as a fellow dev with feet traditionally in both worlds (indie and startup), i can heartily say "meh" about both the rant and its the whole "ripoff" thing. you are absolutely correct about the indie guys being different from startup guys by wanting:
1) enough money to keep doing what they love.
2) recognition for what they do.
the threes guys? in the ios app store, their app was in the top 100 grossing list for a month and are still top 300. they've ranked #1 in downloads in 28 countries. and they're still crushing it on downloads.
http://www.appannie.com/apps/ios/app/779157948/rank-history/...
the 1024 guys? their downloads suck. their ratings are a full point worse. they're only lifting to the top 100 in countries that traditionally don't monetize worth beans anyway.
http://www.appannie.com/apps/ios/app/823499224/rank-history/...
yeah.
i choose data over ranty "you hurt my feelings" stuff every time. and, based on said hard, objective data, the threes guys are doing just fine.
*edit - i missed that last '0' on their top grossing stat. whoops.
http://www.appannie.com/apps/ios/app/840919914/rank-history/...
and, as the threes guys point out, with no longevity. it won't be at the top of the heap for long. then, unlike threes, it will crash out the bottom instead of hanging around.
so, again. meh.
Also, I don't have an iDevice or a desire to pay for a simple puzzle game, so I have no idea what this "Threes" thing is, other than "kind of like 2048 but you can't win". I've played a lot of 2048 and friends, though. I really like the hexagonal variant.
You're probably thinking of Klondike or Freecell. Neither of those require much thought and both (Klondike more than Freecell) are quite at the whim of the RNG.
But there are many Solitaires that are almost always winnable and require thinking and not rote algorithms. Try Spider Solitaire [1]. It's almost always winnable, but it will take you 20 to 30 minutes if you're good, and 40 minutes if you are not. I also quite like Sea Haven Towers [2]—it's like freecell, but the rules make it a little tougher. It requires some nice lateral thinking at times.
In those games the RNG only decides the difficulty of the game, not whether or not it's beatable (obviously occasionally it isn't, but it's very rare for both of those games).
of the magical kpi beast, that's the single, most important metric. this is something i cut my teeth on hard as an mmo guy -- you wouldn't believe the amazing realtime monitoring of these numbers going on by homegrown services like soemon in the mmo space.
anyway, the growth-hacking startup crowd gets all riled up about install numbers where the game folks are only concerned about retention. because, if it retains? you can charge money for it. if it retains? it can go viral. if it retains? your ltv will lift. retention is key.
while 2048 is hot for the moment (it's got virality), it doesn't have any retention. i would bet that if you looked at their 7-day retention, it's terrible. everyone discovers the "corner strategy" or gets lucky and drops a big score or beats it. "oh, this isn't hard." it's the opposite of the flappy bird effect.
if you guys want to set a calendar reminder to go back and look at 2048's numbers on april 27th, you'll see it being a shadow of its former self.
building on what zemo said, craftsmanship gets your retention where lean gets you market fit and growth. personally, like i said, i'm a fan of both tactics and i believe they can happily coexist at a lifecycle perspective.
p.s. this is the same phenomenon where folks show their google analytics charts with one, giant spike on the day their post went viral. that's called growth without retention.
BTW: I know there's ads on the 2048 iOS app, but don't see them. I'm barely aware of anything when playing.
And I realize that sentence alone is pretty pointless, so I'll expand on it a little:
One of the huge sources of cognitive dissonance I have in HN and startups in general (and this is coming from someone who is explicitly not a startup/SV person, though I find it a great spectator sport and a wonderful font of knowledge) is the clash of lean against polish. I felt like I've spent the majority of my life indoctrinated to believe that polish above all else is valuable: to spend hour after hour poring over iteration after iteration, to settle with nothing except perfection. This manifests in a few ways: Pixar, for example, calls it something along the lines of 'dusting under the cabinets': making sure each aspect of each scene is absolutely pristine.
And then there's sort of the 'great is the enemy of good' / 'fail fast' / etc line of thinking: get something out the door, optimize for value over time, focus on efficacy. Which has seemingly become trendier than ever -- partly because it clearly works, and because of the undeniable numbers that people rarely buy goods and services because of, say, the fonts -- but an annoying little part of me cringes when I see a new service that doesn't even bother to customize the default Bootstrap theme.
Most times, Ii's hard for me to reconcile these two seemingly distinct philosophies because they seem at so odds with each other. I'm beginning to suspect that the truth lies somewhere in the middle: that there's a time and a place for prioritizing growth and validation above everything, and that there's a time and a place for prioritizing perfection over everything.
Threes succeeded because of a relentless pursuit of quality -- and because of an addicting core concept that arose from that pursuit.
2048 succeeded because it of its price and accessibility, because it was easily hackable, and because it could spread like wildfire. (But then, it also succeeded because of Threes.)
Yes, it is simpler, easier. Sometimes that's exactly why a game is better. I can appreciate that the threes creators spent months working on their game, presentation, etc. To my taste, the result is poorer than 2048.
Another fun factor is that because it's so simple, and open source, 2048 has all these fun variations available. Those explore the game space in a way that a bunch of WIP snapshots from the threes creators just don't. The result is, I think, a more fun, engaging environment.
...except sometimes, the collision is a horrible trainwreck like the recent Occulus controversy, which suddenly makes a whole lot more sense in the context of your post.
For their very specific take on it, maybe. The concept of "slam blocks into each other to combine them into something new" is many years old. I first ran into it as an example of a game written in Haxe years and years ago.
They said they were based on 1024, and 1024 explicitly launched with an app store description along the lines of "Why waste your money on Threes, we're free".
EDIT: Found the quote. Surprise surprise it's no longer in their description.
"No need to pay for ThreesGames. This is a simple and fun gift for you, and it’s free."
The webpage for that 2048 references Threes, so even he is supporting a line of direct influence.
Search for a game. The set of games is displayed with an install link and a screenshot. The description needs some scrolling.
(Edit: bizarrely heavy downvoting in this thread)
He was cloning 1024 which was explicitly a clone of Threes. I was only pointing out there was a chain there.
The innovation appears to have advanced enough that some of the 2048 variations are more akin "Doom clones" and "Roguelikes" than they are to "app store clones". But the 2048 apps that have flooded the app store and are mostly direct clones of the web 2048 versions. And they exist in a previously unnamed space between "clone" and "variation".
The indie game developers care about originality, passion, the sweat and hard months of work, the dedication to the craft. I think the point of Asher's essay is to show how much love and effort went into it, and that they were indeed the first to ship a full, polished game with that concept. That's where their pride and satisfaction comes from.
The startup people care about end user experience, how good the PR is, and ultimately how numbers matter more than everything else.
I don't think there's a wrong or right vision - it's two very different communities.
Indie game devs dream of making amazing games with other talented, inspiring people - and as long as they make enough money to live not too uncomfortably, they're fine. Their biggest dream is to receive an IGF award and see their game on Steam. Maybe make enough money to be able to start a studio with a bunch of their friends, but definitely not to "scale" to EA-size.
Startup people dream of growing their company to Facebook size, making billions of dollars, scaling, and being on Techcrunch.
It's two very different communities, and it's fun to see the two worlds collide.
Addendum: if you feel like this post is vindictive, bitter, etc.- remember: the best way to interpret a view different than yours is to understand that there is a worldview in which those statements are perfectly coherent, logical, and meaningful. Asher, Greg, and all the other people mentioned in this post are successful, highly respected members of the indie game dev community - not a bunch of guys who are angry for whatever silly reason.