You made a very good game, then what ?

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4 comments, last by TheChubu 10 years, 6 months ago

Maybe it is a common question, but I do not know answer to that: lets assume that I (or you) made a very good game and i got it finished (let say this is for example windows executable could be ported too) then what?,

You do not know much about selling products and something like that but you would like to publish it and get some money for living because you worked hard on it last years on it and need to rest

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Maybe it is a common question

Yes. Frequently Asked Question 60. http://sloperama.com/advice/article60.htm

BTW, I moved this from Production to Business.

-- Tom Sloper -- sloperama.com


Maybe it is a common question

Yes. Frequently Asked Question 60. http://sloperama.com/advice/article60.htm

BTW, I moved this from Production to Business.

I didnt found an answer there..

My own idea would be maybe to publish a free version of the game then make an upgraded payed version - it seem to me

ideologically clear becouse I make decent free game for people

and pay version for fans who could pay for it like some kind of donation for development.

But after all I wouldnt know how to do it too

In my opinion, if you know little or nothing about marketing and publishing then the only logical choice is to find a publisher. Publishing a short demo version of your game would still be a major advantage in finding a publisher because you want to not only showcase the game itself but the fact that people like it. There are a bunch of ways to publish a demo version of the game, but perhaps posting it on your own dedicated website shows the most professionalism. You simply find ways of getting free advertising and free publicity to drive traffic to your website or webpage, such as here at game dev, indy game publishing sites, or video game review sites and have a way to record the number of people who play your demo and how many liked it. Such positive feedback which is documented and viewable on the webpage is a good hook to get a publisher. Next you would "canvas" the publishers to grab interest. How this is done may vary a little from publisher to publisher, but they will let you know how to do it. A good example is the excellent indy channels at STEAM because it is clearly laid how to approach and impress the STEAM organization.

Another way of promoting your game is to find an indy publisher to form a little team. Some of the better ones have connections in the industry and will provide all the support people to help in the strategy upon which you both agree to pursue. For a substantial cut in the income, a publisher who likes your game concept will work hard to get your game to the market.

Overall, I feel that you would be surprised how much information is available here at game dev in the knowledge base about the specifics on how to publish and market your game.

Clinton

Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.

by Clinton, 3Ddreamer

Overall, I feel that you would be surprised how much information is available here at game dev in the knowledge base about the specifics on how to publish and market your game.

Clinton

maybe but I was never interested in it yet,

IMHO, making a game is a long process. If you did managed to not only make a game, but a game that is good and enjoyable, it is almost give that by that time you probably already started a website, forum, and have at least some "followers" that can attest that your game is that good.

Say, Mount & Blade became what it is without any marketing endeavor that I'm aware of, they simply spent something like 10 years not only building their game, but their community, now Taleworlds has not only finished M&B, but also released an enhanced version and a few spinoffs, plus they're on the way of developing M&B2.

That being said, 10 years working towards something is ten. years. working. towards. something. So yeah...

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator

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