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Disastrous Game Launches Are Avoidable
push to talk #36 // on concord, deadlock, and the importance of market signal
Sep 6
•
Ryan K. Rigney
26
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Disastrous Game Launches Are Avoidable
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August 2024
The Unlikely Origins and Explosive Success of Ready or Not
push to talk #35 // an interview with the creators of ready or not
Aug 30
•
Ryan K. Rigney
11
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The Unlikely Origins and Explosive Success of Ready or Not
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4 Hot Takes on Black Myth: Wukong
push to talk #34 // monkey game good
Aug 23
•
Ryan K. Rigney
19
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4 Hot Takes on Black Myth: Wukong
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10
On Perennial Sellers
push to talk #33 // why do some games just keep selling, years after release?
Aug 16
•
Ryan K. Rigney
13
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On Perennial Sellers
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The Most Common Game Dev Delusions
push to talk #32 // the sweet lies we all tell ourselves, whether you're an indie upstart or an industry titan
Aug 9
•
Ryan K. Rigney
19
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The Most Common Game Dev Delusions
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Go-To-Market Breakdown: Another Crab's Treasure
push to talk #31 // what can video game marketers learn from aggro crab's GTM approach?
Aug 2
•
Ryan K. Rigney
15
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Go-To-Market Breakdown: Another Crab's Treasure
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July 2024
The Most Obsessive Person I Know
push to talk #30 // jason killingsworth lost his job, then got really into dark souls and built a world-class luxury book publisher
Jul 26
•
Ryan K. Rigney
12
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The Most Obsessive Person I Know
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Game Marketing Ideas Worth Stealing
push to talk #29 // look let's not be weird about this we all do it
Jul 19
•
Ryan K. Rigney
15
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Game Marketing Ideas Worth Stealing
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3
The 8-Year Journey Behind an "Overnight" Viral Game
push to talk #28 // feat. the creator of ruffy and the riverside
Jul 12
•
Ryan K. Rigney
10
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The 8-Year Journey Behind an "Overnight" Viral Game
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Nobody Knows If Your Game Will Pop Off
push to talk #27 // on how to tell whether you're cooking or cooked
Jul 5
•
Ryan K. Rigney
22
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Nobody Knows If Your Game Will Pop Off
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June 2024
After Releasing 50 Games, This Australian Dev Headed to Mars
push to talk #26 // how ian maclarty broke through an invisible wall in red dead redemption 2 and ended up on the red planet
Jun 28
•
Ryan K. Rigney
8
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After Releasing 50 Games, This Australian Dev Headed to Mars
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5 Hard To Swallow Pills For Better Game Positioning
push to talk #25 // on the most boring (and maybe most important) part of every game's marketing plan
Jun 21
•
Ryan K. Rigney
26
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5 Hard To Swallow Pills For Better Game Positioning
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