
A newsletter for game founders. Fix category, promise and proof to grow your revenues.
| Platform | Pricing | Only paid issues | Publishes | Twice weekly | |
|---|---|---|---|---|---|
| Issues | 47 | Subscribers | Read | videogamepositioning.substack.com |
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Recent posts by this newsletter. Browse the email archive.
How a manufactured perception gap created Steam’s most wishlisted game, and why nothing could save it once reality shipped.
In May 2022, The Day Before sat at number one on Steam’s wishlist rankings. Ahead of Starfield. Ahead of Hollow Kni...
How to Know What to Cut, In What Order and Based on Where You Sit in Your Category
Anthem’s feature list was twelve items long on the day it shipped. Javelins. Flying. Loot drops. Fort Tarsis. Dialogue choices. Strongholds. Freeplay. Open...
How thatgamecompany cut combat, communication, and identity, and then went bankrupt shipping what was left.
March 13, 2012. A character with no face, no name, no voice, and no arms walks into a desert. There’s a mountain on the horizon. Th...
How systematic refusal to add features created a position no competitor could take.
In January 2018, a game launched with a dash, a jump, a climb, and a mountain. No combat. No ability upgrades. No multiplayer. No procedural generation. No...
The writers behind this newsletter.
I write weekly on videogame positioning: category, promise, and proof; so players “get it” fast enough to care. Led product development on $100M+ shipped titles, including Fallout Shelter.
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