Making video games is tougher than constructing every other startup. And I’ve gone by way of it numerous instances. With a SaaS product, you ship an MVP and iterate based mostly on suggestions. Users let you know what they want… | Joakim Achren

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Making video games is tougher than constructing every other startup. And I’ve gone by way of it numerous instances.

With a SaaS product, you ship an MVP and iterate based mostly on suggestions. Users let you know what they want. You construct it. They pay.

Games do not work like that.

You can spend 2 years crafting one thing stunning. Perfect mechanics. Stunning artwork. Flawless code. Then you launch and… crickets.

Why? Because enjoyable is not a characteristic you may A/B check.

At Next Games, I do not forget that we killed 14 video games for each 1 we launched. And we had been the “experts.”

The brutal math:

• 95% of video games make lower than $1000
• Top 1% of video games make over 80% of income
• Often, you will not know the place your sport lands till it is too late

Unlike different startups, you may’t pivot a foul sport into an excellent one. You cannot add a characteristic to make it enjoyable. Either it clicks or it would not.

And when it would not? You’ve burned by way of $2M and 18 months with nothing to point out.

That’s why most sport VCs have moved to B2B, platforms, and infrastructure. Predictable income. Clear metrics. No magic required.

But this is what they miss:

When a sport works, it actually works. The high cellular video games corporations make $5-10M per day. Per day.

The distinction between failure and billions? Often just a few easy insights about what make individuals smile and are available again.

That’s what makes video games stunning.
And unattainable.


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