Date: Sun, 02 Feb 1997 13:31:13 -0600 From: sa97cm30 AT acs DOT wooster DOT edu Subject: Re: Publishing a game Newsgroups: comp.os.msdos.djgpp Message-ID: <854908948.22218@dejanews.com> Organization: Deja News Usenet Posting Service References: <5bqo19$58 AT news DOT cableinet DOT net> <32E1F436 DOT 453A AT netcomuk DOT co DOT uk> <32E28623 DOT 4841 AT cam DOT org> <5butbq$e86$1 AT news DOT sas DOT ab DOT ca> <32E425C1 DOT 3FFA AT cam DOT org> Lines: 168 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp In article <32E425C1 DOT 3FFA AT cam DOT org>, tudor AT cam DOT org wrote: > > jonklipp AT freenet DOT edmonton DOT ab DOT ca wrote: > > Should be, but it ain't :) It kinda sucks actually, the publishers > > usually make lotsa money and the author doens't get that much. Think > > about this: If your 10% (for example) is $50,000, then the publisher has > > made $450,000. Ouch. :) > Do you know any ways to get ridd of this shit ? > I'm not making any games yet :) but I would consider creating games as a > hobby(i.e. 3D or real time strategies). > I wouldn't like workin my butt on that game then takin a shitty 10% when > the publisher gets 90% and 100% of the work is myne!! > How do companies like lets say Origin stand this ?? > > -- > tudor 'at' cam 'dot' org > yoda69 'at' hotmail 'dot' com > http://www.cam.org/~tudor > > -----BEGIN GEEK CODE BLOCK----- > Version: 3.1 > GCS d-(--) s(-):(+) a? C+ UL>++++ P L>+++++ E- W++ N o K---(----) w--- > O---- M-- V-? PS+++ PE Y PGP t+ 5-- X+++>++++ R tv b+ DI D+ G e->++ > h>++ r- y>+++++ > ------END GEEK CODE BLOCK------ I agree that the author's royalties for codewriting are generally terrible. You put in a tremendous amount of work coming up with a cool idea, designing it, programming it, debugging it, and then you have to share your money with some big software publisher who has very little to do with the creation of the game--yet they get the lion's share of the money from it. Why? Because they *are* the lion. It doesn't matter how cool your new game is if no one ever hears of it or can't find it anywhere to buy it. The publisher takes a risk in printing a few thousand copies of a game, selling them to distributors, and putting them into stores and advertising them in catalogues, magazines, and on tv. If the public for some reason is not interested in your game--and this can often be the result of nothing more than lousy a portrayal of the game in advertising--your game won't sell, and it's game over. The giants of the industry can hype their games well, which virtually guarantees that they'll do well in the market, but this hype costs money. Then, if they can, they'll make sequels of the game, relying on the name of the original to serve as advertising endorsement of the new game. Having an established fan base makes it easier to sell. So what can you as an author do about it? Not very much, and quite a bit. If you're talking about indirect markets (ie printing up copies of a game, manual, etc, advertising for it, shipping the copies off to distributors who then sell them to retailers, who sell them to consumers) there's pretty much no way you can out-do the giant publishers unless you're already well-funded. You also will have a hard time negotiating a bigger royalty percentage, not with hordes of people clamoring for attention to their own game, which might be just as good as your game or might be crap. I'd be in favor of seeing the really good programmers/authors forming an union of some kind--they would then have at least SOME negotiating leverage that way. Often, rather than doing that, it's been easier for the established veteran game designer to go out on his own and found his own company--which, again, requires a fair amount of initial outlay of personal resources. Probably the best option for you if you want to stay independant is the internet. Already, for the past few years companies have become increasingly aware of the internet's potential for cheap, direct advertising. If you're hocking something information based, such as a computer program, you can even do sales directly. Set up a webpage for your game, and allow people to download it over the net. Post to the appropriate newsgroups and announce the game's availability (and don't forget to mention how cool it is). Allow the game to be put up on FTP sites all over the world for public anonymous download, free--this allows you to expand your market. All of this takes place through word of mouth. You won't see huge sales right away from it, but, if your game really has what people are looking for, you will gain a following, which will remain loyal if you offer good customer support for your product. (One really neat thing to offer is the capability for the user to modify or customize the game through ad-ons and plug ins, a la Marathon's physics models and map-making--this virtually guarantees continued customer interest, especially if the games are networkable.) By directly marketing your product to the consumer, you'll save tons of money that the publishers would take from you and put into advertising which is usually of questionable effectiveness. Best of all, your advertising is extremely low-cost (most of it is free, the rest can be handled by the average working joe's paycheck). You won't have to pay to produce your game either, just to develop it. Instead of having truckloads of CD-ROMs, booklets, boxes, mail-in cards, cardboard displays, you have a dedicated computer in your house running a FTP server or a webpage, a copy of your game (and the documentation for it in electric format), and that's about it. All you have to pay for is electricity. There are only two real pitfalls of this kind of approach: 1) if you make a really big game, the download time for it can become unfeasible, and 2) collecting your income via shareware fees can be a headache. Probably the safest way is to allow customers to download a test version of the game, or a disabled full-version, which they can evaluate, and then if they wish to play the full game they have to pay you. Since your costs are low, you can undercut the big companies and sell your games at very attractive prices--and this just makes you look good. Meanwhile, continue to produce new games. Advertise your new products next to the established ones. In a year or two, you should be fairly established and known in the internet community. You may well receive offers to produce larger games from the big companies. Take the jobs, if you feel like it, but make sure the terms of your contract allow you to do your own work on the side. These ideas aren't anything new, but they're workable, and IMO being independant is better than working through a large company that takes the fruit of your labors. If you could sell 50,000 copies of a game for $10 per download, that's a half million dollars gross (assuming you can collect all the shareware fees). With your marketing prices so low, with a few successes you should be set for life. Development costs on the other hand, might not be so low, but if you're creative you'll find ways to cap them or avoid them. ----chris sanyk -------------------==== Posted via Deja News ====----------------------- http://www.dejanews.com/ Search, Read, Post to Usenet