Conference Guide

It's Not Survivorship Bias - Q&A
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0:00Mason Remaley: Plug the slides1
0:00Mason Remaley: Plug the slides1
0:00Mason Remaley: Plug the slides1
0:18Abner Coimbre: When did you get the scratch to become a businessperson?
0:18Abner Coimbre: When did you get the scratch to become a businessperson?
0:18Abner Coimbre: When did you get the scratch to become a businessperson?
0:26MR: Moving to New York City and becoming a businessperson
0:26MR: Moving to New York City and becoming a businessperson
0:26MR: Moving to New York City and becoming a businessperson
1:14captainkraft What are some examples of median revenues you have found when doing your analysis?
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1:14captainkraft What are some examples of median revenues you have found when doing your analysis?
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1:14captainkraft What are some examples of median revenues you have found when doing your analysis?
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1:22MR: It is heavily genre-dependent2
1:22MR: It is heavily genre-dependent2
1:22MR: It is heavily genre-dependent2
2:14jakemason Is there any way to generate the mean (oops graph said median!) income per genre graph with extreme outliers eliminated from the top end? For example Roguelike Deckbuilders are skewed toward a high median, but that's likely caused by a single massive outlier such as Slay the Spire, and I'd be curious to see that same graph without it. I understand this might not be possible due to limited data shared by Steam
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2:14jakemason Is there any way to generate the mean (oops graph said median!) income per genre graph with extreme outliers eliminated from the top end? For example Roguelike Deckbuilders are skewed toward a high median, but that's likely caused by a single massive outlier such as Slay the Spire, and I'd be curious to see that same graph without it. I understand this might not be possible due to limited data shared by Steam
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2:14jakemason Is there any way to generate the mean (oops graph said median!) income per genre graph with extreme outliers eliminated from the top end? For example Roguelike Deckbuilders are skewed toward a high median, but that's likely caused by a single massive outlier such as Slay the Spire, and I'd be curious to see that same graph without it. I understand this might not be possible due to limited data shared by Steam
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2:39MR: Using the median resists skewing by outliers
2:39MR: Using the median resists skewing by outliers
2:39MR: Using the median resists skewing by outliers
3:21pal What accounts for the huge difference between genre revenues vs the number of games in that genre? (For example, do most devs just work on the things they find exciting in your Venn diagram?)
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3:21pal What accounts for the huge difference between genre revenues vs the number of games in that genre? (For example, do most devs just work on the things they find exciting in your Venn diagram?)
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3:21pal What accounts for the huge difference between genre revenues vs the number of games in that genre? (For example, do most devs just work on the things they find exciting in your Venn diagram?)
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3:33MR: What players want vs what first-time indie developers build
3:33MR: What players want vs what first-time indie developers build
3:33MR: What players want vs what first-time indie developers build
4:45reuben Do you have recommendations for doing market analysis outside of the games space?
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4:45reuben Do you have recommendations for doing market analysis outside of the games space?
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4:45reuben Do you have recommendations for doing market analysis outside of the games space?
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4:50MR: Seek to understand why companies similar to yours are successful or not, or why you have no similar companies
4:50MR: Seek to understand why companies similar to yours are successful or not, or why you have no similar companies
4:50MR: Seek to understand why companies similar to yours are successful or not, or why you have no similar companies
6:02daniel How much is a game's success due to its quality / market fit vs marketing / awareness?
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6:02daniel How much is a game's success due to its quality / market fit vs marketing / awareness?
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6:02daniel How much is a game's success due to its quality / market fit vs marketing / awareness?
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6:09MR: Successful games are higher quality, or just read better3
6:09MR: Successful games are higher quality, or just read better3
6:09MR: Successful games are higher quality, or just read better3
8:06zeanith Is the trend in genre revenue tied to social media trends?
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8:06zeanith Is the trend in genre revenue tied to social media trends?
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8:06zeanith Is the trend in genre revenue tied to social media trends?
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8:12MR: Twitch streamers can drive revenue
8:12MR: Twitch streamers can drive revenue
8:12MR: Twitch streamers can drive revenue
9:44AC: What about Kitty games?
9:44AC: What about Kitty games?
9:44AC: What about Kitty games?
9:46MR: Kitty games do well on Twitter
9:46MR: Kitty games do well on Twitter
9:46MR: Kitty games do well on Twitter
9:51captainkraft What genre trends have you seen go away or recently emerge?
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9:51captainkraft What genre trends have you seen go away or recently emerge?
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9:51captainkraft What genre trends have you seen go away or recently emerge?
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10:03MR: Genre trends: Rogue-likes always popular, and recent uptick with Vampire Survivor-like games
10:03MR: Genre trends: Rogue-likes always popular, and recent uptick with Vampire Survivor-like games
10:03MR: Genre trends: Rogue-likes always popular, and recent uptick with Vampire Survivor-like games
10:58tomas.diaz Do you think a similar trend occurs in mobile games?
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10:58tomas.diaz Do you think a similar trend occurs in mobile games?
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10:58tomas.diaz Do you think a similar trend occurs in mobile games?
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11:05MR: Yes, similar trends in mobile games
11:05MR: Yes, similar trends in mobile games
11:05MR: Yes, similar trends in mobile games
11:48jakemason How does the crawler4 treat DLC and such? As separate products, or can it sum it all up under a single entry?
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11:48jakemason How does the crawler4 treat DLC and such? As separate products, or can it sum it all up under a single entry?
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11:48jakemason How does the crawler4 treat DLC and such? As separate products, or can it sum it all up under a single entry?
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11:56MR: Can't remember how steam-scraper5 handles DLC
11:56MR: Can't remember how steam-scraper5 handles DLC
11:56MR: Can't remember how steam-scraper5 handles DLC
12:57neo_ar Mobile game players are looking for auto battlers. Make more auto battlers, please
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12:57neo_ar Mobile game players are looking for auto battlers. Make more auto battlers, please
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12:57neo_ar Mobile game players are looking for auto battlers. Make more auto battlers, please
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13:06MR: I guess that's the answer
13:06MR: I guess that's the answer
13:06MR: I guess that's the answer
13:11pal As someone with experience both in games and the Zig foundation, do you think there are market considerations that are unique to games here, or would the same steps apply pretty directly to any software?
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13:11pal As someone with experience both in games and the Zig foundation, do you think there are market considerations that are unique to games here, or would the same steps apply pretty directly to any software?
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13:11pal As someone with experience both in games and the Zig foundation, do you think there are market considerations that are unique to games here, or would the same steps apply pretty directly to any software?
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13:26MR: There are generalisable lessons, and the Way of Rhea demo is on Steam6
13:26MR: There are generalisable lessons, and the Way of Rhea demo is on Steam6
13:26MR: There are generalisable lessons, and the Way of Rhea demo is on Steam6
14:47kaz_sadeghi Are there game genres that are very hard to make as an indie dev, and does that affect market fit?
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14:47kaz_sadeghi Are there game genres that are very hard to make as an indie dev, and does that affect market fit?
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14:47kaz_sadeghi Are there game genres that are very hard to make as an indie dev, and does that affect market fit?
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14:56MR: Considering indie development difficulties, with 4X games being tough for indie devs
14:56MR: Considering indie development difficulties, with 4X games being tough for indie devs
14:56MR: Considering indie development difficulties, with 4X games being tough for indie devs
16:05AC: Mason Remaley, everybody
16:05AC: Mason Remaley, everybody
16:05AC: Mason Remaley, everybody
16:07Way of Rhea
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16:07Way of Rhea
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16:07Way of Rhea
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