I have to be honest - I think more people should self-publish their games. Not because you have the skills, or the time, or because it's profitable. None of that. But, because it's thrilling, satisfying, a constant learning experience, and hard.
I just returned from two weeks in Stockholm and Copenhagen. Most of the first week was spent at a leadership conference for my company. As you might expect, I cannot really discuss the specifics of the conference as it went deeply into secret projects, corporate strategy, and so forth.
I sent what I intend to be the final update for Solstice, today, and with that, the Kickstarter campaign is more or less finished. There may be a few customer service requests, which I shall address, and I have a handful of copies left I'll sell once those requests die down.
A week or so ago I wrote a highly depressing article about tips for folks who want to be a publisher, largely fueled by anecdotes of my failures. A few months before that, I wrote an analysis of 2016, which gets more into the nuts and bolts of the failure.
As I watch my little company enter its final death heaves, I want to write some advice for folks who want to pursue this themselves. "But Grant," you ask. "Why should we listen to a failure?" Well, I can save you some time, because I learned many lessons.
Yesterday, February 19, 2017, a new series of threads regarding Kickstarter and really, the industry as a whole, popped up on Twitter. You have people on all sides of the aisle chiming in with this or that.
Inclusiveness in media is very important, and as today is Martin Luther King Jr. Day here in the United States, it seemed like a great time to briefly touch on this. I honestly think most customers are fine with inclusivity, which is a good thing! I also think it's a relatively easy and natural thing to execute as a publisher or art director.
Back in November 2016 I wrote my annual report. It may come off as pretty bleak reading, because the summary is effectively I'm not a very good publisher and I failed a lot last year. It's actually fine! But, whereas that article was primarily about what I'm not going to do, this post is about what I am going to do.
2016 is almost at an end, and the time has arrived to reflect on my favorite games of 2016, some misses, and some hopes for 2017. I’ll also ruminate upon my collection and other such matters that are no doubt compelling to you.