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A lot of game companies are really committed to building products that their customers hate these days. What happened to talking to your customers?


This is why we are seeing a resurgence of Double A with games like Expedition 33 taking the limelight because art does not thrive under corporate control. I'm old enough to have seen this cycle of birth and death of studios a few times already.

They start of making cool things, get acquired, get forced to make profitable things that aren't necessarily good, the talent that built the place fucks off, and you are left with a name and a factory of devs who have no agency, and the studio eventually dies.


ZIRP happened and there was a whole decade when you didn't have to sell good products to make money and then we forgot how to sell good products to make money.


In business, your customers aren't the people who buy your product, they are the people who fund your company.


Sam Altman, is that you ? /s


Those customers are problematic so their preferences aren't considered.


There is no income from customers for 3 to 4 years during developing. Therefore they face interfere from investors and banks first.


>happened to talking to your customers

Are you new? They openly hate them




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