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".
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".
I guess the kernel here is, "free" isn& #39;t the option for people who aren& #39;t good enough. Because "people who aren& #39;t good enough" isn& #39;t a real thing. You& #39;re good enough. So do what feels right for the game you& #39;ve made, and don& #39;t be afraid to charge for it.
(for the love of me, please do not retweet this thread unless you& #39;re using it to start your own thread in the hope of breaking it down more constructively, don& #39;t use this to gatekeep people, please im begging you)
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