Joined March 2009
4,105 Photos and videos
A great response to the TIME STRIKE announcement so far - thanks for the support from everyone. We'll be talking a lot more about it soon.
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Paul Kilduff-Taylor retweeted
Time Strike is a soothing balm in an age of twitch shooters and fast reflexes pcgamer.com/games/fps/time-s…
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TIME STRIKE is a tactical FPS where you can stop time set in a fully destructible voxel world. It's a bit weird but I love it. We would love if you'd consider wishlisting it here: store.steampowered.com/app/3…...
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This is amazing company to be in. I love games.
We are so lucky to be working with great partners on the #PCGamingShow Check out some of them below. ⏰ 12pm PDT / 3pm EDT / 8pm BST / 9pm CEST / 3am CST 📅 TODAY!! #PCGamingShow
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Ragebait level: Expert
of course your favorite track from Inferno is ‘You Retreat In Time and Space’ if you think every Boards of Canada song should sound like it came from Music Has The Right To Children
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Mode 7 is returning to game development and we have a WORLD PREMIERE announcement of our new project in the #PCGamingShow. Feels right that it's @pcgamer.com and that we're announcing alongside several brilliant game dev friends. It's good to be back.
Don't miss the #PCGamingShow on Sunday, June 7!! ⏰ 12pm PDT / 3pm EDT / 8pm BST / 9pm CEST / 3am CST 📺 Join us on X, Twitch, YouTube and Steam 🔢 Featuring over 50 games ✅ Hosted by Mica Burton & Sean @day9tv Plott 🕹️ Don't miss our 30 min Pre-Show hosted by Elz & @FrankieWard Set a reminder to watch the show here 👉 youtube.com/live/tRVxQ7VLmHI…
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Paul Kilduff-Taylor retweeted
LAUNCH ANNOUNCEMENT Forbidden Solitaire is out now! We are immensely proud to release this awesome game made by two veteran indie studios and we hope you really like it. Steam: tinyurl.com/ywj43ptj GOG: tinyurl.com/2s3sv45j Itch: tinyurl.com/3k4bjt8m Plz share, thx!
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Because they are dumb
Why do people think Tomorrow’s Harvest is worse than Boards of Canada’s other albums
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Have people on this website actually read any Land or Fisher
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Paul Kilduff-Taylor retweeted
The Big Debate: What role should AI have in video game narrative? A games writer and an AI game creator sit down for a serious talk. bit.ly/4rE7w3n
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Stuff like this always bothers me for a bunch of reasons - one is always "your gross and net revenue were the same in the period for some reason, also your business has zero tax planning"
Here is a (theoretical) run-down of what a solo-dev gets from $1.000.000 gross revenue on Steam: Gross: $1000k Chargeback, VAT (~20%): -$200k Steam Cut (30% of 800k): -$240k Publisher (~40% of 560k): -$224k Taxes (Austria, ~45% of 336k): -$151k Result: $185k (18% of gross)
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Where are...any costs? Where are the pension contributions? Where is the reinvestment in more content? Did the game recoup already (if so yay, surely you had a budget which was paying you for development with that level of publisher royalty) etc etc etc etc
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Also again....what is anyone supposed to DO about this? Just make more money? I don't understand the action you're supposed to take
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Paul Kilduff-Taylor retweeted
From my experience a lot of indie devs decide they never want to go through that ever again after they ship their first game and leave the industry forever. I’ve seen it a bunch.
Fun fact: 75% of indies on Steam only release one game. Which is interesting... because once you ship your first game, youve already done the hardest part. The pipelines exist, connections are made, lessons are learned. A second project in theory, should be easier to produce.
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That's not what introspection means though, is it?
It is 100% true that great men and women of the past were not sitting around moaning about their feelings. I regret nothing.
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Paul Kilduff-Taylor retweeted
The rush to embrace generative AI is damaging the games industry's reputation, and obscuring the genuinely useful applications of machine learning, says Dr Tommy Thompson. We need to take the narrative back. bit.ly/4shbRuy
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So this is deeply nonsensical, especially given David's recent Founders episode on Roger Federer which gave extensive play to his introspective work on improving his mindset as a young player
Great men of history had little to no introspection. The personality that builds empires is not the same personality that sits around quietly questioning itself. @pmarca and I discuss what we both noticed but no one talks about: David: You don't have any levels of introspection? Marc: Yes, zero. As little as possible. David: Why? Marc: Move forward. Go! I found people who dwell in the past get stuck in the past. It's a real problem and it's a problem at work and it's a problem at home. David: So I've read 400 biographies of history’s greatest entrepreneurs and someone asked me what the most surprising thing I’ve learned from this was [and I answered] they have little or zero introspection. Sam Walton didn't wake up thinking about his internal self. He just woke up and was like: I like building Walmart. I'm going to keep building Walmart. I'm going to make more Walmarts. And he just kept doing it over and over again. Marc: If you go back 400 years ago it never would've occurred to anybody to be introspective. All of the modern conceptions around introspection and therapy, and all the things that kind of result from that are, a kind of a manufacture of the 1910s, 1920s. Great men of history didn't sit around doing this stuff. The individual runs and does all these things and builds things and builds empires and builds companies and builds technology. And then this kind of this kind of guilt based whammy kind of showed up from Europe. A lot of it from Vienna in 1910, 1920s, Freud and all that entire movement. And kind of turned all that inward and basically said, okay, now we need to basically second guess the individual. We need to criticize the individual. The individual needs to self criticize. The individual needs to feel guilt, needs to look backwards, needs to dwell in the past. It never resonated with me.
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Impressive balancing act where you have to deny the existence of ROI positive (tax revenues, employment, GDP contribution) grant programmes, elide that conversation with some innuendo about "the wrong stuff getting money", then also wilfully misunderstand the incentive structure
Replying to @SmashJT
And this raises that SAME much bigger question with this stuff happening. WHY ARE TAXPAYERS dollars being used to fund video games ...at all? When a studio receives hundreds of thousands of euros in government subsidies before the game even releases, the incentive structure changes completely. They have ZERO incentive to sell any copies. Normally, devs have to convince customers to buy their game.. I mean, before commies started taking over the planet. That’s the natural market feedback loop. If players don’t want it, the studio loses money and learns from the mistake. At least they used to... But when governments step in and start subsidizing projects under these ridiculous vague labels like “cultural value,” suddenly the studio is already partially paid before a single copy is sold. That removes a HUGE amount of normal 'pressure' to actually make something players want. Instead of designing for customers, the real audience becomes grant committees and cultural review boards deciding which projects qualify for funding. This explains so many wokie style games that are constantly being rejected by the gaming community at large continuing to release. That’s how you end up with situations like this. Developers chasing government approval instead of player demand. ...And this isn’t just an Italy problem. Europe and Canada have been pouring tax money into game development for years through cultural subsidy programs, among many other countries. It is becoming a serious problem. The result is exactly what you would expect: projects getting funded bc they satisfy the same old bureaucratic rules instead of because gamers are excited to buy them. Games should succeed or fail based on whether players want them, not whether a government cultural committee signs off on them. If a game is truly great, it shouldn’t need taxpayers to bankroll it in the first place.
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