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worldalpha

Member Since 03 Oct 2011
Offline Last Active Oct 27 2013 06:55 AM

Posts I've Made

In Topic: Indie Game websites

25 October 2013 - 10:06 AM


Many indies have poor websites because they are unwilling or unable pay an external developer to make a good website for them, high quality custom work is always expensive. (indie game developers tend to have far better websites than non tech companies of similar size)

 

But depending on the game, their web presence might be far more important than a non-tech company.  Games need to have a "cool" factor that a non-tech company doesn't have to worry about.


In Topic: Which game market for a small team

25 October 2013 - 06:53 AM

The Android (Google Play) market and iOS (App Store) market are booming.

However, you might have to spend 6 months making a good game instead of 2. 2 is short.

They might be booming but so is the competition.  This is a couple years old, but I think it is only getting worse.  50% of iOS games make $3K or less total.  Lifetime.

 

http://www.tuaw.com/2011/09/29/ios-game-revenue-survey-50-of-app-store-games-make-less-than/


In Topic: Indie Game websites

25 October 2013 - 05:15 AM

 

Taking a look at a lot of indie games, the think I notice that quite a number of them are pretty poor quality.  Which I think is unfortunate because I know the average Internet user judges the site, and therefore the game in probably less than 15 seconds.  So, a good game with a poor site, could really hurt chances of success.

 

I am wondering are there companies out there that specialize in creating websites for Indies?  Should this be a service that some companies should consider offering indies?

 

There are thousands of companies out there offering web development services and company/product presentation websites are a pretty common service offered.

 

Yes, I realize that, but why do so many indies not have good sites?  A lot of web dev have niches.  I'm wondering if there are any that specialize in gaming sites.


In Topic: Microfunding - A new model?

02 March 2013 - 02:11 PM

I don't see how this idea is different from just accepting donations, which is a viable funding options for quite a few games, especially those with high replay / continuous play.

 

It is centralized, and it allows for very small donations as well as bigger ones.  It also allows for concepts or pre-alpha stage games to get some community behind it.


In Topic: Microfunding - A new model?

02 March 2013 - 02:10 PM

The minimum contribution needs to be greater than transaction fees (credit card companies need to be paid) and your own costs. A minimum transaction would need to be a little higher, perhaps $0.50 or $0.75.

That said, development costs are not in the hundreds or in the thousands. When estimating the costs for a startup, the standard formula in the US is $10,000 per developer per month. So three developers for three months would be approximately $90,000.

You're talking more about a hobby project, so it is more like a donation box.

No, your idea isn't very new. It has been used for donations and post-development payments for things like the Humble Indie Bundle where the money goes to a charity. It just is not practical to run a business that way.

 

Lets try to explain again.  A gamer would say contribute $10 to the microfund, and gets say 100 coins ($0.10 per coin).  He then goes through and sees different projects some he gives 1 coin to others, he gives 20 coins to.  Some would have perks, if you contribute 50 coins, you get into beta, etc.

 

So, yes the transaction fee would have to be considered on $10, but not on the individual coin contributions.

 

In regards to amounts raising, yes, it could take a lot, but as you mentioned Humble Bundles (for finished games) has raised millions at $5 averages for 5 games.  So, if scaled, this could raise significant money.


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