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If you got that good at predictions, doesn't that show that for most games, it's usually not a lottery at all?

Aside from rare cases like Flappy Bird, and aside from the usual vagaries of commercial, technological and artistic projects. And aside from special challenges like the minimum playerbase size required for an online game like Among Us.

During development, developers could set up a Steam page, release one or two trailers as soon as possible (with mocked-up gameplay if necessary), and try to predict the audience's interest by the increase of followers/wishlists (compared to other games). In case of a lukewarm reception, they could decide to drop this game and start developing another one.

Did you write about the leading metrics and your insights somewhere, aside from this article, which seems to be from the beginning of your "Steam Prophet" project?

https://www.gamedeveloper.com/business/what-i-learned-playin...



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