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how to publish..my game????

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well firstly assume that i''ve worked over 2 years and developed a rpg game that is similiar to diablo 2 but a little more attractive and complex one... and then secondly know that i did it alone as a lonewolf hunted his prey.and know nothing about how to publish it ... and at last show me a way to publish it.i am trying to make a decide.will there be a shareware version what will be its price (how can i make my money???)blaa bla blaa... but also gimme the net adresses of the companies that you offer me.how can i apply them? will i have to show my source code just to apply them? or will it be more profitable to publish it from net.when i publish it from net with which ways can i take the price from my costumers?? finally i would be grateful if you help me and be my pionner to publish my game last note:: do you know how much did blizzard earned from diablo2? well i have to make it my own way....

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There''s a web-site call eGameZone where you can submit your games for online publication. A shareware demo is made available for people to download to try out your game or they can buy the full version if they thinknit''s good enough:

http://www.egamezone.net/

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quote:

do you know how much blizzard made from diablo2?

easy to calculate. go to your favorite software retailer, take a look at the diablo2 box, which should have a sticker saying "3 million copies sold." Add 500,000 to that and multiply that by 30.00-40.00. Viola.

Blizzard didn''t make $35 on each copy sold. Firdt off the developer typically doesn''t get a big cut if they go through a standard publisher distribution scheme (which Diablo2 was). Next thing to consider is how many of those sales were full price and how many were as part of the bundles and discount versions. In any case, Blizzard made tons of money on it. Share this post Link to post Share on other sites diablo2 was 49.99 full price...so thats why i point it in the 30.00-40.00 range :-). and you''re right about the publishing thingy. but still...still ton of money Share this post Link to post Share on other sites If the games really done and you don''t need any funding, then find yourself a nice distributor (which differs from a publisher in that theirs no funding involved). I''d say they''d take about a 30% cut of the profits. Get your product nicely packaged and shipped out to retail stores. Share this post Link to post Share on other sites Also remember, even though diablo made oodles of dough in 1996 or whatever, if it were to come out right now, it probably wouldnt sell nearly as many copies simply because the standard of gaming keeps going up. So if you have a diablo clone (yes i realized you said it looks better), I wouldnt expect to become a millionaire, although I wish you the best of luck. Can we see a screenshot or three? Share this post Link to post Share on other sites He said assuming. The price tag$35. Was probably sold to the retailer for $25-$28 depending on how many the retailer bought in one shipment. Subtract away shipping costs, Cost of 3 CDs, manual(Forgot whether it had one), box packaging(The box was nicely done) and if i remember a poster and other costs to bring the product to the retailer. What you get is like $15-$20. Of this i can expect the publisher to take atleast 70% since they funded the game and marketed it(I believe marketing costs are often as high if not higher than the development costs in the US, i might be wrong though). So on average Blizzard made around $5 per copy sold. Makes you think distributing shareware games through the internet might be more effective. And i don't think the game was made cheap. All the Acts had highly detailed prerendered backgrounds, and the CGI videos made my jaw drop when i saw them. They might still be one of the best CGI's for videogames on the market(WC3 included). Sometimes i think the effort Blizzard puts into its videos might be more than what they spend on the game itself. Oh and lets not forget all the years Blizzard has been providing free Battle.NET services for all these years. Bandwidth might not be much of a price issue in the USA(Though it can add up to quite abit considering the number of people online at any 1 time * 8 years). But in Asia it becomes more expensive by a factor ranging from 2-20 depending on the country. [edited by - GamerSg on November 17, 2003 10:33:42 AM] Share this post Link to post Share on other sites i find it hard to believe you could be smart enough to make a game this good yet have no idea about the industry. Share this post Link to post Share on other sites of course i didnt made the game i just wanted to know how i will make ready my game to the first hand costumer( this is a streotyped word in my language "first hand costumer.") i dont know its synonymous in english"... well but they sold the game for 35-40 dollar and just take 5 dollar for each copy of the game this is terrifing..!! well i have to make it my own way.... okunu hedefinden uzaða atan okçu okunu hedefine atamýyan okçudan baþarýlý deðildir(turkish proverb) it means the archer who throwed his arrow beyond his target is not succesful more than the one who even didnt reached his arrow to this target.... Share this post Link to post Share on other sites quote: Original post by Anonymous Poster i find it hard to believe you could be smart enough to make a game this good yet have no idea about the industry. Why not? Knowledge of 3D graphics does not magically give you knowledge of the business procedures of publishing a game. James Simmons MindEngine Development http://medev.sourceforge.net Share this post Link to post Share on other sites quote: Original post by Cipher3D Viola. A small stringed instrument? Eh? I think you need this. Share this post Link to post Share on other sites quote: Original post by OrangyTang quote: Original post by Cipher3D Viola. A small stringed instrument? Eh? I think you need this. Thats a Typo, if you just switch 2 letter then you''ll have Voila and I believe you''ll find it it more appropriate Share this post Link to post Share on other sites quote: Original post by Turt99 Thats a Typo, if you just switch 2 letter then you''ll have Voila and I believe you''ll find it it more appropriate I know what he intended, but its a worrying trend that lots of americans don''t know the difference. o_O Share this post Link to post Share on other sites quite amusing...as I do play the Viola..haha$5 per copy? quite reasonable...they stiill made a lot of dough from it.

5*3 million ain''t bad guys...thats more than what my mom makes..(40,000 per year) :-D

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quote:
quote:
--------------------------------------------------------------------------------
Original post by Turt99
Thats a Typo, if you just switch 2 letter then you'll have Voila and I believe you'll find it it more appropriate
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I know what he intended, but its a worrying trend that lots of americans don't know the difference. o_O

How do you know he is American? This is an international forum. "Its" possible that he's English.

--
Dave Mikesell Software & Consulting

[edited by - dmikesell on November 18, 2003 9:34:13 AM]

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A distributor won''t take 70% of the profits, only a publisher will. Theres a big difference between the two.

Thats why, if your game is done and you require no funding, use a distributor.

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if i have a funding problem i must find a distrubutor .
but what is the diffrences betwwen the two what the publisher doing more than the distrbutor to take % 70 of the money???

well i have to make it my own way....

okunu hedefinden uzaða atan okçu okunu hedefine atamýyan okçudan baþarýlý deðildir(turkish proverb)

it means the archer who throwed his arrow beyond his target is not succesful more than the one who even didnt reached his arrow to this target....

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Ddevelopers make very little of the $44.99. I''m talking$5 or $10 max. This is partly the reason why Valve is implementing Steam, if they can self-publish their games, think of what that means to the industry (and what it means to the publishing industry :D). If Steam breaks though and does successfully (which it wont if they dont fix the bugs), it''ll be interesting to see how many other developers go the same route. By the way, doesn''t that game Savage self-publish their game? They had it on their website for$40 to download it, that''s awesome! So much easier than going to the store and getting all that crap that I usually throw away (box manual etc.).

As for the original poster, there''s a whole bunch of companies that might take on it, realarcade.com...and...., ok I''m drawing a blank, but there''s tons of places that publishes independent games.

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Blizzard is also a publisher. Even if it is not a publisher the rates will not be at %70, because Blizzard is a reliable producer( No one can think Blizzard will be unsuccessful) The %70 rates are only to the new established companies which has great possibility of being unsuccessful. The rates will drop with the decrease of risk.

Selam hoca...

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