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Minecraft's success had very little to do with the model of "pre-ordering PC games", and very much to do with being an amazing product (even in it's pre-release state).

Delivery novelty may account for a fraction of the overall effect - it's certainly not the central reason for a commercial success.



I meant novelty in product marketing, not novelty in product itself.

Minecraft was sold as a preorder when in Alpha, with buyers expecting to shape the future direction of the product as it gets "made". This worked in that case, but not in the iso zombie mess case.

With these comedy sales, the novelty again is in the manner of selling. One big shot, some mob mentality, hype and Reddit. Everyone sharing the moment. The hope is a big pay day, but each time there's fewer people who haven't seen/felt the "trick"/emotion before.


Shape the future of the product? This is the first time I've heard of that and I was an alpha customer.

I bought it because I wanted to play it. In its current form.




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