Tim Sweeney
👤 PersonAppearances Over Time
Podcast Appearances
So the other lesson there was minimize the friction of people getting into your game. Make it easy to get into and make it fun. I was very fortunate. ZZT was a funny game. It was not much like any other game. It had much worse graphics because it was all just text characters, smiley faces, and other Greek letters and things participating in this game simulation.
So the other lesson there was minimize the friction of people getting into your game. Make it easy to get into and make it fun. I was very fortunate. ZZT was a funny game. It was not much like any other game. It had much worse graphics because it was all just text characters, smiley faces, and other Greek letters and things participating in this game simulation.
They were kind of iconic representations of characters rather than real ones. This was decades into the era. age of real graphical games with interesting graphics.
They were kind of iconic representations of characters rather than real ones. This was decades into the era. age of real graphical games with interesting graphics.
They were kind of iconic representations of characters rather than real ones. This was decades into the era. age of real graphical games with interesting graphics.
And so it wasn't even trying to compete in that area, but it was able to compete in a different area, which is that it wasn't just the three games that I'd made and shipped as a trilogy that were successful and drove the success of the product. It was the fact that I released an editor, and there's a whole community around it. And you see that trend has repeated itself. There was...
And so it wasn't even trying to compete in that area, but it was able to compete in a different area, which is that it wasn't just the three games that I'd made and shipped as a trilogy that were successful and drove the success of the product. It was the fact that I released an editor, and there's a whole community around it. And you see that trend has repeated itself. There was...
And so it wasn't even trying to compete in that area, but it was able to compete in a different area, which is that it wasn't just the three games that I'd made and shipped as a trilogy that were successful and drove the success of the product. It was the fact that I released an editor, and there's a whole community around it. And you see that trend has repeated itself. There was...
ZZT was one of it. Before that, there was Bill Budge's pinball construction set. That was a 1980s Apple game that let users build their own pinball tables. And since then, you've had some of the world's most successful games follow that path, like Minecraft. You can build your own stuff. Roblox. Fortnite Creative and Unreal Editor for Fortnite.
ZZT was one of it. Before that, there was Bill Budge's pinball construction set. That was a 1980s Apple game that let users build their own pinball tables. And since then, you've had some of the world's most successful games follow that path, like Minecraft. You can build your own stuff. Roblox. Fortnite Creative and Unreal Editor for Fortnite.
ZZT was one of it. Before that, there was Bill Budge's pinball construction set. That was a 1980s Apple game that let users build their own pinball tables. And since then, you've had some of the world's most successful games follow that path, like Minecraft. You can build your own stuff. Roblox. Fortnite Creative and Unreal Editor for Fortnite.
Games that become platforms for other people to build stuff was a real opportunity.
Games that become platforms for other people to build stuff was a real opportunity.
Games that become platforms for other people to build stuff was a real opportunity.
you know i think the big thing to realize as for indie developers right now is like there's massive massive competition in every major genre and so it's very unlikely unless you just happen to be the world's best at a particular thing that you're going to release a game in an existing highly competitive genre and when um a much better chance of success uh is in releasing something that hasn't been done before being really unique and reaching an audience even if
you know i think the big thing to realize as for indie developers right now is like there's massive massive competition in every major genre and so it's very unlikely unless you just happen to be the world's best at a particular thing that you're going to release a game in an existing highly competitive genre and when um a much better chance of success uh is in releasing something that hasn't been done before being really unique and reaching an audience even if
you know i think the big thing to realize as for indie developers right now is like there's massive massive competition in every major genre and so it's very unlikely unless you just happen to be the world's best at a particular thing that you're going to release a game in an existing highly competitive genre and when um a much better chance of success uh is in releasing something that hasn't been done before being really unique and reaching an audience even if
big or medium size or small, reaching an audience and becoming really popular with that, making some money from it and being able to reinvest and then expand towards your ultimate dream.
big or medium size or small, reaching an audience and becoming really popular with that, making some money from it and being able to reinvest and then expand towards your ultimate dream.
big or medium size or small, reaching an audience and becoming really popular with that, making some money from it and being able to reinvest and then expand towards your ultimate dream.