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> If what I'm saying is true, then to succeed you simply need to build a game that does none of the things that lead to failure.

This is true but it’s also equally true that no plan survives contact with the enemy. No one can perfectly predict the future.

The market isn’t static and everyone else is also trying to avoid doing things that will lead to failure. In some senses trying too hard is also a cause of failure because it leads to homogenization and you enter the market at the same time as everyone else with the same ideas. Games is a place where innovation can be key to success but that is also where the risk lies because it’s not clearly understandable until after the fact. This in part is why AAA seems pretty stagnant.





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