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“There needs to be so much more around it,” said Tornquist. And in his words, it’s not enough to “make a good game” anymore. Steam has become a more crowded marketplace. Kickstarter has grown to be a more viable platform for tabletop than digital games. The primary reason Tornquist has become concerned with studio survival is that the conditions Red Thread was founded under have drastically changed. One developer who’s keenly aware of what it’s taken to keep different kinds of companies afloat is Ragnar Tornquist, CEO and lead designer at Red Thread Games, a studio that saw great success with the Kickstarter for Dreamfall Chapters, but has worked hard to keep its doors open to make more narrative games like Draugen. We took time at Sweden Games Conference this year to ask a handful of developers how they’re thinking about making companies sustainable, and ensuring they can survive shipping their passion projects. But before any studio in the world can think about bringing home blockbuster bank and buying everyone Teslas, it needs to solve that survival equation. What works for one studio, in one region, will never work for another. It’s a question without a fundamental universal answer.
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This is a major question that many developers have talked to Gamasutra about over the years. Whether you’re trying to design a hot new roguelike, figure out the next iteration of match-3, or craft an artistically unique game development experience, you may have a concern lurking in the back of your mind: “Will this help our studio survive?” This is a shared article from the website Gamasutra written by Bryant Francis
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