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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 ...


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 ...


21

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 ...


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. ...


18

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 ...


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 ...


15

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 ...


15

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 ...


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).


8

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 ...


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 ...


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

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 ...


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

Although it is meant for software selling in general and not just only games, I found this book very useful and clear (and it's free!): Don't just roll the dice, by Neil Davidson (He also has other free books which may be worth reading).


6

There is a great presentation by Ben Cousins called Playing To Win. On slideshare (with narration) - http://www.slideshare.net/bcousins/paying-to-win It describes the case of Battlefield Heroes game which was very popular but didn't monetize well and how they redesigned the entire virtual economy ecosystem to make it better. The main changes they did were: ...


6

Apple provides a framework for in-app purchasing in StoreKit. You can read the docs on it here. From their documentation: Store Kit communicates with the App Store on behalf of your application. Your application uses Store Kit to receive localized information from the App Store about products you want to offer in your application. Your ...


6

I've made some reasearch on few game projects in Kickstarter. I have picked smaller projects on purpose, something doable in few people, or in a single person. These are all recently successfuly funded projects. I haven't found any successfuly funded projects that don't offer the digital copy, so I picked a project that as one of its goal has to release the ...


6

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 ...


6

Facebook is not at all analogous to games. Once you and all your friends are there (let's say 50 people), you are all not going to get up and leave at the same time because of ads. Just one person won't leave because his network of people won't be at the new place. Facebook as a system has huge momentum because of the social capital thing. An individual ...


5

To answer question 3, check this out: http://flashgamelicense.com/ This site hosts developers and sponsors. Developers submit a tender for offers from sponsors and sponsors in turn bid on your game. At the end of bidding, you choose the offer that best matches your desired terms (cash vs. terms of offer). Sponsors typically then get a license to use your ...


5

Make a really good game. Get it on Steam. Market it effectively (generate enough buzz on gaming websites/forums) But the most important step is making a really good game. Kind of surprising to see suggestions of 'go for mobile development', given how oversaturated with $0.99 titles the iPhone app store is these days? - might have been a great idea 2 years ...


5

I would say it is a very interesting problem to have. If all of you are already in the project, then I guess doing Equal Share would be the best thing to do. You cannot quantify productivity in hours and I know sometimes i spend a couple of hours thinking and then implement something complex in just a few hours(which is imposible without the thinking part, ...



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