Last night I had a spicy take I didn't tweet because it was too spicy, so consider yourself warned:

It takes a real mastery of your own game design to know when your game should be free.

I don't like this take, but somewhere in there is a tiny kernel of my feelings on "free".
I don't like this take because it feels like gatekeeping, like "only a true designer can X", and I hate that.

But it also challenges conventional wisdom that "free is the default option for anything you create, and you have to be a master to be good enough to sell it".
I guess the kernel here is, "free" isn't the option for people who aren't good enough. Because "people who aren't good enough" isn't a real thing. You're good enough. So do what feels right for the game you've made, and don't be afraid to charge for it.
(for the love of me, please do not retweet this thread unless you're using it to start your own thread in the hope of breaking it down more constructively, don't use this to gatekeep people, please im begging you)
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