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How do I distribute my game?


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#1 Jupiter0026   Members   -  Reputation: 180

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Posted 01 November 2012 - 03:22 PM

Hey, I recently started thinking about how I'd sell my game. I took it for granted before, but recently I've been looking at other game sites and I'm wondering: How do they distribute their software? Take a website like www.minecraft.net for example, when you press "Buy", it brings you to a sheet you have to fill out and then after you've payed, you get your game. How do they do this? It's obviously not as easy as putting up a Mediafire link on your website. Does it have to do with eCommerce? I did some research on my own, and I found a website called BMT MICRO which distributes your software without a client, but I've read it doesn't combat piracy very well, plus, they claim 20% of all earned revenue.

I don't want any suggestions of clients you can sell your game on, like Steam, please.



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#2 SimonForsman   Crossbones+   -  Reputation: 5715

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Posted 01 November 2012 - 04:29 PM

Hey, I recently started thinking about how I'd sell my game. I took it for granted before, but recently I've been looking at other game sites and I'm wondering: How do they distribute their software? Take a website like www.minecraft.net for example, when you press "Buy", it brings you to a sheet you have to fill out and then after you've payed, you get your game. How do they do this? It's obviously not as easy as putting up a Mediafire link on your website. Does it have to do with eCommerce? I did some research on my own, and I found a website called BMT MICRO which distributes your software without a client, but I've read it doesn't combat piracy very well, plus, they claim 20% of all earned revenue.

I don't want any suggestions of clients you can sell your game on, like Steam, please.


BMT Micro seems like a good option, 20% isn't alot of they handle all the annoying stuff for you.

Piracy prevention is an entierly different matter and has nothing to do with selling games.


You could also make your own soluton based on for example paypal, but it is probably a bit more work. (I don't know how much BMT actually does for you)

Edited by SimonForsman, 01 November 2012 - 04:30 PM.

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#3 Tom Sloper   Moderators   -  Reputation: 8466

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Posted 01 November 2012 - 04:42 PM

This is a business question, so I moved it to Business.
-- Tom Sloper
Sloperama Productions
Making games fun and getting them done.
www.sloperama.com

Please do not PM me. My email address is easy to find, but note that I do not give private advice.

#4 azonicrider   Members   -  Reputation: 421

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Posted 02 November 2012 - 03:57 AM

BMT Micro seems like a good option, 20% isn't alot of they handle all the annoying stuff for you.

Piracy prevention is an entierly different matter and has nothing to do with selling games.


You could also make your own soluton based on for example paypal, but it is probably a bit more work. (I don't know how much BMT actually does for you)

Really? You could make your game free to download, but you can only play the game after entering a product key. Then people purchase the product key. Most gamers aren't smart enough to decompile a game, and find a way to bypass entering a product key.
(I'm not sure if this concept is frowned upon or not)

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#5 jbadams   Senior Staff   -  Reputation: 16964

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Posted 02 November 2012 - 05:45 AM

Most gamers aren't smart enough to decompile a game, and find a way to bypass entering a product key.

No, but they're almost universally willing and able to seek out a copy that someone more skilled has already altered to bypass the copy-protection. Any copy protection will be broken eventually -- and usually pretty quickly -- so the majority of indie developers are moving towards minimal or no copy protection, with many even proudly touting "DRM free" as a feature to entice gamers who have been annoyed by over-zealous protection schemes in previous games.

#6 azonicrider   Members   -  Reputation: 421

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Posted 02 November 2012 - 08:06 PM


Most gamers aren't smart enough to decompile a game, and find a way to bypass entering a product key.

No, but they're almost universally willing and able to seek out a copy that someone more skilled has already altered to bypass the copy-protection. Any copy protection will be broken eventually -- and usually pretty quickly -- so the majority of indie developers are moving towards minimal or no copy protection, with many even proudly touting "DRM free" as a feature to entice gamers who have been annoyed by over-zealous protection schemes in previous games.

So the op's hopes of avoiding piracy, won't come true.

Easiest way to make games, I love LÖVE && My dev blog/project

 

*Too lazy to renew domain, ignore above links





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