walking fiend
Member
Well, if you admit that DD sales going up in no way contradicts the overall market shrinking, I do accept that it doesn't contract that the market may be increasing overall eitherExcept the overal DD market isn't shrinking, it's growing. And the revenue from full priced games is growing, too, which is what this thread is about if you read the OP.
If you're talking about the overall market, you'd have to really put some numbers together to blame that decline on Steam sales. I'd wager, purely based on conjecture, that it has more to do with the long console generation and enthusiasm waning.
Then you should accept that what he is saying without actually having more data to shed light on the overall market means shit [and that is why I am trying to show what other markets/players have worked]
You can blame the competition on the market being flooded and say for example the reason game A which is very good didn't sell very good is because there are similar games B-Z; however, the problem here is that games A-Z combined aren't selling much.And I also think you should really think through the business of iOS more than you have. You'll hear of these crazy massive viral successes, but those are very rare. Most games don't sell at all. Then you'll hear some developer whine that their game didn't move any units, when they didn't promote it. It's a young market, it's still getting figured out, and I don't think it's a coincidence that when small guys like Spiderweb and large companies like Square Enix put out their games at fair prices that are higher than average (10-15 bucks, which, compared to a physical game with all the overhead going for 30, seems expected), they do very well within their expectations. The people failing on iOS are expecting the games to just up and sell themselves like they did when the App Store opened and stuff like Doodle Jump was the only option. Those days are over, yet devs still act like they deserve that with no effort.