Post by leunas on Nov 22, 2006 3:30:43 GMT -5
Direct sales from the developer to the consumer will always be the best way to make money. There are just too many unknowns otherwise. Here are some of them:
Trust -> Is the publisher legit? will they just do a runner with the money? will they report royalties accurately, have they made deals concerning your game you dont know about? are their promises of projected sales accurate?
Support -> You have no way of knowing if a tech support claim is legit. Did they really buy it? did they copy it off someone? is it a dodgy pirated copy? You have no way to know
Feedback -> You are one step removed from your customers. Will the portal/publisher pass on any customer feedback or suggestions?
Community -> People will talk about your game, but at the publishers / portals site, not yours. This does little to build a community
Reputation -> You didnt make the game, the publisher did. At least as far as the customer is concerned. Who the h311 are you?
Updates -> You want to patch the game? you need to go through a third party. they need to schedule some QA. maybe next month? next year? sorry, the games too old, we dont issue patches.
Demographics -> Who bought your game? what gender? what age? what country? You will never know.
Of course, ALL this can be offset if the royalty check is collosal enough. But it *does* need to be pretty good to offset all this. That's something to keep in mind when you balance out your strategy for selling games.
cliffski.blogspot.com/2006/09/direct-sales-ftw.html
Trust -> Is the publisher legit? will they just do a runner with the money? will they report royalties accurately, have they made deals concerning your game you dont know about? are their promises of projected sales accurate?
Support -> You have no way of knowing if a tech support claim is legit. Did they really buy it? did they copy it off someone? is it a dodgy pirated copy? You have no way to know
Feedback -> You are one step removed from your customers. Will the portal/publisher pass on any customer feedback or suggestions?
Community -> People will talk about your game, but at the publishers / portals site, not yours. This does little to build a community
Reputation -> You didnt make the game, the publisher did. At least as far as the customer is concerned. Who the h311 are you?
Updates -> You want to patch the game? you need to go through a third party. they need to schedule some QA. maybe next month? next year? sorry, the games too old, we dont issue patches.
Demographics -> Who bought your game? what gender? what age? what country? You will never know.
Of course, ALL this can be offset if the royalty check is collosal enough. But it *does* need to be pretty good to offset all this. That's something to keep in mind when you balance out your strategy for selling games.
cliffski.blogspot.com/2006/09/direct-sales-ftw.html