Last night I had a spicy take I didn& #39;t tweet because it was too spicy, so consider yourself warned:
It takes a real mastery of your own game design to know when your game should be free.
I don& #39;t like this take, but somewhere in there is a tiny kernel of my feelings on "free".
It takes a real mastery of your own game design to know when your game should be free.
I don& #39;t like this take, but somewhere in there is a tiny kernel of my feelings on "free".
I don& #39;t like this take because it feels like gatekeeping, like "only a true designer can X", and I hate that.
But it also challenges conventional wisdom that "free is the default option for anything you create, and you have to be a master to be good enough to sell it".
But it also challenges conventional wisdom that "free is the default option for anything you create, and you have to be a master to be good enough to sell it".