Post by leunas on Dec 7, 2006 13:30:24 GMT -5
Indie Fortune Cookie WisdomI’ve learned a lot about the business of making and marketing games from following the independent game development community. Each are these are one of the many nuggests of insight some of the prominent indie game companies have given me. Feel free to contribute any nuggets of wisdom you’ve learned from specific other developers.Puppy Games (Titan Attacks, Ultratron) - Develop a consistent art style to develop a fan base and make customers more comfortable with future purchases.Amaranth Games (Aveyond) - The one-hour trial isn’t the law.
Positech (Democracy, Kudos) - Constraining distribution can work for some games. (Democracy supported the company despite not selling through the portals)
Last Day of Work (Fish Tycoon, Virtual Villagers) - Casual gamers love “pet” games
Introversion (Darwinia, Defcon) - There is a significant market niche for “fans of independent games”. It’s just hard to reach/please those people, as they tend to have a high crossover with core gamers.
Three Rings (Puzzle Pirates, Bang! Howdy) - The only way to build a truly stable game development company is through community and fan-base.
Raptisoft (Hamsterball, Chuzzle) - There’s huge value in R&D (Chuzzle was a hit due to months of research and testing), but be careful to protect and promote your IP, especially if you are in a crowded field.
Funpause, now BigFish Games Europe (Atlantis, Mystic Inn, Fairies) - The indie community calls it cloning, but really it’s just a form of line extension. Gamers see value in aesthetic modifications to familiar game designs. Bonus: it’s possible to complete a high-quality casual game in 4 months with a team of 2.5 people.
Reflexive (Ricochet, Big Kahuna Reef, Wik and the Fable of Souls) - The aging, ex-gamer, which is what Wik was aimed at, is a terrible market. Never try to target a group that you have defined as people that don’t buy games anymore.
Grubby Games (Professor Fizzwizzle, Fizzball) - It’s a good idea to keep an open mind about the description of your target market. Casual gamers are also moms and dads that have kids. (see the kid modes in both of these games)
Enkord (Clash ‘n Slash) - Indie games are still a hit driven business. One big hit can fuel mediocre sales on several other titles.
Monster Studios (Chain Reaction) - The first modern indie developer I ever met. Spent 4 years writing an engine and a game, when he was done, the Torque Game Engine was out. Build on existing technology, never write your own if you can avoid it.
Gibbage.co.uk (Gibbage) - There’s no end to the amount of shameless plugging you can get away with if you are entertaining writer. PR is very closely related to PI, Public Image.
Chronic Logic (Bridge Builder, Gish) - There’s a huge demand for educational entertainment. Bridge Builder outsells Gish.
Super X Studios (Wild Earth) - A quality product can be sold and resold and repackaged for years. (see the amusement park ride, the downloadable game, the retail game)
www.qatfish.com/?p=44
Positech (Democracy, Kudos) - Constraining distribution can work for some games. (Democracy supported the company despite not selling through the portals)
Last Day of Work (Fish Tycoon, Virtual Villagers) - Casual gamers love “pet” games
Introversion (Darwinia, Defcon) - There is a significant market niche for “fans of independent games”. It’s just hard to reach/please those people, as they tend to have a high crossover with core gamers.
Three Rings (Puzzle Pirates, Bang! Howdy) - The only way to build a truly stable game development company is through community and fan-base.
Raptisoft (Hamsterball, Chuzzle) - There’s huge value in R&D (Chuzzle was a hit due to months of research and testing), but be careful to protect and promote your IP, especially if you are in a crowded field.
Funpause, now BigFish Games Europe (Atlantis, Mystic Inn, Fairies) - The indie community calls it cloning, but really it’s just a form of line extension. Gamers see value in aesthetic modifications to familiar game designs. Bonus: it’s possible to complete a high-quality casual game in 4 months with a team of 2.5 people.
Reflexive (Ricochet, Big Kahuna Reef, Wik and the Fable of Souls) - The aging, ex-gamer, which is what Wik was aimed at, is a terrible market. Never try to target a group that you have defined as people that don’t buy games anymore.
Grubby Games (Professor Fizzwizzle, Fizzball) - It’s a good idea to keep an open mind about the description of your target market. Casual gamers are also moms and dads that have kids. (see the kid modes in both of these games)
Enkord (Clash ‘n Slash) - Indie games are still a hit driven business. One big hit can fuel mediocre sales on several other titles.
Monster Studios (Chain Reaction) - The first modern indie developer I ever met. Spent 4 years writing an engine and a game, when he was done, the Torque Game Engine was out. Build on existing technology, never write your own if you can avoid it.
Gibbage.co.uk (Gibbage) - There’s no end to the amount of shameless plugging you can get away with if you are entertaining writer. PR is very closely related to PI, Public Image.
Chronic Logic (Bridge Builder, Gish) - There’s a huge demand for educational entertainment. Bridge Builder outsells Gish.
Super X Studios (Wild Earth) - A quality product can be sold and resold and repackaged for years. (see the amusement park ride, the downloadable game, the retail game)
www.qatfish.com/?p=44