When Your Game Doesn't Sell

Abstract

Problem: What should a developer do when their game fails commercially, and how can they diagnose the reasons?

Approach: Tim Cain draws on 44 years of industry experience β€” including games that flopped and games that became iconic β€” to categorize why games don't sell and how developers should respond.

Findings: Game failures stem from two broad categories: game-related issues (bugs and niche appeal) and external factors (timing and marketing). Diagnosing the real causes is difficult because people are subjective, blame-averse, and rarely agree on priorities. The constructive path is to focus on what you can control and improve next time.

Key insight: Don't get discouraged. Treat commercial failure as a learning experience β€” if Tim Cain had quit after his early flops, Fallout and Arcanum would never have existed.

Source: https://www.youtube.com/watch?v=KcYKusoMu4o

Bugs (Broadly Defined)

Tim identifies several layers of "bugginess" that reviewers and players lump together:

  • Code bugs β€” crashes, slowdowns, actual programming errors
  • Asset problems β€” models with too many polygons, oversized textures, or overloaded scenes that tank performance. These aren't programmer faults but get blamed on programmers anyway
  • Script bugs β€” creatures not spawning, items missing, quests not completing. Usually caused by bad conditions in designer-authored scripts, not programmer code. Tim references Arcanum's scripting system and how even Unreal Blueprints can introduce bugs from non-programmers
  • Design flaws that look like bugs β€” everything was implemented exactly as the design document specified, but the design itself was wrong. Tim admits Arcanum had numerous flaws baked into the base design document, especially sections he personally wrote

Niche Appeal

A game can be well-made but still sell poorly because it appeals to too few people:

  • Setting β€” an unusual or narrow premise limits your audience from the start
  • Characters β€” if players can't relate to the characters, engagement drops
  • Mechanics β€” choosing isometric, turn-based, or an unconventional art style automatically shrinks the potential market
  • The niche trap β€” if a niche game doesn't "catch on," it stays niche. Developers should go in with eyes open about the risk

External Reasons for Poor Sales

Timing

  • Market saturation β€” too many games releasing simultaneously dilutes sales across all of them. Any one of those games might have done well alone, but ten competing titles means they all sell "eh"
  • Seasonal mismatch β€” a holiday game in July or a beach game in winter misses the mood
  • Direct competition β€” a similar game releasing around the same time can outperform yours. A year earlier or later might have changed everything

Marketing Failures

  • Too little marketing β€” people simply don't know your game exists
  • Bad ads β€” ads that don't look good, don't attract attention, or misrepresent what the game actually is
  • Wrong placement β€” ads on sites where your target demographic doesn't go
  • Discoverability crisis β€” with 25,000+ games releasing on Steam per year, finding any individual game is increasingly difficult, making marketing more important than ever

Diagnosing What Went Wrong

Tim warns that post-mortem analysis is genuinely hard:

  • Failure is an orphan β€” when a game flops, everyone points fingers. Design blames implementation, programmers blame marketing, publishers blame the product
  • People rarely agree on causes β€” even when teams agree on the list of problems, they disagree on the weighting and priority
  • Objectivity is scarce β€” developers don't want to blame themselves, publishers won't admit marketing failures, and players who disliked the game often declare it "objectively bad" rather than acknowledging personal taste
  • Focus on constructive feedback β€” when someone says "it's bad," move on. When someone says "I didn't like how this feature worked" or "I wish it had this feature that other games in the genre have," pay attention

The Core Message: Don't Quit

Tim's most emphatic point is perseverance:

  • He has 44 years in the industry and has shipped games that didn't sell
  • His first credited-adjacent game was Grand Slam Bridge β€” he didn't even get credits on it
  • If he had gotten discouraged and quit early, there would be no Fallout, no Arcanum, no The Outer Worlds
  • People told him his games were terrible and he should stop. He didn't
  • Focus on what you can control, learn from what went wrong, and make the next game better
  • "I guarantee you, you're going to have a hit eventually"

References