[HN Gopher] Here ends the story of 10K Riders Publishing
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       Here ends the story of 10K Riders Publishing
        
       Author : democracy
       Score  : 47 points
       Date   : 2023-09-13 11:51 UTC (11 hours ago)
        
 (HTM) web link (tumenko.com)
 (TXT) w3m dump (tumenko.com)
        
       | datavirtue wrote:
       | They lost me immediately in section one. No idea what they are
       | talking about.
        
         | daitangio wrote:
         | Same for me. It is nit clear the problem they tried to solve
        
         | monitron wrote:
         | Oh thank goodness it's not just me. These two introductory
         | sentences gave me an instant headache:
         | 
         | > In the stone age of gamedev (like 7-8y ago) developers were
         | more interested in publishers. Finding new partners was like a
         | supermarket trip within devs' events, conferences, communities,
         | and checking one own mailbox.
         | 
         | To the writer, if you're reading, please try to imagine your
         | audience and remember they don't know what you know. "More
         | interested in publishers" than what? Than publishers were
         | interested in developers? Than they were interested in self-
         | publishing? This is like...half a thought, from my perspective.
         | 
         | And then you introduce an interaction with "partners." I don't
         | know what that means...partners for whom? Without context,
         | "supermarket trip" carries no meaning as an analogy. At this
         | point, I stopped reading because I got this Markov chain/bad
         | LLM feeling where my cognitive load is pegged at maximum but no
         | meaning is getting through.
         | 
         | Writing is hard. You know your subject 1000x better than your
         | readers (that's why they're reading) so you have to work hard
         | to apply "theory of mind" to try to understand your output as
         | they will. Maybe send a draft to an uninitiated friend or
         | colleague to see if it makes sense to them without explanation.
        
           | lambic wrote:
           | I got the impression English is not the Author's native
           | language.
        
             | lief79 wrote:
             | They're clearly Russian, so second language seems likely.
        
             | monitron wrote:
             | If that's the case, I applaud the writer's efforts and can
             | definitely see how working in a second language could
             | hinder the already difficult work of trying to model your
             | audience. As a shameful monoglot myself, I'm in no position
             | to judge.
        
           | MarcusE1W wrote:
           | To be honest, If you read the whole thing it becomes more
           | clear. But I get what you mean.
           | 
           | You rarely read a text where someone tries to honestly (I
           | feel that the author is) analyse their own failure. If you
           | think further it's also interesting where that doesn't
           | completely work.
           | 
           | I feel this a hard text to write on more than one level, so
           | people should at least read it before criticising too
           | harshly.
        
             | monitron wrote:
             | You are of course right that it's difficult, laudable and
             | unusual to document failures. I wouldn't want to discourage
             | anyone from reading or writing something like this. At
             | least in my current mental state I simply couldn't power
             | through the text, and my intent was to be constructive so
             | that similarly valuable works might be more accessible in
             | the future.
        
       | mpixel wrote:
       | So absurd.
       | 
       | Their target is described as games almost-finished in 4 months at
       | most, starting from 0, so they chose mobile tycoons, idle
       | clickers, which are indeed finishable in 4 months if you scrub
       | the bottom of the barrel.
       | 
       | For that reasons there is lots of them.
       | 
       | Then another case study is copying one of the most successful
       | idlers and failing at it, yeah dawg that exists already.
       | 
       | It takes a fuck ton of more work with a 4 months deadline in a
       | very small or one person team and actually making something
       | meaningful that isn't an exact clone of something. Let alone
       | exact clone, 4 months isn't even enough to clone something more
       | complex.
       | 
       | This publisher also doesn't seem to have done anything to add
       | value in the end anyway.
       | 
       | Had they bought ready-to-publish games that are of this type and
       | reskinned it with passable assets and advertised it on tiktok,
       | they'd have better chance at turning a profit.
       | 
       | Not to give any ideas though.
        
         | AlexandrB wrote:
         | Yeah, there's precious little description of their
         | planned/actual games here. Just mobile game jargon like
         | "match-2", "conversions", "hypercasual", etc. My read is that
         | if they were successful they would have been another publisher
         | flooding instagram with adverts where you supposedly have to
         | save some lady from the the cold by doing puzzles (but the
         | _actual_ game a tedious base-building slog with MTX for every
         | possible action).
         | 
         | No offense to the author, but we have enough of these. Thanks.
        
       | joshstrange wrote:
       | This was incredibly difficult to follow. Granted mobile game dev
       | is not my field but it felt like a bunch of nonsense. If you
       | can't clearly outline what value you provide in a couple
       | paragraphs of rambling then I'm not too surprised you failed.
       | 
       | Then we get to the next section (which I had to skip to after
       | rereading the first one a few times and still completely lost)
       | and we find they are targeting idle games, aka a scourge on
       | gaming. Can idle games be fun and non-predatory? Yes, I'm sure
       | they can but I've watched a few indie devs who accomplished this
       | then got greedy (Eggs Inc comes to mind). The incentives are all
       | to milk your users and find new ways to force/trick/entice them
       | into buying 100 gems/coins/bullshit.
       | 
       | I refuse to download games with recurring IAP. Level/campaign
       | packs, "remove ads", "full unlock" are all fine but if I see
       | gems/coins/power/etc then I'm out. Those games are so predictable
       | and only exist to extract money, not to actually be fun.
       | 
       | In the end I'm still unsure why this "publisher" even needed to
       | exist (I don't understand the value they were providing) and I'm
       | glad they failed if they is the type of trash they were
       | fostering.
        
       | wpietri wrote:
       | Something about this feels off to me; it has the form of bold
       | transparency, but I don't end up with much clarity. I really want
       | to hear about this from some of the game developers they worked
       | with.
        
       | zoogeny wrote:
       | When talking about a developer that terminated their contract
       | with 10k, the author says: "There was a moment to reconsider the
       | contract and I've failed to explain our value." After reading the
       | first chapter and skimming the remaining chapters, I have no idea
       | what value they were providing either.
       | 
       | I am cynical, perhaps even bitter and jaded, but it sounds like
       | this kind of publisher business is parasitic. They seek out devs
       | that are naive, promise them "publisher stuff" and some devs
       | don't really know any better and just assume the publisher is
       | doing something for them. In some small percentage of cases a
       | lucky publisher finds just the right naive dev, signs a contract
       | and finds themselves with a cash cow. It literally sounds like
       | they would just seek out any dev with a heartbeat, offer them
       | "publisher stuff" (like testing? level design? documentation?),
       | sign them to a contract and hope they would eventually get a hit.
       | 
       | So my unflattering take of what little I understood of this
       | jumbled story was that this parasitic organization (that sounds
       | completely dysfunctional) was unable to find a suitable victim.
       | 
       | He talks about his pitch to developers: "You will get months of
       | unpaid work under our supervision..." He talks about building his
       | team: "part-time entry-lvl intern-like specialists firstly
       | designed to fulfill simple scripted tasks"
       | 
       | Everything here just seems terrible to me.
        
         | MarcusE1W wrote:
         | I don't know anything about the game dev or publishing
         | business. What I do know though it that many tech teams are
         | good at tech but often not so good at other tasks that are all
         | part of a successful business. That starts with project
         | management, goes over organisation or knowledge how to run a
         | company and ends in knowing how to make profit.
         | 
         | There is also nothing wrong with this. I have described 3-4
         | different departments in a company. Chances are you are not
         | good (enough) in all of them, and even if you are you won't
         | have time to do all of it good.
         | 
         | There is also value to just know how a industry works. As a new
         | starter you can make your own experiences or you pay for
         | existing experience, one way or another. This is an important
         | business decision that you have to make. Make or buy. You
         | simply can't do everything yourself. So what to make and what
         | to buy.
         | 
         | I don't know if this is what publisher do (the name suggests
         | otherwise) but I guess every dev team that thinks they have a
         | hit still have a lot of non game dev related evaluations and
         | decisions to make and sometimes you have to pay people with the
         | right expertise to help you.
        
           | zoogeny wrote:
           | I would not argue against the value of professional services.
           | Two that come to mind immediately are lawyers and
           | accountants. It is probably a good idea to seek out
           | professional advice for those. I think a similar case could
           | be made for marketing and sales. One thing to note about
           | lawyers and accountants is that you need accreditation to
           | offer those services. That helps to keep the worst kind of
           | parasitic behavior under control, although it isn't perfect.
           | 
           | But the real defense of my argument is in my own weasel
           | words. "this kind of publisher business is parasitic."
           | 
           | Again, lets just consider the words in the article, starting
           | with the quote I already cited: "part-time entry-lvl intern-
           | like specialists firstly designed to fulfill simple scripted
           | tasks". The CEO of this publishing house hired totally
           | inexperienced people, gave them a couple of months of
           | scripted tasks and then sold them to developers as experts.
           | 
           | Second, another couple of quotes: "That's how within two
           | years we have cooperated with almost 150 studios and produced
           | 40+ games simultaneously at the peak." and "all in all there
           | were 6 ROAS-positive soft launches, none of which didn't
           | happen as a hit."
           | 
           | I find these a bit hard to parse, but what I gather is that
           | they worked on at least 40+ games of which only 6 had
           | positive metrics and none of which was a success. Imagine
           | that in a world of professionals like lawyers and
           | accountants: having worked with that many businesses and
           | never won a case or successfully balanced the books.
           | 
           | The real tragedy, IMO, is that there are likely numerous
           | examples of publishers with equal levels of inexperience (or
           | incompetence) that probably just happened to luck across the
           | right dev at the right moment. Once you sign a contract with
           | one of these leeches you are on the hook to pay them even if
           | the "expert advice" provided by their 6 month veterans is as
           | worthless as you would expect.
        
       | samjohnation111 wrote:
       | [dead]
        
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