# Tag Info

## Hot answers tagged marketing

157

Technical Reasons: Game made platform specifically: When some developers are making their games, they can sometime rely on platform specific functions. While the game engine might be able to build the game for multiple platforms, the non-game specific code might make a Windows specific call that either doesn't exist on other platforms or would require ...

134

Yes, you should care about Let's Players. In fact, you should make your game as appealing to them as possible. Reach out to them and encourage them to play your game. Let's Players have become one of the most important marketing channels for independent game developers. They are a great way to expose your game to a large and interested audience and most of ...

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 ...

31

Because being available doesn't mean being free & instant. Supporting one more operating system, in its most simplistic form, means one more platform to provide technical support for. The more platforms you support = The more platforms you need to provide support for = Spending more time on support = Losing work time that could have spent improving ...

28

A publisher would not be able to protect you from someone else creating a more popular clone of your game. Games from large publishers get ripped off just as often as those from small indies. Maybe the publisher has enough money in their war chest to fight a legal battle, but considering that such lawsuits are expensive and the success rate is hard to ...

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 ...

22

I had a similar experience to the one you describe with some other game I will not mention, and ended up thinking about it in similar terms as you do. As Bálint says, it is a double edged sword. Yet that does not mean you cannot get ahead. What happens when they play the game for an online audience, then that audience gets to know the game. If this were ...

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 ...

19

There are good answers so far, but let's get to the bottom line. According to Steam's June 2017 Hardware survey, 96.24% of users sampled used Windows. Of Windows users, 87.37% are either Windows 10 or 7, 64 or 32 bit. OSX variants represent 2.95% of users, and Linux variants total 0.72%. Time is money. Unless your market is niche and targets OSX or ...

14

The other answers here are good, but here is one that wasn't mentioned. I'm having this problem right now - my team is about to release a game made in Unity for Windows/Mac. We've gotten lots of questions as to why our game isn't on mobile. There are 2 main answers: 1) Phones simply aren't powerful enough to keep up with the game. Maybe we can reduce ...

11

The first step, is of course, finishing your game. The publisher rejection rate is high enough for even established professional game developers, with complete projects. Sloperama Lesson 11, Section V You want to essentially do everything in your power to be as noticed as possible. Publishing is very risky, even when your game is complete, and you want to ...

11

It sounds like your potential sponsors are similar to publishers in that you’re hoping to get financial backing from them & they’re hoping to get a return on their investment based on how well your game sells. A good starting resource is Cameron Davis’ Gamasutra piece, How To Pitch Your Project To Publishers (backup link). The entire article is very ...

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

Anything is possible, but the situation you describe is highly improbable. Software developers rarely like picking up where someone else left off, and are much less likely to pay for that opportunity. However, you might be able to create a technical demo to try to pitch your game. Either to gain the funds (via crowdsource or otherwise) to hire developers ...

10

The expectation that sequels be bigger actually balances out the trade-off between making a sequel and starting a new series. Starting a new series Advantages No expectation to one-up the last game Can experiment with new core mechanics Disadvantages It is hard to tell if players will even like the core mechanics. No prior marketing You start with an ...

9

Because otherwise the programmers would need to be fired. Ok, it's a bit extreme, and not the only reason, but it's one to think about. A game company wants to keep their employees as much as they can, and this for several reasons. ¤ If the game company decides to not add new feature but simply release a sequel that is not "bigger", a sequel with only ...

8

Go to where your audience is. You have a chess app, so I would recommend to find some online communities of chess players. Read their community guidelines, FAQs and a bit of their content to make sure that discussing your app is on-topic in the community. Read it carefully: unwelcome advertising is annoying and creates more damage than value. For example, ...

7

Not enough of the gamer market is running a 64-bit OS. If your game was 64-bit only, it may not run on a number of customers' machines, giving both lost sales and increased support/return costs. This is likely the #1 reason, though that's conjecture on my part. Once the Steam hardware survey indicates that >90% of users are running a 64-bit OS, more games ...

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 ...

6

People might not translate because they think the follow things, that as noted is the comments may or may-not be true. Translation costs lots of money to pay to have done Take lots of support time if done via user supplied text Takes lots of developer resource to implement For free games that rely on Ad revenue, ad clicks are most likely near zero in non-...

6

As to complete what Josh already said, here I'm posting some data I was able to fast gather on the web. They are related to some of the most famous indie games released in the last years. Towerfall (as @jhocking kindly points out) over 500K $The Binding of Isaac over 2M copies sold Super Meat Boy over 1M copies sold Bastion over 500k copies sold Starbound ... 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 ... 6 Yes, Google Play does filter out content that is not appropriate for the current device. If your device doesn't have a camera, no camera apps should be visible to you, however you may still see apps using the camera as a minor feature. The distinction is made by the use of android:required when declaring a used feature. Note that permissions are different ... 6 Youtube let's plays are double edged swords. On one hand there's the probability, that you'll lose potential players, but there's also the probability, that you'll gain new ones, especially if you're an indie dev. Most popular indie games become popular in the first place because of them. You can probably name a few from the top of your head; Stardew Valley,... 6 Bad is highly subjective & requires some context. In an FPS for instance, the an AI that never misses a shot would have optimal scores, but arguably wouldn't be very fun. Academic research in this areas has some significant difficulties. First, there's very little publicly available data about the sales of games. Second, companies rarely report such ... 5 I think the question you should ask is "what is the impact of transition from ad-free to include ads in players?" All examples I personally know from mobile game developers, they either included ads or didn't, but never switched from one to the other. Just think, if somebody gets hooked to you game with ads, he is OK. But if he gets hooked without ads, and ... 5 A great way to get some cheap advertisement for your game out there, is to go out and buy a nice, large bell. The initial investment might set you back about$20, but it will keep you out of having to deal with any pesky companies. So the general concept, is to dress up in some clothing that will stand out in a crowd. Then you would ring your bell and ...

Only top voted, non community-wiki answers of a minimum length are eligible