I certainly hope flash games aren't going anywhere, lol. Otherwise I'm going to be really bored.
My big news
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I certainly hope flash games aren't going anywhere, lol. Otherwise I'm going to be really bored.
My big news
Wow, congrats man. :)Quote:
Thanks DO, not trying to hijack the thread, just excited about it.
You deserve to be :). Besides, that's a pretty good indication in itself that flash games are indeed going strong..Quote:
Originally posted by leason
not trying to hijack the thread, just excited about it.
Good luck =D
Congrats for the big news. Sounds like hard work in this world is still paid well some time :)
Lots of studies show that more and more webbased gamedevelopers can stay alive in the webjungle. Webgames may not be as addictive and intelligent as C games but they are free and have ez access from the workspace or school. Popular gamesites can stay up and continue develope games as long as the visitors click the commercial ads.
My own gamesite made $4700 in revenue from commercial banners this month. So as long as surfers click our ads, we'll be in business.
WOW :eek: :eek: you gotta tell me how to do that !!! mine is probably earning like 50$ :( What's your site ?Quote:
My own gamesite made $4700 in revenue from commercial banners this month. So as long as surfers click our ads, we'll be in business.
I guess you might get succeed one day but the process isn't an easy one to take. In the meantime i'm living from ppl who license my games but that's not much either
Im not sure if this has been approached yet, but as well as a subscription model, and contract / tailored model, what about building up a large game, including brand etc. and then selling the whole lot including code i.e. basically building a game to be acquired buy a company wishing to use or develop it further?
I saw Leason's post which inspired this i guess.
I spent 2004 developing www.exilegame.co.uk and the game and demo, initially setting it up to have subscribers, however it has occured to me that it is probably more beneficial to sell the whole thing and start a fresh project. Using this approach it also allows new ideas all the time for different games as appose to getting bored with the same concept?
Discuss.
well the problem with selling the whole thing is, what price your game worth ??
people tend to bulk when they see high price and always look for non-exclusivity.
a friend told me that your games is your greatest assets, don't sell out unless you're really really have to and I think he's right.
i also look for someone who want to exclusively license my games but nothing happens instead now i got ppl who license my games, not much but at least i won't lose my game.
I don't know about flash games, but webbased php games really bring a lot of money!
Just let your players in on the beta, and then improve the game as the players want it... If you have got a lot of players, then they really donate a lot to keep the site online!
Ahh, donations... something that hasnt been mentioned...
How much can you hope to rely on people 'donating' cash to help keep the games online? Do registered users and avid players pay to help maintain servers and pay a little to your time to continually develop a game?
Discuss :rolleyes:
Donations...
Very good, but you only get donations if you have many many members
I have many members and still don't get donations. I don't think it is wise to base your company or future on the generosity of your users, regardless of how many you have. Not trying to sound pessimistic, just realistic.
Donations...
In the webcomic field, some people get enough donations/t-shirt/poster purchases, all they do is their webcomic/con appearances. Some webcomic people are lucky if they can get a meal at McDonalds.
Popularity can only take you so far.
-pXw
[QUOTE]Anyday a new web graphics program can come up, which might be even faster and better than flash, and maybe it might also have 3d features. QUOTE]
And will they call it director then?
[QUOTE]Originally posted by znoskieman
Hmm, director games take a lot of time to load, it's not that popular either, and, it's language ai'nt as easy as flash.Quote:
Anyday a new web graphics program can come up, which might be even faster and better than flash, and maybe it might also have 3d features. QUOTE]
And will they call it director then?
Hah, "Popularity can only take you so far." How about president of USA for just take one example. Populatity is power.Quote:
Originally posted by WilloughbyJackson
Donations...
In the webcomic field, some people get enough donations/t-shirt/poster purchases, all they do is their webcomic/con appearances. Some webcomic people are lucky if they can get a meal at McDonalds.
Popularity can only take you so far.
-pXw
That's comparing apples and oranges.
I know of several web comic artist who get TONS of hits, but don't get tons of donations. Then there are others (Mega Tokyo and Penny Aracde for instance) who can make a living off of it.
If you had people with large pockets supporting you, you could probably buy popularity too. Popularity isn't power. Money is power.
http://www.cnn.com/2004/ALLPOLITICS/12/20/poll/
You could always look at installing yourself within a complete solutions marketing compnay.
Pretty much all the games I make at work are not created so much for the fun value - but as a form of viral marketing - to help deliver a message as part of a bigger marketing campaign.
At thd end of the day, it all comes down to value. If you're thinking of selling directly to the end user for a price that would generate you an income - the game is gonna have to be really good to make them part with their cash (then you have the whole micro payement billing system, and how you set that up whilst trying to avoid a lengthily registration process). Not to mention the fact the you're then competing with any game you can get on a PC, console, or nowadays on mobile devices.
Alternaitvely, you might be considering selling to a client, who will host the game on their site to help draw traffic. If you're going down this route - I think you have to be proactive about selling yourself to potential clients. i.e. the cost of a recent game, and how many hits it generated (this means a lot more to manager than if you just say, "I can make good games and they are fun").
It's hard to be cut-throat about games and try to define where their value lies in business terms (because at the end of the day, I like playing and making them because it's fun) - but if you're serious about making money, you have to be serious about demonstrating their potential value.
Chops