Transcription
Today I wanted to talk to you guys about the community and how we interact with them. Yuck. They've made lots of money.
You have my attention and my attention and my axe. Sundrop Canyon. Oh, I love that game. It's kind of like a farming life simulator. Boring. No one likes farming. It's sold millions of copies.
You have my attention and my axe. Hang on, how the [ __ ] did a farming game sell that many copies? This game was first made by a single developer and then it was developed with new patches and DLCs that were heavily influenced by their communities. The devs have really listened to the player base and given them what they want.
So you're saying we should make farming games? What I'm trying to say is that there are many reasons why this game is successful and one of those reasons is how they've interacted with their community. Who are all farmers?
Frank, looking at how many farmers play games. Mhm. Clint, you're not listening. I am listening, Abby, but look, I'm just struggling to understand why and how we're going to get farming into Skycraft. I mean, am I crazy? That's not what I'm suggesting.
No, you're right. It's probably just best that we make a standalone game. What? No, that's not. Developing a farming sim from scratch would be incredibly time-consuming. Time equals money. Money equals power. Although it could be interesting developing a farming sim, learning about the plants, learning about the soil, the seasonal differences, the regional differences.
You are all missing the point. I agree. Why make our own video game when we can just buy this one? My man, Frank, buy it. Mhm. Buy what? Sun [ __ ] space or whatever it's called. Sun Drop Canyon.
Frank, how we looking? I think we can swing it. Do it. Just the usual protocols. Yeah. Huh. All right. I've just bought the company. So now we own the game. I'm adding microtransactions. People are complaining about the microtransactions. We're getting review bombed. People are leaving. It's getting huge cuts to the dev team. Shutting down the servers. And it's done. The game's gone.
What? We did everything we could. We made $12 million. Yes, that's a win. Yes. And my axe. H. All right. No, this is good. This is great. Uh, Abby, you had another game on your list. Uh, what's the, what, what is it? Don't worry about it. No, you, you, you hit another game. What was the other one? Mhm. No, that's fine. You guys. Abby. [Music] Fine. The next game I was going to talk about is called Leaves and Fall. It was once again made by one person, a father who was trying to get over the death of his son. Uh-huh. Frank, buy it. On it. I've just bought the company. So we now own the game. I'm adding microtransactions.