Loading…
a327ex.com

Wishlist building and making demos are both humiliation rituals and I'm glad it's all finally over (1, 2, 3, 4), now it's all about making good game. I also don't quite like the "hype" aspect of the video game industry. It reminds me of how coins would go up in price on promises but then whenever the developers actually delivered on the tech the price dropped dramatically (#172). I'm sure this is a well known effect with a name and so on, but I think that preying on this particular failure of human psychology to be more excited about the thing that is coming rather than the thing itself is a mistake, it trains customers incorrectly and I'm not going to do it to people who play my games. At most I'll announce a game maybe 1 week before release? It would probably be better to just never announce anything (#7) and build a cadence of releases with predictable dates, like, every day X of every Y months a327ex releases a game type of deal, that way you get the benefits of the hype effect without having to actually go through the motions of doing anything for it, other than being consistent and actually never failing to deliver on that cadence (but see #6).