Publishing my first book and also posting the audio version on YouTube helped me to realize something a lot of these people don't understand: You don't just magically get sales because you made a thing, you need to have a good thing worth buying, and you need to find ways to convince people to buy it.
Some people think "Oh, well these companies have established franchises", but established franchises got to where they are by making a good thing people wanted to buy, and once they stopped providing such a thing, the franchises collapsed.
Ultimately, it's simply that there are rules of reality we need to follow as people who produce something for public consumption. Part of the process of becoming a professional writer, or showrunner, or game developer, is figuring out what those rules are and following them, or else either your product won't sell if you're doing it on your own, or your company will have to stop letting you make stuff if you're doing it as part of an organization.
I think they're missing these basics because a lot of the tourists who injected themselves into the AAA space and the games journalism space grew up with a Marxist worldview that makes them think the capital is the building with fungible and faceless people inside rather than the output of specific, talented people who make things others want. It also assumes that the work that goes into the thing is related to the value of a thing, but that's totally wrong -- just look at games like Concord, which cost hundreds of millions and took countless man-hours, but is a worthless IP, or Dustborne, which is another expensive game that took lots of time to produce but is a worthless IP. Recall also this year that Suicide Squad: Kill The Justice League (which I'm sure also took a lot of time to make, and also had a pair of major franchises attached to it, first in the Batman franchise, and second in the Arkham franchise) was first discounted to 5 dollars, and then I think delisted entirely from game stores. Millions to create this media, only to have it worth 0.
Some people think "Oh, well these companies have established franchises", but established franchises got to where they are by making a good thing people wanted to buy, and once they stopped providing such a thing, the franchises collapsed.
Ultimately, it's simply that there are rules of reality we need to follow as people who produce something for public consumption. Part of the process of becoming a professional writer, or showrunner, or game developer, is figuring out what those rules are and following them, or else either your product won't sell if you're doing it on your own, or your company will have to stop letting you make stuff if you're doing it as part of an organization.
I think they're missing these basics because a lot of the tourists who injected themselves into the AAA space and the games journalism space grew up with a Marxist worldview that makes them think the capital is the building with fungible and faceless people inside rather than the output of specific, talented people who make things others want. It also assumes that the work that goes into the thing is related to the value of a thing, but that's totally wrong -- just look at games like Concord, which cost hundreds of millions and took countless man-hours, but is a worthless IP, or Dustborne, which is another expensive game that took lots of time to produce but is a worthless IP. Recall also this year that Suicide Squad: Kill The Justice League (which I'm sure also took a lot of time to make, and also had a pair of major franchises attached to it, first in the Batman franchise, and second in the Arkham franchise) was first discounted to 5 dollars, and then I think delisted entirely from game stores. Millions to create this media, only to have it worth 0.
I find it a little bit shocking that within 24 hours of me making this post, mentiswave posted this video:
https://youtu.be/wbjX3qeqOPI
https://youtu.be/wbjX3qeqOPI
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