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LaurasNeverLose

How much do we charge?

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We've got through the worst of it, we've finished our games, got rid of our nulll pointer exceptions and finally tested them on any thing resembling a phone. So now what?? Well, after some discussion we've decided to liscence or games to mobile phone networks such as 02 and VodaPhone. The games are orignial and aimed at untapped areas of the market. They are of high quality. So what do we charge? I can't seem to find a pricing scale anywhere on the net? We want to charge a once off flat fee for our games as the money is needed if we are to continue. Is 10K a lot to charge for a good quality original game? Is it too little? Please Please help me.

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I am running on the assumption that you are a independent developer, and have developed this game for free.

The best way to price your product is to look at the pricing for similar products on the market. You may have to do some research for this; check company annual reports.

There are other ways of pricing, but I have limited experience in software pricing theory where you do not have to manufacture CD's (IE. there is little variable cost), so I will limit my resopnse to the above.

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So you want to sell the game to O2/nokia etc not to the phone-users individually, is that correct?

Easiest might be to see how long it took to make a game and how many people. Their salaries + some amount are what you need. Ie if it took 2 people a year you'd be looking at £50K.

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Do they even do that these days? I thought O2, for instance, only published games via Revolution, unless in truly exceptional circumstances?

Seems as though licensing deals nowadays often go via quasi-publishers who collect large numbers of games and then license them en masse to upstream purchasers (who are often publishers themselves, who then re-license to networks).

If that's the case, then the pricing will be taken care of for you - they'll have standard prices.

Of course, if your game is trully kick-ass and revolutionary, you're better off selling direct to consumers, riding the wave of popularity, and getting a huge percentage of sales revenue (instead of a minor payoff).

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Our small company has went to a mobile publisher with our first game being launched in Sept. They offer a 40% revenue cut and will take care of all the marketing and distribution - and they are very helpful. Going through a publisher takes many of the headaches away from you and, although 40% may be a bit low in many peoples eyes, its worth it if you have many games lined up to sell. Once you are established and have earned a nice reputation in the quality you produce, then future products may be priced much more to your liking!.

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The best thing to do is to get a percentage instead of a one-off fee. If you take a little one time fee and then your game hits it big you will be kicking yourself really hard.

I second the recommendation to find a publisher. I know some good things about Airborne Entertainment, although they are mostly north american.

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