Tales of the Rampant Coyote
Ye Olde Archives. Visit the new blog at http://www.rampantgames.com/blog/ - and use the following feed: http://rampantgames.com/blog/wp-rss2.php
Ye Olde Archives. Visit the new blog at http://www.rampantgames.com/blog/ - and use the following feed: http://rampantgames.com/blog/wp-rss2.php
Wednesday, June 28, 2006
20 Ways To Make Money Making Indie Games
Since I'm on a roll for providing lists of ... stuff, here's something more original:
Newcomers to the indie game development scene often limit themselves to only two possibilities when it comes to selling their game: Either they try to find a publisher to sell it for them, or to follow the old "shareware" model and release the game on their own website. Recently, portals have become a major alternative. That's pretty much it for options, isn't it?
Not even close. I keep harping on all the opportunities that I have discovered in my own limited forays into the world of independent game development. People are coming up with new ways to market and distribute games every week! I wanted to share a few examples.
Don't forget --- unless you choose an exclusive option, you may be able to mix and match SEVERAL distribution methods. There's rarely a need to put all your eggs in one basket... but if you do, make sure you have some guarantees on that basket! And one opportunity often leads to others. For example, the original relase of the PC version of Outpost Kaloki was an "okay" seller, but it led to an opportunity to become a HIT GAME on the XBox 360. It found its audience there.
So here's a bunch of ways to make money making independent games. And no, none of these come with any guarantees.
#1 - Get A Domestic Publishing Deal
A lot of new people to the indie game scene think that what you need is a publishing deal. Create a game good enough that a publisher will pick it up and sell it for you at Wal*Mart. Nice idea --- and it occasionally happens. But whatever you do, do NOT make this your end goal! There are all kinds of war stories floating around about game developers who got one of these deals, thought they had it made, and happily signed over all rights and their games' future for a pathetic advance (if that), and then never saw or heard from that publisher again.
#2 - Sell it on a Portal or through an Online Publisher
Another popular option is to sell it on a games portal. These include RealArcade, Big Fish Games, GarageGames, Arcade Town, RealArcade, Matrix Games, Shrapnel Games, Manifesto Games, and Oberon (which handles sales on MSN and Yahoo). Valve and"Steam" is another new option. Sometimes these CAN lead to "box deals" for retail stores. Just remember that these sites cater to different audiences, and this may effect your sales. Oberon, RealArcade, and BigFish emphasize the very casual, usually female audience. GarageGames has a following in the Apple community. Matrix and Shrapnel focus on war and strategy games. Some of these companies prefer an exclusive publishing deal, and others are happy (and prefer) a non-exclusive deal.
#3 - Sell It Yourself on Your Own Site
Always a popular option. This takes the most work, but it's also one of the most rewarding. I think I've sold more copies of Void War on my own site than any of the portals.
#4 - Affiliate Sales
There may be other indies out there pursuing option #3 - and they may have a similar target marget to your own. Let them sell your game, too!
#5- Foreign Distribution Opportunities
There are some foreign distributors / publishers that are looking for content to release for cheap in their markets, if you can work with them on localization. Sure, you might only get $0.25 or $0.50 per CD-ROM, but if they can push 10k-40k of your game, that's some nice supplemental revenue.
#6 - OEM Deals
These may bring less money than #5, but if you can partner with a hardware manufacturer, you may be able to get a few pennies per game by bundling your game with their hardware.
#7 - Consoles
Sure, everyone's talking about the XBox 360 LiveArcade, but don't limit yourself to that. Don't even limit yourself to the two other major consoles that may or may not have downloadable indie games as an option. Or the ever-vaporware Phantom console. There are also opportunities like the Linux-based GP2X handheld. The owner of the "Arcade-In-A-Box" emulation system is also looking for new, retro-style content to offer for sale to his customers.
#8 - Cell Phones / PDAs
My personal take on Cell Phone gaming is that it was locked up and settled by distributors long before most indies had a chance... not to mention over-hyped as an opportunity. But it REMAINS an opportunity, and shouldn't be ignored.
#9 - Unusual Platforms
I was once contacted by a gentlemen asking for a bid to do a version of Void War for a motion-based platform that he was selling. I didn't win the bid, but those kinds of opportunities are out there.
#10 - AdverGaming
I don't know much about this one - but this one has potential to be the next big frontier. I mean HUGE, if we can figure out how to best exploit it. The cost of your game is subsidized by advertising products in-game.
Note: Do not confuse this with "Adware" bundling, which is a despicable practice of bundling malware with your game: this could very well DESTROY downloadable gaming as people learn to distrust anything they download off the Internet.
#11 - Release For Free, and Request Donations
A tried and true practice, far older than this technology. Independent "street" musicians have done this for ages.
#12 - "Serious Games"
There is a whole conference and at least one book on the subject of doing "serious games" - games designed to educate, simulate, and/or train rather than purely entertain. You might create a game from the ground up on contract as a serious game, or you may find an opportunity to adapt an existing title. This is growing really fast, too.
#13 - Use Your Game as a Centerpiece For A Book
Okay, there's a zillion books out there on writing games... but people still buy 'em, so there may be room for a zillion and one. Besides, very few have a commercial-quality game included with full source code!
#14 - Cross-Sell With Related Products
There's at least one company out there that sells both a board and computer version of a game, and cross-market the two.
#15 - Contests
There are several videogame development contests that happen every year, the IGF being one of the most notable. These prizes of these competitions range from cash to publication offers to free hardware and games - or a combination of any of these. They also come with some level of recognition and free press, which is always a good thing.
#16 - Release Free, Support With Advertising On Your Website
There are a bunch of Flash Game sites that do this. The games are free, but they encourage you to click on advertising links.
#17 - Mail-Order CD-ROMs
Sure, it's old school. But you could do on-demand manufacturing of CD-ROMS, and include free demos on the discs for your other games. Just a thought.
#18 - Bundled Collections
Okay, so these are often called "Shovelware" and may not always be good options - but opportunities do crop up from time to time to bundle your game with other, similar titles in a retail "box" release. It may make sense.
#19 - Free (Online) Game, Pay For Premium Content
Another model that is proving very popular right now: You offer an online game for free, but allow players to pay a fee (often a one-time fee, but a subscription may work) for preferred access and premium content. It could be a single layer of premium access, or you could give them piecemeal access to a never-ending supply of cool goodies. If it's a multiplayer game with a good community, your premium players may be your best salesmen.
#20 - Subscription Game Sales
This was an old-school idea from the late 80's and early 90's, as seen with SoftDisc ... the previous employer of much of the core id Software gang. It was temporarily resurrected by TotalGaming recently, but isn't being used anymore. It's still being seen in MMO's to some degree. The idea is that people pay a regular subscription for a constant influx of new games (or new content). This COULD be made to work with episodic content, in theory, but just like offering new games --- they'd have to be of consistent quality to make it worthwhile to customers. I'm not sure how to make this one fly today, but it's probably a concept waiting for just the right creative and entrepreneurial spin.
Labels: Biz
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Good ideas. Thanks for posting them. :) I am trying to combine #8 and #19, myself. I'm doing a multiplayer multigame platform for Treo smartphones. It's called wifight.
I'm still building the platform at the moment but I hope to expand it out into a viable business, soon. Thanks again,
Brennan
I'm still building the platform at the moment but I hope to expand it out into a viable business, soon. Thanks again,
Brennan
Good stuff.
Regarding #2, I know Void War was published through GarageGames at one time. Could you offer any details of how that worked out? Were you happy with the support/services they offered? How do sales at GG.com compare to sales on your own site?
I seem to remember their publishing FAQ mentioning that a significant portion of game sales were from Mac owners but that's a bit out of reach for my game so I'm interested in hearing the opinions of non-Mac developers.
And on a (surprisingly!) related note, one of the latest news posts on gamasutra.com is regarding the rising cost of developing professional games and how that cost is being passed on to the consumer. The article features three representatives from well-known companies (Naughty Dog, Bethesda and Midway) offering their thoughts on the subject.
The rep from Naughty Dog is convinced game cost essentially a non-issue. He makes some comparisons to the cost of going to the movies or buying a DVD and says consumers will accept an increase in the cost of games.
The other two disagree. The Bethesda rep even goes so far as to say he's a proponet of a $19.00 price point.
Pretty interesting considering indie games are currently being offered at or near that price and, thanks to tips like these, are finding more ways of getting exposure.
Regarding #2, I know Void War was published through GarageGames at one time. Could you offer any details of how that worked out? Were you happy with the support/services they offered? How do sales at GG.com compare to sales on your own site?
I seem to remember their publishing FAQ mentioning that a significant portion of game sales were from Mac owners but that's a bit out of reach for my game so I'm interested in hearing the opinions of non-Mac developers.
And on a (surprisingly!) related note, one of the latest news posts on gamasutra.com is regarding the rising cost of developing professional games and how that cost is being passed on to the consumer. The article features three representatives from well-known companies (Naughty Dog, Bethesda and Midway) offering their thoughts on the subject.
The rep from Naughty Dog is convinced game cost essentially a non-issue. He makes some comparisons to the cost of going to the movies or buying a DVD and says consumers will accept an increase in the cost of games.
The other two disagree. The Bethesda rep even goes so far as to say he's a proponet of a $19.00 price point.
Pretty interesting considering indie games are currently being offered at or near that price and, thanks to tips like these, are finding more ways of getting exposure.
Chris,
I would need to check my contract with GarageGames, but I don't think I can really reveal numbers. GG has a big Mac audience, so a PC-only game isn't going to hit its optimal audience through GG alone. Overall, I think sales through GG were around equal to sales through my own website for the same time period. And GG has a pretty generous deal (especially compared to some of the big casual portals), so I really have no complaints. I'd have no reservations at all to working with them in the future.
I just wouldn't advise you to put all your eggs in a single basket and get comfortable putting your fate in their hands alone. The cool thing with non-exclusive deals is that becomes just one channel of many.
I haven't read the Gamasutra article you are referencing. But based on what you are saying here... I'd say the guy from Naughty Dog is a victim of his own optimism. I think that kind of attitude is why the AAA retail industry is feeling like it's getting screwed over by the used game business.
Sure, you have a legion of fans plunking down money for pre-orders of Halo 2 six months before the game ships. But then three months later, another great game comes down the pipe, and those same fans are saying to themselves, "Gee, I already spent a lot of my budget on Halo 2 already.... maybe I'll wait and pick this one up used for cheaper."
Top-shelf games might be able to command a higher price-point. But if you assume that a player's total gaming budget is relatively FIXED, it means that the player will simply buy FEWER, more expensive games. No net win for the games industry.
I would need to check my contract with GarageGames, but I don't think I can really reveal numbers. GG has a big Mac audience, so a PC-only game isn't going to hit its optimal audience through GG alone. Overall, I think sales through GG were around equal to sales through my own website for the same time period. And GG has a pretty generous deal (especially compared to some of the big casual portals), so I really have no complaints. I'd have no reservations at all to working with them in the future.
I just wouldn't advise you to put all your eggs in a single basket and get comfortable putting your fate in their hands alone. The cool thing with non-exclusive deals is that becomes just one channel of many.
I haven't read the Gamasutra article you are referencing. But based on what you are saying here... I'd say the guy from Naughty Dog is a victim of his own optimism. I think that kind of attitude is why the AAA retail industry is feeling like it's getting screwed over by the used game business.
Sure, you have a legion of fans plunking down money for pre-orders of Halo 2 six months before the game ships. But then three months later, another great game comes down the pipe, and those same fans are saying to themselves, "Gee, I already spent a lot of my budget on Halo 2 already.... maybe I'll wait and pick this one up used for cheaper."
Top-shelf games might be able to command a higher price-point. But if you assume that a player's total gaming budget is relatively FIXED, it means that the player will simply buy FEWER, more expensive games. No net win for the games industry.
Thanks for the info, Jay. I assumed any hard figures were covered by the contract/NDA so I was most interested in how sales from GG compared to sales from your own site.
As for the Gamasutra article, you're right. The Naughty Dog rep did sound pretty optimistic but I'm really not sure why.
The cost of creating AAA game content seems to be increasing pretty steadily while actual gameplay longevity seems to be decreasing. I'd probably pass on a $60 game that had 8 hours of gameplay at most (DOOM 3?).
As for the Gamasutra article, you're right. The Naughty Dog rep did sound pretty optimistic but I'm really not sure why.
The cost of creating AAA game content seems to be increasing pretty steadily while actual gameplay longevity seems to be decreasing. I'd probably pass on a $60 game that had 8 hours of gameplay at most (DOOM 3?).
Yeah - this is the AAA industry's answer to skyrocketing costs... just shrink the game to reduce cost, and pass the extra cost onto the customer.
Absolutely brilliant.
And of COURSE they'll blame pirates and used-game sellers when NOBODY buys their overly inflated crap. I guess it helps the indies, who typically target the $15-$30 price range, become a better value for the consumer, so I shouldn't complain.
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Absolutely brilliant.
And of COURSE they'll blame pirates and used-game sellers when NOBODY buys their overly inflated crap. I guess it helps the indies, who typically target the $15-$30 price range, become a better value for the consumer, so I shouldn't complain.
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