integral

Is it safe to reveal my business ideas?

22 posts in this topic

 

35 minutes ago, integral said:

This domain is mostly untapped and so there isn't much competition, The people in this domain have a very limited scope of what the full domain of philosophy spirituality self-development is.

When you're done playing the game you should have practiced, learned and mastered a real world skill.

We finally agree on something, cheers my man. Which part of this is most important to you?

For me I played a lot of multiplayers games in the past where you end up spending hundreds and really thousands of hours on the game and don't get much out of it apart from some socialization if you're playing with friends but even then it's barebones. It's even more disgusting that these guys like for League of legends, Call of duty, World of Warcraft, Fortnite, etc hire psychologists and economists to addict and rinse their playerbase as much as possible.

That's why the idea of web 3 fundamentally makes sense to me, it hasn't really been proven to be that great yet but if you're not acquiring assets from investing thousands of hours of your time on an endeavour then you must be accruing a liability there's no other explanation. Games are so cool you shouldn't have to trade your life to enjoy them. 

 

Edited by LordFall

Dating Photographer 

Follow me on Instagram @Kylegfall 

 

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Always just start building it first. Get to building as fast as possible. Nothing else matters more.

The devil is in the details. The more you actually work on something, the more painful implementation details you discover. Those details are where the value is, and they're also what make it difficult for someone else to copy.

The longer you spend thinking instead of building, the more likely someone else arrives at the same idea. And if your project is still just an unreleased prototype or a simple vibe-coded demo, it's much easier for someone to recreate.

TL;DR: Your biggest asset is execution. Just build it. Keep it as a dirty little secret between you and Claude.

As you refine the product, it naturally becomes harder to replicate. Every iteration adds layers of polish, edge cases, design decisions, and domain knowledge that aren't obvious from the outside.

There are plenty of indie developers who release demos of unfinished games. Even if people understand the concept, it's incredibly difficult to reproduce the exact feel because their style is so distinctive. And once a project starts gaining traction, the original creator usually becomes associated with that style anyway. Marketing, community, and consistent execution create a moat that's much harder to copy than the initial idea itself.


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