Phil Fish was at XOXO, Tarn Adams was at BIC, etc etc And as an indie you are doing this with a very small team of course, so long story short sometimes we're not reading too deeply into the TIGS comments, or will forego responding to questions that are answered elsewhere in the thread Well said. Even devs that are considered to be "reclusive" by the online gaming community I see regularly at these events, working hard. This goes for the most polished indie darling to the roughest unity asset flip. Like, the average person might go to a convention and see a dev there with their game and assume "oh cool, they are at this convention", but the truth is that they are at EVERY convention, and they probably have been for months or years, writing code in the hotel room, sending emails on shitty Starbucks wifi. Outside of the traveling circus of the industry I don't think anyone is really aware of it. It's like running a political campaign or something! But if you've spent years of your life and all of your savings account developing a game, you can't take the risk of just throwing it out there and hoping for the best. I was talking about this with Joar yesterday, how there's basically this unspoken under-culture of devs as "marketing nomads" going from convention to convention perpetually, in different states and countries, exposing a game to new audiences, making journalists aware of it, building support from various communities, etc etc. Pretty much every indie budget game that I've seen succeed the past few years has been accompanied by tireless promotional work. There may have been a time when someone could code a game in their basement and release it on steam the next day and that would do well, but it is definitely not the case now. I think something that's lost on these boards and even in documentaries like indie game the movie etc is just how many roles you have to take up as an indie developer.
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