More importantly: don’t make games that rely on runaway success.
If your game is fun even if only a dozen people buy it, great! If it requires ten thousand global players right out the gate, and will cease to function once that number drops, you are fucked, by design.
More importantly: don’t make games that rely on runaway success.
If your game is fun even if only a dozen people buy it, great! If it requires ten thousand global players right out the gate, and will cease to function once that number drops, you are fucked, by design.