AFAIK I remember reading an article a few years ago and she was hit pretty bad by the implosion of the casual games market around 2008-2009 or so.Mad Harlequin wrote:Just to clarify, I'm not dismissing her success at all. Certainly there was hard work involved. But to become that successful using a generic RTP RPG fantasy model requires at least a little luck. Surely there was no telling how consumers outside of the fanbase would react.jack_norton wrote:Aveyond wasn't luck - I know Amanda well and she first built a big following through quality freeware games and then made the jump to commercial.
I've seen quite a few projects of equal or greater quality (disclaimer: my opinion is just my opinion) be delayed by setbacks or fail completely.
Now with even behemoth companies occupying even the lowest denominator platforms (mobile), its no longer possible to have a market with hobby-level art (it was still possible just a few years ago, since they seemed indie. But indies nowadays make games that look no different from corporate games).