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Making The Most In A Overpopulated Genre

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Really, how do WE get maximum money in a overpopulated genre? It is really easy, and I'm going to explain how to do it. I'm tired of seeing people do it the wrong way, so why not educate them a little bit on one of the many methods to use. First, the game must be distributed through a major distributor. Second, the game must be of AAA quality, hands down none of this 2 bit bull indies seem to pull these days. Now the hard part is, the main game is content heavy at 60 hours of multiplayer madness for FREE. Yes, for free. You do not charge a dime for them to pick up the game and play.

How you will make money is via DLC vanity and starter content packs. You can group a awesome flamethrower with some katana and some awesome green goo grenades, a clown character costume, some maid outfit, and a awesome new map to explore. The maximum you want to charge for that is $5.00. The cheaper you are, the more people will buy if they think it is worth it. Too cheap hurts the market, just right makes you rich. My idea is coming out spring of 2012 for Steam. It is a zombie themed game, bursting with content, and totally free. Everything in the game is AAA quality, with sounding being AA quality. Music will really hurt me on that one, xD. My gift to you is, if you can pull that off, expect to beat the odds my friend.

Now I may have a solid marketing and advertising plan in place that is tried and true, alongside money to advertise, and the knowledge and wisdom to make a sale in any kind of market, but that advantage will only ensure the most money from my work. I encourage you to plan out your game and make sure every aspect of it will FLOW with each other without any slight microsecond of a hiccup. Those hiccups will RUIN immersion and fun. Always remember to incorporate solid Public Relations Data into your game, and make sure that you study what is coming to the market and when it is coming to the market. There are solid times where there will be NO games released, and it will be a perfect time for you to release a game. Just remember, that alongside making fun and exciting games comes the aspects of good business. If one area lacks, then you will fail. Also, don't get weary as a lot of people do and make decisions when you are tired, bored, or just plain worn out. Wait until you are refreshed and then make the decisions, because if you feel like quitting one day, and you end up sticking to it, you might just become the next AAA studio.
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You seem to genuinely want to help others; perhaps you could reach a wider audience if you posted without the hostile attitude.
The commonly used term for the model you're talking about -- where the core gameplay is free and additional content or functionality are sold as add-ons, often via micro-transactions -- is "freemium", and it can definitely be a successful model as it has worked well for many other developers. Your suggestions that other approaches are "wrong" however is [i]a)[/i] insulting, and [i]b)[/i] poorly supported given the many examples of success via other methods:

Minecraft is not distributed through a major distributor, it does not have AAA graphics, and it isn't content-heavy. It's a massive success.
World of Goo is distributed via Steam (amongst other channels), but it's graphics are very simple and again it isn't all that content heavy.
Angry Birds is sold through the Apple and Android app stores, which although very popular hardly counts as "a major distributor" given it doesn't help with moving your product and anything on there is competing with thousands of low-mid quality items. It's graphics are polished but very simple. It only uses a single simple gameplay mechanic, although it does provide MANY levels.
DeskTop Tower Defence is a simple Flash game -- no major distributor, piss-poor graphics and very little content -- it hasn't turned the creator into "the next AAA studio", but it's earned him plenty of cash.

You also seem to imply that all indie developers are aiming to be AAA studios in future, which simply isn't true -- many are quite happy to remain smaller and independent as long as they're able to earn a living that way -- and many of them are already doing so using methods that you apparently dismiss as "wrong".

Don't get me wrong, it's awesome that you're trying to share your experiences and help out others, but the attitude that seems to come across in your posts is very dismissive of other approaches, seems to assume your own methods are perfect (even though we've yet to see any supporting) evidence and often seem very condescending -- this is not the sort of content a lot of people will come back to continue reading over time -- as the old saying goes, you'll catch more flies with honey than vinegar.

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I just want to see some actual material. All this talk, talk, talk. Show us what you are actually working on already :).

Other than that, the question you should first ask yourself is "Is it wise to create a game in an overpopulated genre?". Many marketing and business books will tell you, no, it is not wise...It is rather foolish to start competing on cost and quantity, or to compete with very big AAA studios when there is no real need. It is like you are some local soda production company that goes up and says "I am the new Coca Cola!", or the new Mc Donalds, the new Nike...Well, sure you are :). Before you even started developing you have placed yourself on a risky path. Your plan requires high initial investments and possibly a long time to recoup investments.

I think it can be better to expand into new markets where there is room to grow. There are so many opportunities in games to actually compete on gameplay quality, innovation, social media and originality (see examples jbadams). On the other hand, there is a huge group of games who welcome similar content, and they will accept it if you can reach the AAA quality level, so I am not saying that you are doomed :).

In the end, you just like working on high quality, content heavy games. Which is ok, I do too. There is nothing really wrong with it, but it takes an incredible amount of time and effort to create content with a small team.

As for the vanity products, it alienates part of the playerbase (TF2 Hats anyone, or the whole Portal 2 spamfest :)). On the other hand, figures from Valve do show that there is a lot of money to be made there and you should always take the opinion of the vocal minority with a grain of salt.

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"... [color=#222222][font=arial, sans-serif][size=2] it is a tale. Told by an idiot, full of sound and fury. Signifying nothing."[/size][/font][/color]

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