Panel: What are the Things You Wish You Knew When You Started Developing Your Games
summary
Panelists give practical takeaways: early choice to share XP by damage contribution increases player satisfaction and lifetime, launching a live‑ops free‑to‑play in 2009 keeps a game earning after ten years, under‑investing in paid user acquisition costs what would have been roughly hundreds of millions in lost revenue, always add 50% time buffer to schedules, draft founder exit rules up front, iterate fast with a small hardcore test group, and build a culture that enforces rest to avoid burnout.
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chapters (5)
- 0:00Start
- 1:34Introductions
- 3:07John King
- 19:16What Decision Would You Change
- 24:06When Is the Time To Leave Your First Company
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