Game dev folks, I’d like your thoughts on this one: Michael Martinez, CEO of JuiceBox Games, wrote a smart and heart-felt mini post-mortem of his company, which is shutting down. In it he details the difficulties of running an effective game development business in today’s market.I don’t know Martinez, but I agree with most of what he says 100%. And of course I have immense empathy for him and his team, and the difficult decisions he’s had to make.
That said, I’m left with the nagging feeling that he (and many other smart people) have bought into the equation of “game dev success” that requires many millions of dollars of investment. JuiceBox had a $2.54M seed round, the kind of money which then requires hit games to sustain the business. This view is hardly new; it’s how people have been setting up businesses for a long time (and how I’ve set up some of mine in the past). However, it also leads to the kind of tunnel vision that makes the conclusion that “games are a hit-driven business,” inevitable. It’s the classic (if often self-defeating) “go big or go home” mentality that shoves aside all other possibilities. The thing is, I don’t think that conclusion is actually all that inevitable: we can do this differently, with less risk and more success.