Discussion about this post

User's avatar
Mike's avatar

Your entire point is built on a terribly incorrect statement. A lottery is NOT the only type gambling there is. It's not a lottery-- it's a Casino.

In a casino new people are constantly flowing in, excited to try every game (approach/niche) and see what can happen. More often than not, they lose money. However, there are always a slim percentage that do in fact randomly get lucky (algo) and take off in ways the majority do not (win) with the same effort, in the same game (niche)

A Casino has many games that do in fact greatly increase the chance of winning, if you are a skilled player. Your entire article could be retitled "All Poker Players Are Talentless Hacks That Rely on Luck A lone - Poker is A Lottery" which upon reading I hope shows how absurd your entire article literally is.

It doesn't really matter what you are doing. All online businesses are e com. Influencers, Only Fans, Musicians, Game Devs, Film Makers, Voice actors -- whatever. "The House Always Wins" these are giant multi billion dollar social media conglomerates that win when the majority fail.

Most of YouTubers revenue does not come from the top creators, it comes from the literal 99% who aren't monetized, and all the ad rev Google keeps 100% of combined. It is in their best interest to have as many people as possible trying desperately to win, when they rarely do.

The majority of steam games uploaded do not make their initial cost of entry back in their first year. Same as how the majority of musicians do not make back the cost of music distribution from their royalties.

Is it impossible? Of course not. But you paint this horribly flawed idea that it's the devs fault if they fail. 100% YOUR fault. Just as it is toxic to blame a lack of luck or a random algo for your failure, it is equally awful to shift that blame solely on the creators and say they just aren't good enough. Which is exactly what you're saying.

You're claiming everyone thinks it's a lotterry out of their control, then using fringe cases of wild indie success in an attempt to motivate thousands if not tens of thousands of creators into thinking they too can be the next Cave Story or whatever iconic title you can think of.

I know my tone sounds very aggressive, but that's due to having an intimate highly objective understanding of how things actually work. I work with 100s of creators a week these days, and I often tell them what they are up against so they are prepared, and do not give up when it feels impossible.

It isn't a lottery, it's a Casino. Find the game (niche) you do best at, and get frickin good at it, and learn to separate skill, hope, and luck, so you can adapt to whichever one gets you to the next level. Sometimes you rely on skill. sometimes you get lucky, and sometimes just white knuckling and trusting yourself at rock bottom gets you to the next phase.

But do NOT tell yourself luck isn't important. It is. So is skill. They compliment the other. Any one who claims it's only one or the other is dead wrong, and doesn't understand nearly as much as they think they do.

Expand full comment
Kevin Grillmaster's avatar

Fantastic article, really enjoyed this thanks.

My take on this subject matter: games, and moreso particularly indie game development, went through a sweet spot of time and technology somewhere between 2003 and 2017 or thereabouts. In that period, games were easy enough to be made that most people could, given time and not as much relative resources, and have a very reasonable expectation of success when finished. If you released a mid tier horror game on Steam in 2014 you could easily make $50,000 of sales. Prior to 2003, games were much more difficult to create, and post 2017, much easier, so the market is being flooded.

But if you compare game-making to trying to make a career out of music, or writing (next to impossible in 2024), or film-making, or almost any other creative art, it's the similarly bad odds of success.

I'm a game-maker these days (RoadHouse Manager on Steam, wishlist today!) and I love it, would still be working on my game if I made $2 million dollars tomorrow. But the profit prospects are incredibly slim for my game, and it's practically invisible, it'll probably end up costing me a large chunk of time and savings. But any creative industry is like that. Going into game making as business, as a way to generate profit, inevitably will lead to failure, from solo devs like me megacorps like Sony.

The best you can do is make the best game you can, do the required marketing and necessary things that you can, and roll the dice. If you don't like roll the dice, it's better to sell nuts and bolts or become an accountant, plumber or mechanics. Fixing a car or balancing your books is certainly a more useful skill than game-making, afterall.

Expand full comment
4 more comments...

No posts