332

There's a certain irony to asking this question on a site where people volunteer their time to help fellow gamedevs without compensation. ;) It's okay to value a thing and find it fulfilling even if you don't get paid for it. If I wanted to maximize my income, there are many fields I'd be better-advised to work in than game development. ;) Instead, for me ...


92

Releasing your game for free is the best way to get it exposed to the largest number of people possible. There are several reasons why you would want to prefer reach over profit: Making money through advertising. A lot of game portals use advertisement. On some portals, game creators get a cut of the revenue of the advertisement which appears next to their ...


90

A Primer on Valuing Intangible Products What I need really is an advice as to is this price of around 15k Euro justified It is not justified at all. You're attempting to determine the market value of an intangible product (the mobile game) based purely upon its cost of production. This does not represent the true value of the product. The true value of ...


68

First of all, saving on work equipment is often saving at the wrong end. Giving your employees suboptimal equipment does not just hamper their productivity physically, it also hampers their productivity psychologically because they do not feel valued. But on the other hand, if you just ask your employees to pick out any equipment they want and don't give ...


38

I've designed, built and released for "free" (see below) quite a few games in my life. From my perspective, these are the main reasons, in no particular order: The chance to make enough of a profit to actually justify the added effort and overhead of billing is not big enough. Most indie games don't make money in a quantity worth it, and the billing part is ...


34

This is opinionated question. It can be fun either way and boring as well. Only you (together) can decide what you like best and have a better chance of implementing well. Start playtesting! It does not have to be fancy - from what I can tell, you can try starting with an A5 piece of graph paper and play with your partner imposing 10-30 players with a set ...


30

Laptop is a waste of money, everything else is acceptable. Ergonomic mouse and mount for tablet is a must. If he is going to be drawing for 8 hours a day, he will need it for health reasons. Large drawing tablet is also acceptable. It's easier to work with a large canvas. In regards to the laptop? Why? High end laptops are 4 times the cost of a high end ...


25

First of all, congratulations to releasing your game. Few people can claim to have created a commercially successful game all by themselves in just a year. You can be proud of that accomplishment. Now what's that accomplishment worth? It might help you to take a look at this from the other perspective: Imagine you had some money and you want to invest it ...


24

There's no single reason that covers all situations. Here are the ones that come to mind: Labor of love - Some developers make games purely for the enjoyment of creating them and want to share their results with others. Building a player base - In some instances, a developer may choose to release a game for free as an initial step toward building up a ...


23

I make not only games, also apps for free. I do it, because I enjoy it. None of my products has even ads included. Why? Because I do not like ads. I do not want to give away the screen space and every app looks better if there are no shiny blinkyblinky ads on the screen that catch your eye. Even on my homepage I have these wordings: Success is not just ...


21

In this era old hardware has become a misnomer. Old hardware is not necessary slow. 6 years old is 2009 and DirectX11 was already existing. We still don't have much newer today. You need to consider two things: features power features This is the level of instructions that the hardware will support, DirectX9,10,11, or OpenGL something (this depends on ...


21

Clearly, your business partner feels very strongly that your approach has some deep flaws and just won't work. If they didn't, they wouldn't be suggesting starting from scratch or abandoning the project entirely, especially not at this late stage. What you should try to do first is find out why they think your approach won't work. This might be tricky, ...


19

You could follow the game crediting guide by the IGDA like many game studios do. Its main bulk are several rules regarding who to credit, in what order and in what way. But page 10 also has rules regarding where to place the credits. To sumarize: The credits should appear in the game The credits should be easily accessible without having to beat the game. ...


18

as said by Josh Petrie: "Not built here syndrome;" I am also writing my own engine, and I suppose the reason will be different for every developer out there, but in fact - I generally don't like working in other peoples code. I am compulsive in the sense that If I feel I could build it myself, then there's no point in settling for anything else. I ...


17

As made painfully obvious by recent events, 'Europe' is not a unified place in terms of laws or taxation, so giving a definitive answer here would be tricky to say the least. Even EU law is only a guide as each member state implements it differently. Generally speaking, everything is legal until decided otherwise, so it's not so much "how do I earn money ...


15

The absolute key reason to write your own engine (and it surprises me that nobody has called this out yet) is for debugging. If you've written a big, complicated game, and there's a crash bug in it, and you have the source code (and are intimately familiar with that source code by virtue of having written it), then you can simply attach a debugger to the ...


14

This is mostly an unanswerable question, but I'll go through some of the things you mention. You don't have any useful skills to bring to the table - sorry to be blunt - so you basically have to bankroll the enterprise if you want anybody to take you seriously. Your main cost is the people you need to employ. Unless you know what sort of game you're going ...


11

You may want to look into the concept of annuities. The idea is that if you know what the expected income stream of an asset is, and you know what the cost of money will be, you can compute the present value of the asset. For instance, if you expected the cost of borrowing/loaning money during that period to average, say, 6%, and if an asset were to ...


10

I can't remember where I first heard it, but that's an old rule of thumb that doesn't hold up to much critical thought. Truly, it comes down to business objectives. If you don't plan on selling the game, it doesn't matter. The fact is, the more hardware you can support the bigger your potential market is. However, most independent developers aren't going ...


10

TLDR; From a game design perspective. The complete, consistent, and well understood model beats out the incomplete model with unresolved (or unresolvable) technical or conceptual issues. Based on your descriptions, it sounds like the con listed for the scaling territory design is technical in nature, and the cons listed for the non-scaling territory design ...


9

There are very good answers here but they're missing one important additional point. Many of today's licensable engines started out as dedicated engines. Let's take Unreal as an example because it's so ubiquitous. Today when you think of Unreal you tend to think of an engine that you license and can use instead of having to build your own, but that wasn't ...


8

Naming any business in the United States can be a drawn-out, expensive process. Oh, and IANAL. The very first thing, is that you are looking in the wrong place. You should be checking the trademark registry at the United States Patent and Trademark Office Website. There are a few things to consider is the class, multiple marks can exist with the same word ...


8

The short answer is "it depends" but let me explain. First off I am not a Lawyer (nor would I want to be) so this is information I found. Company Registration OK Assuming you wish to set up as a sole-trader (which is the comparably lowest start-up cost). You have to consider that the area in which you do your "work" could be charged business rates (kinda ...


7

To have a legal agreement with anyone using business name you need legal ground to use that name. Short answer is yes you need to register your business. There are of course the thing that if you will get paid you need a business to pay taxes for that profit but you can become self-employed which will be easier at the start than starting a LLC (Limited ...


7

Professionals making games with relatively deep pockets have said things like this, 3:55 into this talk Luke Muscat says he took his inspiriation for Jetpack Joyride from that helicopter game everybody's seen. Obviously JJ is way beyond that helicopter game in terms of execution, delivery and the things they built around it (just listen to the part near ...


7

Absolutely not. Do not do this. A general rule of thumb, is that you should not use or reference any property that you do not exclusively own, e.g. you should not even be saying "This game is like a better Tetris!" or "This is a Super Mario Style Game!" The reason being, say your project that is about the DC character Batman is a complete failure, and it ...


7

No, Microsoft of Apple generally do not take royalties from software just because it runs on their desktop operating systems. They only take royalties if they are distributed through their own distribution channels. They also do not do any quality control or censorship for such software. Creating a program which runs on Windows or macOS is trivial. There ...


7

Yes, they do. You never know if an IP you considered worthless might become valuable again. For example, 10 years ago nobody thought Sega and Nintendo would ever make another cent from their 8 bit and 16 bit games. But then came the pixel art retro boom. Sega released a bunch of their Mega Drive catalog on Steam and Nintendo created the Virtual Console to ...


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