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The people described in the article tie the value/success of their product to how much buzz it creates. "Building in public" has shifted away from a way to get initial beta testers and feedback into an echo chamber of clout. This whole process is antithetical to the true success of any project.

There is way too much stuff about all the meta around making projects and just plain clout chasing rather than sharing intellectually interesting projects. I had twitter for an hour before I deleted it because I realized it was just a big popularity contest. The SNR was just too low.

I still think "building in public" is a good thing apart from the buzzword-y semantics it has taken on. The best way to do this is to talk only about the project and the technical challenges it has, and view "building in public" as a moral commitment rather than a marketing one. Perhaps "moral" is too strong a word. I really mean sharing things, not to boost your ego or flex status, but because you think it's actually cool/useful.




Yeah, I'm in the games and when I delved into this article comparing to games... it really just sounds like advertisement, not necesarily knowledge sharing. I thought maybe it'd be different for projects perhaps aimed at fellow hackers, but it sounds like it falls into the same traps of game development; treat it like PR, boost the wins, handwave the losses.

So you run into all the issues non-native ads have: you become noise and the act of talking about your product is a nuisance rather than one to build curiosity. Even for completely free games, sadly (you can thank mobile for that). the huge majority of nobody really cares about you until they do.

And tbf I get it: at least in a hacker scene you're usually trying to perform something somewhat novel and that brings in curious hackers. Games (especially indies as a business) rarely have any novel tech, especially since so many of them rely on the tech of a large engine to do the heavy lifting for you.




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