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Comment by TheOtherHobbes

It's a similar situation across all of the arts. The tools are now so widely available and there are so many people doing the work - with varying levels of skill - that the real distinguishing factor is marketing.

Not quality of output. Not speed of output - as long as that's above a minimum.

But marketing effectiveness. Which is closely related to marketing spend.

DOOM was dropped into an ecosystem of PC magazines and BBSs and almost sold itself - literally with the shareware release. It had almost no obvious competitors. There was some ad spend, but not a huge amount.

Today there are thousands and thousands and thousands and thousands of small/medium games available across multiple platforms. Even for an exceptional game, getting traction in the market is far harder than it used to be.

Meanwhile the AAAs have a budget for carpet bomb marketing. Skyrim spent around $15m, which is an insane sum.

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