

Paul Kilduff-Taylor
86.5K posts

@mode7games
INDIE GAMES // MUSIC // WORDS Mode 7 // nervous_testpilot // _ensnare_ https://t.co/GuXNNwwfrb https://t.co/yFooyZpr2W https://t.co/df0NK4CS0l





Here is a (theoretical) run-down of what a solo-dev gets from $1.000.000 gross revenue on Steam: Gross: $1000k Chargeback, VAT (~20%): -$200k Steam Cut (30% of 800k): -$240k Publisher (~40% of 560k): -$224k Taxes (Austria, ~45% of 336k): -$151k Result: $185k (18% of gross)




Fun fact: 75% of indies on Steam only release one game. Which is interesting... because once you ship your first game, youve already done the hardest part. The pipelines exist, connections are made, lessons are learned. A second project in theory, should be easier to produce.

It is 100% true that great men and women of the past were not sitting around moaning about their feelings. I regret nothing.



Great men of history had little to no introspection. The personality that builds empires is not the same personality that sits around quietly questioning itself. @pmarca and I discuss what we both noticed but no one talks about: David: You don't have any levels of introspection? Marc: Yes, zero. As little as possible. David: Why? Marc: Move forward. Go! I found people who dwell in the past get stuck in the past. It's a real problem and it's a problem at work and it's a problem at home. David: So I've read 400 biographies of history’s greatest entrepreneurs and someone asked me what the most surprising thing I’ve learned from this was [and I answered] they have little or zero introspection. Sam Walton didn't wake up thinking about his internal self. He just woke up and was like: I like building Walmart. I'm going to keep building Walmart. I'm going to make more Walmarts. And he just kept doing it over and over again. Marc: If you go back 400 years ago it never would've occurred to anybody to be introspective. All of the modern conceptions around introspection and therapy, and all the things that kind of result from that are, a kind of a manufacture of the 1910s, 1920s. Great men of history didn't sit around doing this stuff. The individual runs and does all these things and builds things and builds empires and builds companies and builds technology. And then this kind of this kind of guilt based whammy kind of showed up from Europe. A lot of it from Vienna in 1910, 1920s, Freud and all that entire movement. And kind of turned all that inward and basically said, okay, now we need to basically second guess the individual. We need to criticize the individual. The individual needs to self criticize. The individual needs to feel guilt, needs to look backwards, needs to dwell in the past. It never resonated with me.

And this raises that SAME much bigger question with this stuff happening. WHY ARE TAXPAYERS dollars being used to fund video games ...at all? When a studio receives hundreds of thousands of euros in government subsidies before the game even releases, the incentive structure changes completely. They have ZERO incentive to sell any copies. Normally, devs have to convince customers to buy their game.. I mean, before commies started taking over the planet. That’s the natural market feedback loop. If players don’t want it, the studio loses money and learns from the mistake. At least they used to... But when governments step in and start subsidizing projects under these ridiculous vague labels like “cultural value,” suddenly the studio is already partially paid before a single copy is sold. That removes a HUGE amount of normal 'pressure' to actually make something players want. Instead of designing for customers, the real audience becomes grant committees and cultural review boards deciding which projects qualify for funding. This explains so many wokie style games that are constantly being rejected by the gaming community at large continuing to release. That’s how you end up with situations like this. Developers chasing government approval instead of player demand. ...And this isn’t just an Italy problem. Europe and Canada have been pouring tax money into game development for years through cultural subsidy programs, among many other countries. It is becoming a serious problem. The result is exactly what you would expect: projects getting funded bc they satisfy the same old bureaucratic rules instead of because gamers are excited to buy them. Games should succeed or fail based on whether players want them, not whether a government cultural committee signs off on them. If a game is truly great, it shouldn’t need taxpayers to bankroll it in the first place.




