a lot of good work in the past, but he has put as much effort into self-promotion and landed a series of interesting and well-paying gigs.

I can't blame him for that. It just makes me tired to watch.


What the OP was pointing out is two typical tells for lazy ChatGPT-generated text, right in the intro. (The m-dash, "it's not just X, it's Y").

Of course that kind of heuristic can have false positives, and not every accusation of AI-written content on HN is correct. But given how much stuff Gregg has written over the years, it's easy to spot-check a few previous posts. This clearly isn't his normal style of writing.

Once we know this blog was generated by a chatbot, why would the reader care about any of it? Was there a Mia, or did the prompt ask for a humanizing anecdote? Basically, show us the prompt rather than the slop.


Reminds me of the TechCrunch episode of Silicon Valley TV show. Everyone was there to make the big buck but all collectively pretended they were doing their work for the good of humankind.

This guy and Rob Pike should have a talk.


That episode, and this Gavin quote, encapsulate the attitude perfectly.

“I don't want to live in a world where someone makes the world a better place, better than we do.”


Why Rob Pike in particular? Most stuff I've read from him was nuts-and-bolts technical.


I assume the Rob Pike mention was in reference to this:

https://skyview.social/?url=https%3A%2F%2Fbsky.app%2Fprofile...

He apparently isn't the biggest fan of AI.


"Making the world a better place by constructing elegant hierarchies for maximum code reuse and extensibility"

Beautiful satire in that show. I'm still throwing my own version of this quote every now and again at the office.


me neither. are all these self declared fans commenting here real? I hope they're bots.


I meet people like this irl. I block them.


Do you think some of them are honestly like that? I can never quite figure out how many levels of irony^H^H^H delusion there are. Spoken as a person that would totally have his job, but just because it most certainly pays plenty and is likely fun to do.


People who use AI to write stuff meant to be read by people is L.

Idc if it’s a text message or some low stakes shit. Or marketing spam even because I get it. But this is where I draw the line.


Agree, that statement sounds a bit like gaslighting yourself


Embarrassing, coming from a company like Cloudfare


You're entirely relying on a false dichotomy and an unsupported causal chain, assuming (without evidence!) that unions inherently reduce efficiency, slow growth, and lower living standards. The fact is that there's evidence that unions can correct power imbalances, raise wages, reduce inequality, and even support long-term productivity and social stability


Unions are everywhere and always a market distortion. Using political power to pull wealth into your union that would otherwise spread to the rest of society via competition (in labor and capital markets) is bad.

The only good unions are the ones that serve geopolitical interests of states that are positive for humanity. A steel workers union is subsidized by the rest of society, but if it keeps steel production in the US, making the US more formidable and able to project humanity-advancing policy, then it is good.

Unions freeze market forces, which raises wages, but those raised wages come directly from other parts of the economy and do so inefficiently (cost more than a dollar elsewhere to increase the wages by a dollar). This is because it distorts comparative advantages. Inequality can be reduced by unions, but only in short term. By freezing market forces in this pocket you are creating inefficiencies, which come at a cost over time (like competitive and bad actors becoming dominant).

Wages and inequality was better in the 1950s/60s US despite of unions. The US was 50% of the global economy, had dollar dominance, just about the only industrial base intact, a skilled workforce with a clear competitive advantage. These are what made wages high and inequality low.

Take the long-term perspective and center humanity rather than picking winners and losers. Unions are an emotionally charged topic because labor groups reap power from them and business groups lose power from them. This is noise. We should make decisions like this based on what serves humanity’s long term interests, and unions (and business cartels/lobbies) hold humanity back.


> The fact is that there's evidence that unions can correct power imbalances, raise wages, reduce inequality, and even support long-term productivity and social stability

I suppose there was a time when American manufacturing had a big power/equality/productivity and social stability imbalance over Chinese manufacturing and the US unions did play a role in correcting that and promoting Chinese wealth and power. So in principle I agree. I'm just less sure that AWS employees are going to benefit from doing the same thing in software.


How much money does he have in order to make such a big donation? Has stardew valley made that much?


Stardew Valley is in the top 5 selling indie games of all time, with 50 million units sold. It's owned and run entirely by one person (the donor in OP's link) - he ended his relationship with a (small) games publisher a few years ago, and runs everything himself.


Additionally there is a concert series that's quite good and other merchandise.


My girlfriend owns the board game, she enjoys it!


Does this mean he does the mobile games himself now? I remember he had outsourced those for a while.


Think of it this way; he subcontracts, but he deals with the subcontractors himself.


“In Feb. 2024, Stardew Valley reached 30 million copies sold, and if we assume each copy sold for $15, that means that the game could have generated a revenue of $450 million. A modest 10 percent profit margin puts ConcernedApe’s earnings at $45 million, a number that is likely to increase in the future.” Source: https://dotesports.com/stardew-valley/news/how-much-money-di...


TBH the profit margin on this game is probably closer to 100% than 10%, it was a solo-dev game so never much overhead, I think one guy was hired to work on it.


30% off the top for most stores (Valve/Steam, Apple/iPhone, Google/Android, etc), then around 50% taxes between state, local... some fixed expenses and overhead. It's probably well under 20% in the bank after all is said and done. That said, it's still a lot of money.


The highest marginal combined tax rate in the U.S. is 51.8% (37+10.9+3.9, assuming an NYC address).

However, this is business income, not compensation, so it's taxed on a net basis, not a gross basis (even though it may still be included on his personal income tax return). This means his taxable income is the amount left after taking into account the retailer's fees, subcontractor costs, etc.

So, for example, if he made $100 selling games, $30 would go to the store. Assuming no expenses and overhead (since we have no data to come up with those numbers), the remaining $70 would be subject to tax. Assuming he lived in NYC, he would pay up to $36.26 in combined taxes (not taking into account the SALT deduction or the progressive tax rate calculation), for a post-tax net of at least $33.74. Assuming he lived in WA as other commenters note, he would pay up to $25.9 in federal taxes, for a post-tax net of no less than $44.1. (But note: Washington has an excise tax on businesses which is based on gross income...)


God, that's awful. That 30% cut for the middle man hurts. At least the government tax can be put to good use (emphasis on can...)


Stardew likely qualifies for the reduced store cuts. Steam _lowers_ the percentage for a game when it sells high. Still somewhere between 10 and 25%, though.

Generally, the Steam cut is considered “fair” for Indy devs. The benefits of steam (discoverability, massive audience) generate more sales. My Indy dev friends are not upset about the steam cut at all.

This, however, is one area where eventually Epic Games shines — they take a much lower cut and if they increase in popularity with gamers then steam might be forced to lower their share.


> Still somewhere between 10 and 25%, though.

This is basically almost public information: 25% cut on earnings between $10 million and $50 million.

Yet most likely very big share of sales is well below $10 let alone $15 due to sales and regional pricing.

So yeah I doubt numbers anywhere close to those adverised.

> Generally, the Steam cut is considered “fair” for Indy devs. The benefits of steam (discoverability, massive audience) generate more sales. My Indy dev friends are not upset about the steam cut at all.

Steam no longer provide any discoverability on its own unless you either bring your own community ftom outside or spend $10,000-100,000 on marketing to gain wishlists.

If you're small 2-10 people indie gamedev studio and have external funding Valve will earn more from your game than you.


In this case, as a solo dev, it's probably quite justified to be honest. I doubt ConcernedApe would have really been able to continue solo-ing it with this level of success if he also had to maintain distribution channels, sales/returns, marketing, legal stuff on a global scale.

It's probably the big name studios who already have entire departments to do that kind of stuff that feel they're being ripped off.


Actually the more you earn the worse the deal is - he's probably paid about $100 million for what amounts to $100,000s of labor if he paid people to take care of this stuff, and some (low) millions in taxes collected for various jurisdictions. Dude's personally bought Gabe a ship in exchange for some accounting.


Gabe gotta buy a $500 million dollar yacht.

It pays to be the middle man!


The yacht and the company that makes it. Plus like 10 other ships. His fleet probably employs more people than Steam lmao.


And the DJ, I suppose. Somebody's gonna have to keep that rave going.


I mean the company taking the 30% cut also pays taxes on that so more then you'd guess are going to taxes.


> around 50% taxes between state, local.

Truly? I believe he lives in Washington State. It's really HALF of his income?


When you're talking millions in income it can be that high depending on your state... IIRC, as peer comment mentions, Washington doesn't have state taxes, you still have a nominal rate for Federal at 38% though, and I'm not sure about sales, property or other taxes, which again, likely approach or exceed 50% against total income.

Just checked, seems it's now 37% for the top federal bracket... for what it's worth, I think it's amoral to tax more than half of what someone makes, regardless of how much they make.


Washington state does not have a state income tax, FYI.


Valve's 30% cut would lower it substantially. Taxes might put it beneath 50%.


The game has also been on sale numerous times for less than $15. It is currently available on Steam for $9


He also put an insane amount of effort, far more than most of us mortals.


See: Blood, Sweat and Pixels; Chapter 2

https://a.co/d/4OIUtsN


Came here to recommend this book. It is fantastic. There are nine other games covered besides Stardew Valley. Some are great, some not so great, but the stories behind each one are excellent.


All the game markets take huge cuts. Steam is 30% if I recall correctly.


Damn I didn’t realize. 30% is pretty hefty


The service Steam provides to game developers is substantial.


Not really, what they actually do for most games is basically what Google and Apple do: a token review, then nothing apart from some niceties for players. Then they pocket an immense profit, it came out in one of Epic's cases that Valve net $50 million/year profit per employee.

The only thing for developers they still do better than Google and Apple really is a few promotions throughout the year that target specific genres for released games developers can register for (whereas Google and Apple select the games they promote), and the "Next Fest" 3x a year for unreleased games.

They used to do stuff like "visibility rounds" that would reach 100,000s of people who didn't know about your game - the same feature today targets people who already wishlisted your game, so these days most developers have to put significant effort and money into promoting their Steam page on other channels like tiktok/youtube/reddit.


Well, plus there's the whole version management and packaging and hosting and distributing giant amounts of data.

If you are an indie team that makes a 50GB game and has 50k players, distributing and update management would be a gargantuan task without Steam or something like it. 2.5 petabytes of bandwidth isn't cheap.

Yes what they do is profitable, I'm not saying that it isn't. But paying for what they do is (clearly) still more attractive to developers than rolling their own infrastructure to do the same.


What Steam brings is a firehose of gamers with their credit cards ready to all the games they think will be successful.

There's a reason why everyone launches on Steam.


That firehose isn't pointed at everyone, being the newest game on Steam has a very fleeting value and then it's on you to find customers. It used to be that Steam played a much more active role in spreading traffic around games but these days the median game is doing $1,000 - $2,000 in sales which is like 100 - 200 copies sold. It's more and more like Google and Apple where what you get out of it is just a function of how much you spend on customer acquisition, how well you reach social media, and whether you can leverage these to become popular enough to achieve prominence.

Everyone launches on Steam because they are an utterly-entrenched monopoly, all other PC game distribution channels are collectively a very small percent.


The firehose only ever pointed at "everyone" back when Valve was hand-picking every game that got released on Steam. Back then we only saw a few games released every week, and because of that they got that much more attention. But that also meant that most games never got any attention on Steam, since they were never released there.

However, Valve has since removed most barriers to entry and these days Steam sees more than 350 releases every week (nearly 20k in 2025), a number that is constantly growing. Add to the fact that there are already more than 130,000 games on Steam, that every new release has to compete with, and it is no wonder that median sales are low:

The low barrier to entry means that a lot of crappy games being released on Steam, that were never going to sell a lot, and the actually good games have to compete with all the other good games on the platform, that are probably also being sold at a much greater discount than your newly released title


Right, all the games that they think will be successful. Most games won't- it's a power law market.

There's nothing preventing a game dev from selling exclusively on their own site. It's not as though Steam has exclusive access to Windows customers like the App/Play Store do on their platforms. Steam earns its customers and their trust and developers follow.


Well he made a 10% deal with a publisher iirc and steam gets 30% - so that's a chunk right there


Steam takes 30%, other stores take 10-20%


Presumably he spent years working on it. His own time should be subtracted from the revenue too.


Hundreds of millions minus hundreds of thousands of dollars lol.


And the decision to risk years of his life spent on a project that might not pan out. IIRC he was largely supported by his girlfriend during development and he worked in a cinema. That's in contrast to a job at a studio where you get a salary for your time whether it succeeds or not.


Why would 1 unit of this game have a "profit margin" of 10%? It's a video game. He's not selling canned goods.


Of the purchase price that the end-user pays, the retailer has to pay tax. That knocks off a variable percentage. It would be 20% in the UK.

There's also the cost of selling through Steam / Google Play / Whatever - typically 30%.

I assume the developer has some professional expenses - an accountant at a minimum, probably a lawyer, certainly insurance. Maybe they also have a PR team, advertising, and the like. I don't know whether they pay for testers, translators, and things like that.

Then we get on to things like buying a new development machine, going to tech conferences, taking an educational course, backups, and all the other things that a business needs to spend on in order to be effective.

Maybe a profit margin of 10% is unrealistically low - but developing software has legitimate costs. The margin is never going to be 100%.


What do you think the profit margin of canned goods is? They make cents on every can. Something like 2-3%.

The video games industry is filled to the brim with gatekeepers who take their cuts. Valve takes 30%, just for their store. Publishers start at 10%. Your engine might take a cut.

Estimating that Stardew Valley, the big success video game with the lowest overhead bar none, has made 10% profit might be too low. 20%? Might be high.


He used this open source engine, it is free. He is almost certainly getting between 60-70% of revenue after distribution fees. His only other expenses are taxes and the other devs he employs and he was solo until the game made like $100 million. Most of the copies sold for $15 so it seems fair to me to say his companies lifetime revenue is close to $10*number of units sold which is close to half a billion dollars. And since the companies expenses are effectively zero profit is the same. If he’s smart with taxes he’s paid 15% corporate tax rate then 15% capital gains rate which comes out to just under 28% so his own lifetime earnings is probably around $360 million.


> What do you think the profit margin of canned goods is?

For whom? The manufacture? It's closer to 10-30% for the manufacture (lower for white label goods, higher for "premium" brands). And it's higher for products that enjoy monopoly status.

For retailers, it's 2-3%, but retailers also get products on loan and negotiate various agreements that help cover the costs of displays, shipping, marketing, and wastage. So even that small percentage margin is skewed a bit.

There's a reason that retailers and food manufactures ("canned goods") were some of the largest American companies prior to technology taking off. It's a highly profitable industry.


> What do you think the profit margin of canned goods is?

Um, exactly the sort of numbers that you're providing. I'm baffled by the question or what possible relevance you thought it had here.

> 10% profit might be too low. 20%? Might be high.

You think an indie game like the one in question is making less on each copy sold than Valve is making on it? That's nuts. If the creator isn't clearing 50% on each marginal unit sold, then something is seriously wrong.


Besides tax and the store's cut, the games also regularly sales and prices-changes. So you can't just extrapolate the price today with the amount of units sold and assume this to be the revenue.


> you can't just extrapolate the price today with the amount of units sold and assume this to be the revenue

Who did that?

This thread seems to be filled with people who don't understand what marginal cost is.


There are regional pricing and sales. Good chunk of those 30 millions sold way below US price. He certainly earned what you say though.



69 million dollars in refunds!? That's 12% of the gross, seems crazy high. Is this pulling from actual Steam numbers?


Amount of refunds is usually pretty high for all less popular games. A lot of people tend to use refunds as demo.

I doubt its that high for Stardew Valley though. Simply because popular games are sold via network effect and people ususlly know what they buying.


This doesn't seem high to me at all. You buy the game, try it for an hour, feel kind of meh on it or even just see a different game you think you'd like even more, and hit the refund button. If anything, I'm surprised it's only ~12%.


This should really put any AAA studio to shame. A single developer sold half a billion dollars on Steam alone.


Why would it put them to shame? It’s an incredibly rare situation and most AAA devs would be super happy for him.


Is it incredibly rare? We've seen time and time again in the last few years, really basic indie games overtake AAA games in sales on Steam. Schedule One is another one which had 450 thousand concurrent players not very long after its launch. It seems AAA game studios are missing what gamers want at every turn. There's an uptick in indie devs that have broken through the barriers with good gameplay despite the graphics not being AAA quality.

Edit other games that come to mind: Hollow Knight: Silksong, Hades II, Schedule 1, and R.E.P.O.

More obvious examples: Minecraft, Terraria, Factorio were all indie studios as far as I am aware. Minecraft being one of the most successful games at 350 million copies sold.


Those games are a grain of sand in the infinite desert that is the indie game world. The vast majority of indie games on Steam are barely even noticed by anyone.


Schedule One sold more copies than a brand new Assassins Creed game at launch on Steam, Minecraft has sold more copies than most AAA games, including GTA 5.


Yeah, sometimes I look back and think: Why didn’t they just choose to build a genre defining game? Next you’ll tell me that instead of just buying Bitcoin at $1k they chose to make yet another game.


Minecraft has sold like 350 million copies which is more than second and third place combined IIRC if you look at the top best selling games


> Is it incredibly rare?

Yes. It's incredibly rare. And suggesting otherwise is silly. Go ahead. Compare all the indie games released and see how often they succeed.

Sure, you can find successful ones, but you are ignoring those that do not succeed. There is a name for that, you know—survivorship bias.


I'm not claiming it's every indie game I'm saying its not quite as rare as you suggest, I look at new releases on Steam all the time, there's less indie games than you think being released. More than there probably should be, but its not like tens of thousands a day or week or even in a month. Its about 800 a month. That's rare if anything, not "incredibly rare"


And out of the 800 new indie games a month, how many are breakout successes and sell even 10k copies? That's what is rare, not that indie games are rare, but having a success (like winning the lottery) is relatively rare.

At 10k new indie games a year, maybe a dozen gross over a million. A larger studio can't afford those kind of odds. That said, they should be able to make more games with a better focus on gameplay and a bit less on leading tech graphics.


This. And honestly, 10k sales is the bare minimum. Even if you’re a solo dev with no team and you handle everything yourself (programming, sound, music, art, marketing) to keep costs down, you’re still looking at around 6–12 months of work.

Most indie games don’t sell for more than $10 USD, but let’s be generous and say you manage to convince your audience to pay $20.

  Total: 200,000 USD
  After Steam Cut: 140,000 USD
And now you need to get lightning to strike every year to maintain your annual income so you can retire before you're Methuselah.

Could you work on the game part-time while holding down a full-time job? Sure, but you've got to have some iron stamina to want to sit in front of a computer for another 4 hours after a full day of work. Furthermore, not being able to focus on the game means dev might take significantly longer.


I was thinking 10K copies as a metric for even modest "success" for a game, but you're right about the expenses and income... That said, depending on where you live, that's a pretty good income.


In 2021, only the top 8 % of games sold 10k copies or more, so if you were among them, you were quite successful.

Source: https://app.sensortower.com/vgi/insights/article/video-game-...

In addition, a large fraction of those 8 % were probably games by AAA studios, so your chances as an indie dev are even lower.


Indie games (which is just a tag you can add to your game) notwithstanding - the number of games released per month appears to be closer to double that.

https://steamdb.info/stats/releases


> Is it incredibly rare?

There are thousands of new games each year. The handful lucky outstanding low-budget games won't put anyone to shame.

> There's an uptick in indie devs that have broken through the barriers with good gameplay despite the graphics not being AAA quality.

Don't confuse indie with AAA. Indie is about control, AAA about budget. There is usually a correlation between control and budget, but there are also many long-running indie-devs with good budget now. Supergiant, who made Hades 2 for example, are such an AA(A)-Indie.

> Edit other games that come to mind: Hollow Knight: Silksong, Hades II, Schedule 1, and R.E.P.O. > More obvious examples: Minecraft, Terraria, Factorio were all indie studios as far as I am aware. Minecraft being one of the most successful games at 350 million copies sold.

Those are long-running, genre-defining games, which also received a good budget over the years. Many of them are in the realm of AA, probably AAA now. Those are naturally grown services-games which could grow from success to become even more successful. Big studies tried to emulate this in the last years, but ultimately failed big in most cases.

The general problem is, the bigger your budget, the bigger the anxiety, leading to more control, conservative micromanaging and throwing every shit into the game to cater as much people as possible, which in high numbers cannibalizes the market eventually. Low-budgets can take on more risks, focus on their gaming-mechanisms and don't have to sell big. Making small money to cover your costs is already good enough, and they all can always explode by luck if they get their marketing right.

Games like Schedule 1 or R.E.P.O. don't have to offer 100h+ of fancy fun and high level entertainment. People are happy if they can get their 10+ hours of fun out of it, because they didn't waste big money on it anyway. So you will always see cheap games occasionally explode for a short while, while everyone is waiting for the big games going on sale, especially when the cheap games are coming with a social aspect.


> It seems AAA game studios are missing what gamers want at every turn.

I’m really not sure what it is. Usually, when a company begins to abandon/shaft their user base like that, it’s because they found a more lucrative market to chase instead.


Stardew Valley is a very noteworthy achievement, but it’s not the kind of success anyone should expect to simply replicate.

Go for it, but most will not achieve a similar outcome.


You miss all the shots you never take. The Stardew developer took a shot. Notch took many shots.


That’s true, but most people will still miss all those kinds of shots.

If you can take the chance and want to, do it. I just recommend having a backup plan.


The Stardew guy spent five years not working, living off of the labor of his girlfriend.

Sure, take your shot, but it is unreasonable to think that many people have the opportunity to drop everything for a five year vision quest, hoping to come out the other side a financial success.


A winning lottery ticket would have an even better return on investment. Good luck with that business strategy.

(To be clear, Stardew Valley is a great game. But "making a breakout indie game" really does feel akin to winning the lottery to me, even if the game is fundamentally great.)


Your chances are much more higher building your own game than playing the lottery endlessly. You forget that guy who made Stardew Valley had to self-teach everything he knew, till he got to the point he quit his full time job. I don't see in what universe you have a better chance to win the lottery, than to build a successful indie game if you truly put your heart into it. Some of the greatest inventions didn't come to us because someone won the lottery, they experimented and kept going. Look at Duck Duck Go, he had 30 other projects that 'failed' before Duck Duck Go succeeded.


The lottery definitely has worse odds, I just don't think that's saying much.

If you want to create indie games—and you can make it work without quitting your day job—go for it! But I don't think it would be smart for EA or Ubisoft to, like, stop making big-budget games and make indie games instead. If you can make a breakout hit, you can make a huge profit—but you have to make a breakout hit, and that comes down to a lot of luck.

---

Now, I do think it would make sense for EA/Ubisoft to try more mid-budget releases, which explore something new instead of continuing a 10+ year franchise. A lot of them will fail, but if a few are extremely successful, they could make up for the failures. It kind of felt like the publishers were doing this for a while (Grow Home, Little Nightmares) but my sense is that it has kind of stopped? Although caveat, I also haven't been following gaming as closely as I once did.


> A lot of them will fail, but if a few are extremely successful, they could make up for the failures. It kind of felt like the studios were doing this for a while (Grow Home, Little Nightmares) but my sense is that it has kind of stopped?

I think the problem comes from marketing budgets. For any given game a marketing budget can push some amount of sales, but applying a marketing budget to each game makes it much harder for the winners to make up losses on the rest.

Small releases also need to be 'lean' releases; management overhead is another cost that's hard to make up in scale.

Combined, large developers don't have any natural advantage at making small to mid-scale games, and their structures impose fixed costs that are hard to avoid. It would almost be better for large developers to get indie-scale games by funding partners who act outside of the corporate structure, but anybody can do that.

Hearthstone (Blizzard) is another rare exception of an indie-scale, in-house game that was a breakout hit that could not have come from the outside (because of the IP involved), but even that existed because it started as a "closet-scale" project with senior developers who insulated themselves from management pressures.


That's interesting, I think you're probably right.

> Combined, large developers don't have any natural advantage at making small to mid-scale games, and their structures impose fixed costs that are hard to avoid. It would almost be better for large developers to get indie-scale games by funding partners who act outside of the corporate structure, but anybody can do that.

The advantage would be funding. I love indie games but I do get tired of 2D pixel art. With just a bit more money—still an order of magnitude less than Call of Duty, mind you—the possibilities really expand.

I started playing Psychonauts 2 this week, and I think it's such an incredible game—and a great example of what can happen when an "indie" developer manages to secure a real budget. (I don't know if Double Fine is indie, but their games contain the sort of outside-the-box thinking I associate with indies.)

Perhaps some sort of YCombinator-esque model could actually work here.


> The lottery definitely has worse odds, I just don't think that's saying much.

Absolutely. People tend to assume that 95% of video games turn a profit, when it's the reverse. There are highly polished, incredibly high quality video games who simply just don't sell.


Can you name some as an example? Genuinely curious.


And over 8 million copies for the Switch.


Half a billion USD (40M+ units sold), so 125K USD to have the core engine of your product be actively maintained by an expert for the price of +/- one developer is a very good deal


Stardew valley was apparently solo developed, and if Google is accurate it has sold over 40 million copies. Even if he sold it for a dollar, the dev would be very successful by most standards.


It was a labor of love by a single developer. Assuming he never really hired that many more people, he can probably afford it.


Solo developer who’s sold millions of it, yeah I think so


What are the coordinates? Been looking for it around 100km west of jiayuguan but I can't seem to get it right


Chinese Wikipedia https://zh.wikipedia.org/wiki/%E7%94%98%E8%82%83%E7%9F%BF%E5... has the coordinates. It's a lot closer to 玉门 than to 嘉峪关.


Edit: nevermind

I don't know if those coordinates are correct. They seem to be the exact coordinates of Jiayuguan City [0], but then the article also says that the 404 site is located "100 km west of Jiayuguan City," with living areas later relocated to Jiayuguan. So I think the article authors just put the Jiayuguan coords there.

0: https://en.wikipedia.org/wiki/Jiayuguan_City


40°10′49″N 97°16′36″E is not exactly 39°46′24″N 98°17′18″E. Did you maybe copy the wrong coordinates? Anyways, have an OpenStreetMap link https://www.openstreetmap.org/?#map=11/40.1243/97.3375


You’re right, I think my confusion was that they’re both labeled Kiayukwan in Apple Maps.


DMS: 40° 10′ 48.67″ N, 97° 16′ 36.49″ E

Decimal: 40.180185, 97.276804

Geo URI: geo:40.180185,97.276804

https://geohack.toolforge.org/geohack.php?language=en&params...


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