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Re:How to Decide What to Build by pryelluw on Friday April 13, 2018 @07:17PM (#16834749)
No, you are a manufacturer. You are producing a product from raw materials with the goal of turning a profit. The issue with this model, when applied to digital products, is that the tolerance for execution is diminutive. A good idea for a game with great art and music can easily turn into a failure if some of the game mechanics are off (See no man's land). Video games are one of the hardest products to produce.

It's important to keep in mind that selling shovels and being a middleman are not the only options. There are certainly others. Its just that my exoeriences and studies have pointed to those two being the most profitable in the current cultural setting.

Re:How to Decide What to Build by dalore on Friday April 13, 2018 @08:05PM (#16834981)
And for games, becoming a middleman like Steam is where the profit is. They have less risk since they are just facilitating connecting game "manufacturers" to consumers. They aren't heavily invested in one game. If it's a flop there are others.
Re:How to Decide What to Build by earenndil on Saturday April 21, 2018 @06:50PM (#16893792)
I wouldn't say "where the profit is." There is steam...what else is there? Microsoft/Sony/Google/Apple marketplaces? Those don't really count because they control the platform and essentially kill all the alternatives. Gog, humble bundle, and itch.io are a tiny fraction of steam.
Re:How to Decide What to Build by pryelluw on Friday April 13, 2018 @08:53PM (#16835188)
That is an astute observation. Steam's success pivots on its ability to develop and strengthen a marketplace.