2/1/2024 0 Comments Gratuitous tank battles mods![]() ![]() I’ll be honest, I have no idea how much those older games make without digging into the data, but I thought either way it might be interesting, so here goes. have I perhaps become the ‘long-tail-indie’ just out of sheer hanging around? Could it be that actually positech games is self-sustaining on the basis of really old games, that although they do not sell much each, combined they add up to a tidy sum? This plays to my strengths, because I’m not scared of risk, but not nuts, and also not a people-person as you need to be with patreons etc, and as a self-code-engine guy, I’m not churning out quick asset flips hoping for a hit.īecause of the sheer bloody-minded determination to stick around, it turns out I have been making commercial aimed games since 1997, and therefore I have ended up with a big bunch of older titles that still run on most PCs, and can still generate revenue. I’m pretty conventional in that I think the model where you just make the best games you feel comfortable with, from a risk POV, and aim to have them sell enough to result in a profit… is the most ‘normal’ and sensible way to do things. Unless you didn’t already know, my method is the straight sale model. Always be poised to drop everything and ramp up any game that gains initial traction. Similar to continual release, but in this case the aim is to hope to strike it big with a sudden hit. Release multiple games each year, maybe one a month, hoping that over time, the long tail builds up a relatively stable income. Assume that scale brings its own bonuses, and that the huge payoff outweighs the risk. Go all-in, on a big title you bet your entire financial resources on, including remortgaging house/car etc. Self-fund games, release them to the world as self published titles and hope the royalties exceed the development costs on a continual basis. ![]() Using patreon, or kickstarter or other methods, build up a loyal fanbase that pays you money to make games, regardless of whether they play them, or buy them in any quantity. Get publishing deals, and charge enough for the development milestones that you make a profit regardless of whether the final game makes a profit or not. I know people trying a bunch of different strategies and here are a few: There are a whole lot of different strategies for running a pc games business. ![]()
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