I love these scenes, but stories tend to rush them and it infuriates me:
First contact, esp. working out how to communicate across species
Time traveler convincing someone in the past they're from the future
The first 48 hours of the castaway arriving back in civilization
Now I'm wondering if you can work all three elements into a story.
For extra credit, assemble a story that's 90% composed of scenes that fit those types (can be a mix, or all of one type)
I gotta say for #2, Marty McFly trying to convince Doc Brown in Back to the Future is a pretty solid classic, my favorite bit is when Doc Brown asks him who's president, Marty says confidently, "Ronald Reagan" and Doc Brown bursts out laughing, "The Actor???"
Like if you were time traveling from 2020 back to anytime pre-2016 you would probably be better off just lying if you got that question if you wanted to be believed
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Here's my dump of Steam's Greenlight records, # of greenlight submissions by year of posting.
Then, tracking how many of them were eventually released (regardless of whether they were specifically greenlit or not)
Well, more specifically -- how many of them have a linked store page on their greenlight page. A number of them clearly weren't greenlit/released by the time greenlight ended, and just went through Steam Direct later, but I'm not tracking those down.
One of the things I'm trying to measure (as seen in my famous Clark Tank graphs) is what the patterns in distribution of revenue on Steam over time look like.
Looking back to the early days of Steam you need to account for games that weren't allowed onto the platform at all...
(I did not predict this because I was not yet paying attention)
Here's Calico's movement up the North American Switch charts.
(Keep in mind this is a sliding two-week window and I haven't matched this to discounts, which matters a lot because games leap onto the charts when they're on discount then decay slowly)
Mobile game market question:
I always hear mobile market is "ruthlessly metric driven", ie, that it's all a user acquisition arbitrage game (spend big on ads/cross promotion, price out your competition, make a thin profit margin, then scale it all up)
1) Is this true?
...
2) To whatever extent it is true (b/c whether or not it's true for everything in mobile it seems to me to be true for certain segments of the market at least)... is there anything fundamental about mobile that means it HAS to be this way, or is just an artifact of store design?
So basically, is this meme actually true, if it is true, to what extent and what limitations, and for any segments for which it holds true, is there an easily imaginable alternate universe where it's not true, and what is different in that universe.