Here ends the story of 10K Riders Publishing
tumenko.com
tumenko.com
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.
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.
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.
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.
No offense to the author, but we have enough of these. Thanks.
> 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.
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.
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.