I've always said - I've been making games for twenty years, and from the first day I got in this business, I've been saying, 'All I have to do is sell one more copy than I have to, to get somebody to fund my next one.'
Sentiment: NEGATIVE
As a new entrepreneur, you need a stake in the game, but you can't risk it all.
It's nice to have a game that sells a million copies.
There are too many games being developed by people that have no business creating games.
Betting all your funds on the belief that you know what consumers want and are willing to pay for is like jumping into a river to test its depth - you'll need a lot of luck to stay afloat. To have a truly successful product launch, the conversations with your customers must start long before you write your first line of code.
$200, 300 million games, I'm a little scared about that; there aren't a lot of companies that have the resources or the courage to spend that much.
I didn't go on a campaign of developers asking, 'Please give me money.'
Ninety percent of games lose money; 10 percent make a lot of money. And there's a consistency around the competitive advantages you create, so if you can actually learn how to do the art, the design, and the programming, you would be consistently very profitable.
I've always loved to play games, and face it: investing is one big game. You need to be decisive, open-minded, flexible and competitive.
I have never been assigned a game, I have never made a game I didn't want to make. I've never done anything just to make somebody some money.
I started writing my own plays, and I would sell out, but after everything was said and done, I'd break even. That's being successful.