Hot answers tagged

42

Subscription. The easiest model, where you simply require a sum of money from your players each month. Monthly payments are most common, but variants exist. Most famous example - WoW. Freemium subscription. Essentially the same as subscription, but players CAN play for free with some limitations. For example, non-paying players can't visit all locations, or ...


29

In my experience, the reason you don't see this very often (at least in the US) is "it's very complicated, we as game developers lack the expertise, and there isn't much profit in it." Online gambling laws are really complicated. I'm not even going to pretend my limited comprehension of legalese is up to the task of parsing them. It's not necessarily very ...


29

If you use Google Play's in-app purchase APIs to implement your 'disable ads' purchase, this is basically handled for you. You'll want to create a non-consumable product that users can purchase. Non-consumable products represent, essentially, a permanent benefit or unlock. Such purchases can be restored to wiped/clean/new phones by the user, so they'll never ...


23

The main models I can think of are: Charge per copy - the traditional "software licensing" model, you charge your customers a retail price to "buy" a copy of the software and the subsequent right to install or play it. This is still a dominant model for software of all kinds including PC, console and mobile device games, even after the introduction of ...


22

You'll need to setup a test account and then publish your build as a draft application in order to successfully test purchases and the workflow as a normal user would. This is what Google has to say on the matter of test accounts: The Google Play Developer Console lets you set up one or more test accounts. A test account is a regular Google account ...


20

I would suggest that you sell: Distributions of the source: Build versions of the source code, tools, etc that people can work with. If they are modifying the source themselves then this won't help them, but if they just want to include a dll for example, this can simply things especially if your build process is complex. Another options is to sell ...


19

In the Flash world, one size certainly does not fit all. That's the point, for reaching the biggest audience you should publish it on every site you can. The best way, I've found, to go is trying to sell your game for the best price on a site like FlashGameLicense. If that doesn't suits your needs or works for you, it's time to go crazy on publishing it. ...


16

First of all you obviously need a game that people would want to play. Without that, no matter what you offer you will likely not get much support. So lets assume you have such a game and now you want to attract people. Looking at the most successful game projects on Kickstarter (like Torment: Tides of Numenera or Planetary Annihilation) you will see a ...


16

I don't have hard data to back this up, but I firmly believe that offering a copy of the game as a reward is actually a bad plan from a long-term perspective. It can effectively soft-caps your sales, and since it's often the lowest reward level, similarly restrict your capital. The Kickstarter (or what have you) campaign will act as a marketing push for ...


15

There are quite a few resources to refer to. First thing to note is that 93% of the top 100 grossing games use in-app purchasing so that by itself means something. Here is a research by flurry showing the dominance of in-app purchase dominance as a monetization model for mobile games. This is from about a year ago and the trend became stronger since: Part ...


11

If you're not using Google Play's tools as in Josh's answer (although, I recommend you do use those tools). You'd have to manage this information yourself. You would want to avoid storing something locally on the user's device. Users don't want to have to pay to remove ads per device or per install. You need to maintain a database with users who have paid....


9

Monetization heavily depends on the platform, but for the iPhone specifically, freemium (specifically, buying into something that lets you play more effectively) has proven itself to be probably the most viable strategy for games in which it fits. A few sample points: http://gamesfromwithin.com/the-power-of-free - a blog post talking about revenue in a ...


9

Freemium - Make the bulk of your game available for free, but provide paid premium content (e.g. Fantastic Contraption and Quake Live). There's obviously a bit of a balancing act with choosing how much to give away for free: you have to make sure you give enough so that they can enjoy the game, but not enough to satiate their appetite. Adware - Make your ...


9

For some actual stats, here is a detailed survey conducted on Flash games in 2009: http://wiki.mochimedia.com/w/page/15156195/Flash%20Games%20Market%20Survey You' probably be only interested in some of the slides like below though (slide 18).


9

My question is why are there not more games which take this approach of a game economy tied directly to real money? I think the answer lies in what a game is. To most people, a game is something where you relax and can have carefree fun. Some people will have more fun if game money is real money, but others will have less fun. So inherently it seems ...


8

I prefer equality, because if it's time based then someone who works twice as efficient or is madly talented will be punished for doing twice the work per hour. On the other hand, people might argue that someone talented puts in as much sweat as the less talented so the hours are of equal value. I do know that not being based on equality might demotivate ...


8

As someone who is currently working on a commercial HTML5 game, I can give some possibly helpful insights. First, HTML5 and gaming is brand new. HTML5 is really brand new, and WebGL and accelerated canvas are really really brand new. Mobile platforms for instance still lack WebGL entirely, and accelerated canvas is only available in very recent Firefox ...


8

You shouldn't do that if Google notices that you are spoofing a country (and they will) then your accounts will be banned and you can't create another one. This might lead to an app deletion by the Google team as the only legal way to do in-app purchases is Wallet / official Google api. You only get paid for clicks not for impressions. I have about 1 Cent ...


8

There are arguments to both options. Single Currency - usually simpler for players to understand Multiple Currencies - allows more flexibility to in future optimizations For a single player action game I don't think you need more than two. Three of four currencies is something that is usually reserved for resource management games where you actually gain ...


7

Certain engines are cross-platform, others are not. In theory, the more operating systems and devices that you can get your game on, the larger your potential audience. This is one of the great advantages of an engine like Unity3D where the theory is, you write code once and run it on PCs, Macs, browsers, iPads/iPhones and even consoles like the XBox and PS3....


7

HTML5 games face a lot of hurdles: uncertain browser compatibility stability poor audio support slow JavaScript execution speed slow rendering speed no designer tooling source and assets are easily viewable / copyable game is easily hackable while running games embedded into other portals could run malicious code on the host portal lack of in-game ...


7

Is it achievable to generate revenues of 50.000 USD yearly on AppStore for a single developer? Of course it is, I can simply point to a single example of this being the case and it's "achievable". The thing is, in order for you to do it there are a lot of factors at play. Can you make games quickly/cheaply? With the race to the bottom in terms of ...


7

As far as I know, its very hard for a beginner to find a publisher unless you have something, that really stands out of the crowd or something really convincing. So, your first choice should be online distributor. Most famous is Steam which of course has a higher entry margin. There are less restrictive distributors like Desura. There is a new Indie only ...


7

It depends on what you mean by good. Is it ethically good? No, at least not in my book. You're cheating people, confusing them, and purposely misleading them by naming your app something similar to their app just to get people to download it by mistake. Is it good marketing? No. People will figure out what you are all about, and avoid your stuff. Is ...


7

When you allow players to not just pay you money but also get out money, your game can easily fulfill the definitions of both banking and gambling which are both heavily regulated in many jurisdictions. While some game companies might feel comfortable with managing a gambling business, very few possess the know-how which is necessary for operating a bank in ...


6

Don't forget about alternate revenue streams! More often than not, your game's source code is worth quite a bit to fellow developers. The more so the more popular your game is and the harder it is for the average developer to replicate your gameplay or parts of it. You should license only the source code, and not the assets, to avoid spawning a myriad of ...


6

There's a few choices that I can think of: Sell your game on a portal, such as bigfishgames.com. It's not for everyone - you lose a degree of control, and the content on these places is decidedly casual. However, they get a lot of traffic and take care of the business of selling. Sell your game on a console based portal, such as XBox Indie Games. The ...


6

I don't think a lot will change, actually. SWF files are easy to decompile. Yes, the ActionScript will have made some irreversible changes that will make the decompiled code harder to figure out (destroying variable names, inlining functions or whatever) but a Javascript obfuscator could do that as well. Hacking client software to remove ads is probably ...


6

From http://www.fmod.org/index.php/sales : If your title is not intended for commercial gain and does not include the FMOD library for resale, license or other commercial distribution, then use of FMOD is free. If you are pursuing revenue models, then your title is clearly intended for commercial gain, and you do not meet the criteria to use ...


6

The best approach I've seen as of yet is that of Spiral Knights. There are two currencies, and they do completely different things. You cannot use a currency instead of the other to do something, and that's good because that would defeat the purpose of having two currencies in the first place! You use crowns to buy stuff, you use energy to revive yourself ...



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