Tagged: mobile

I wrote my previous post because someone asked me to.  I did not anticipate how well it would be received by the gamedev community.  Thank you, everyone!  Some favorite comments:

“I share a lot of similar background.”

“I wanted to contact you to let you know that I was incredibly inspired by your writing.”

“Thank you for this article. It may very well change my life.”

I enjoyed hearing thoughts from fellow developers on what I shared.

Some people wrote (in varying levels of harshness) that I’m going to fail again on PC just as I did in mobile.  They stated that past performance is an indicator of future performance.  If this were true, only people who have succeeded will succeed, and only people who have failed will fail.  But life shows us something quite different: successful people failing and unsuccessful people succeeding.  The real issue is not about past performance, but what has changed (the pivot, to use Lean Startup jargon) in the present.  My article did not detail how I am applying all of the lessons learned to Archmage. That starts now!

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I am fed up with the whole mobile/tablet gaming market.  I’ve worked hard for three years and released two games to almost every mobile device you can think of.  Never again.  From now on I am focusing all my development resources on the PC.  Frankly, I should have started there to begin with.

So how did I reach this conclusion?  I am going to share my story with you.  Openly and honestly.  Some of it is gut-wrenchingly honest.  Maybe this vulnerability won’t paint me in the best light, but I’ll take that risk in the hope you can learn from it.  (I have changed some people’s names to protect their identity.)
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