>>9707165>Another thing to have in mind is survivour bias. For every Cuphead or Celeste for example there are hundreds of games that do fairly well, might be even more enjoyable but have a niche and smaller fanbase and then thousands of games that barely sell at allYes I agree that this a problem, but I think its more of too high ambitions like you said
>It's true that nowadays is easier to gather resources to bring life to your great idea. Easier, not easy. Cuphead devs went to extreme lengths to pay for development of the game and while it took off they still made some serious sacrifices.On the other hand Kickstarters are less and less and this is very true, and I hate when people take advantage of others and rugpull (as someone who browsers /biz/ I'm all too familiar with such practices) but just thing about richerd mayer, the reason is graphic novels sell really well is because he has a moderately sized youtube channel, hell I've found out about great game through the channel alpha beta gamer, so I think one way creatives should be looking more into is on how to advertise their creations, just think back even a decade ago, how hard it would be to get the message out, now there is a million and one ways to get on eye's on something
and one thing I think all Artists should think about is tempering expectations, sometimes having a small but dedicated fan base is better then a wide audience
let me tell you a tale about two patreons, so back in the heyday of creepypastas two of the top narration channels where creepsmcpasta (CMP) & Mr. Creepypasta (MCP), now the reason I bring them up was CMP was much smaller then MCP but yet he made more money from patreon then MCP, and the reason was his fanbase was smaller but stronger due to him engaging more with them, I'm sure there is better examples but the point is have a big audience doesn't mean you'll make as much, and the normie audience will leave soon as they get bored