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Detailed Notes||10m 9s

Jonathan Blow on Finding your Audience

https://www.youtube.com/watch?v=-ISVwkwk_eI

Here are detailed notes from the transcript:

Detailed Notes from Transcript

Main Topics Discussed:

  • The Path for Small Indie Game Developers: Viability and challenges for small teams/solo developers.
  • The "1,000 True Fans" Concept: Its relevance and applicability in modern creative industries.
  • Audience Building and Ownership: The critical importance of cultivating and directly communicating with one's audience.
  • Critique of Digital Storefronts (Specifically Steam): Limitations for developers in connecting with their player base.
  • Proposed Improvements for Steam: Ideas for enhancing community engagement and developer support.
  • The Power of Email Lists: Advocating for email as the most reliable and controllable communication channel for creators.

Key Points and Arguments:

  1. Viability of Small Indies:

    • Argument (Speaker 1): It's not inherently hard for small indies to continue making games. Getting ~£100k from Kickstarter or a publisher for a small game (solo or tiny team) is achievable and not significantly different from before.
    • Counterpoint (Speaker 2): Kickstarter can be difficult because developers often over-promise rewards, leading to money being spent on fulfilling those rather than game development.
  2. The "1,000 True Fans" Model:

    • Concept: Originating from an old internet essay, the idea is that a creative person can sustain themselves by having 1,000 dedicated fans willing to pay $100 per year ($100,000 annual income).
    • Relevance: Though the original monetary value of $100k might need adjustment for today, the principle remains valid and achievable across various online categories (e.g., successful YouTubers, despite low per-view revenue).
  3. The "Solution to 2025" - Reputation or Audience:

    • Speaker 1's Stance: The future for creators (especially in games) lies in either having a strong reputation or, more importantly, actively building and owning an audience.
    • Avoid the "Attention Game": Speaker 1 expresses a desire to avoid competing for attention on crowded storefronts and instead build "my own audience and my own little island."
  4. Steam's Limitations for Audience Engagement:

    • Lack of Direct Contact: Steam developers have "no real way to contact your audience on Steam" as they "do not own that contact" information. This is attributed to privacy reasons and Valve recognizing the value of that data.
    • Limited Communication Channels: While news feeds exist, developers are restricted (e.g., "can't advertise another game in the news feed for your game"). This results in near-zero direct communication capability compared to other platforms.
    • Developer Frustration (The Witness Example):
      • During The Witness launch, graphics driver crashes were hard to diagnose because developers couldn't access user hardware data, even though 99% of users had participated in Steam's hardware survey.
      • A simple opt-in checkbox for users to share hardware stats in support forums would have significantly expedited troubleshooting.
  5. Proposed Enhancements for Steam:

    • Social Media Integration: A "social media vibe on Steam" that allows developers to build personal or corporate brands, foster communities, and communicate effectively with their audience. This would mimic platforms like Kajabi, which offer full control over communication lists.
    • Improved Data Sharing (Opt-in): Allowing developers to access relevant user data (like hardware specs) with user consent, especially for support purposes.
    • Motivation: Such features would boost community engagement, benefit developers, and ultimately increase revenue for Valve, especially in the "age of TikTok" where community interaction is paramount.
  6. The Ineffectiveness of Third-Party Social Media (Twitter Example):

    • Argument: Platforms often act as a "traffic cop" between creators and their interested audience, often hindering direct communication.
    • Experience (Speaker 2): Despite having many Twitter followers, tweeting about other indie games (even Witness-inspired ones) had "no effect" on their success, highlighting the ephemeral and noisy nature of such platforms.
  7. The Unrivaled Power of Email Lists:

    • Core Argument: Email is the "lynchpin of all social media networks," the "foundation," and the "best" communication tool for creators.
    • Benefits: It provides direct communication, full control, and acts as an "insurance policy" for creators, ensuring they can always reach their audience.
    • Caveat: While highly recommended, Speaker 2 admits they haven't seriously pursued a robust email strategy themselves (only 30 sign-ups from a passive web link), but recognize its potential for "agency" and control.

Important Facts or Data Mentioned:

  • Kickstarter Target: Approximately $100,000 mentioned as a target for small indie games.
  • "1,000 True Fans" Numbers: 1,000 fans x $100/year = $100,000 annual income.
  • Steam Hardware Survey: 99% of users with graphics driver issues had participated in the survey, meaning their data existed but was inaccessible to developers.
  • Email Sign-ups (Developer's Experience): A passive email sign-up link on a webpage yielded only ~30 subscribers, indicating the need for a more serious strategy.

Conclusions or Recommendations:

  • For Creators: Actively build and own your audience, as this provides an essential "insurance policy" for your creative career. Don't rely solely on storefronts or third-party social media platforms for audience reach.
  • For Steam/Digital Storefronts: Implement features that allow for greater developer-to-player communication and community building, such as social media-like profiles for studios/developers and opt-in data sharing for support. This would enhance the ecosystem for all parties.
  • The Ultimate Tool: An email list is the most powerful and reliable tool for direct communication and maintaining control over your audience. It should be prioritized by all creators.
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7f0104f - 03/02/2026