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20

Depends on the game and the people making it. There are common sources for nearly any product being created, games aren't that different, but the below are tailored slightly more towards games: Publisher: A company that partners with a development studio to create a game. This is very much like an investor below, but the publisher will typically have ...


10

Lets use Unity3D as our reference "game engine company" It's nice because it's fairly recent, it's open about its history, and it makes an engine without also making games. It's also fairly close to your need to run on multiple platforms and support different game types. Lets start with some numbers from this answer https://gamedev.stackexchange.com/a/4531/...


10

Pricing is platform dependant. When your competetors are $0.99, you need to have a very superior game to charge $4.99 on an iPhone. But on the other hand, if you price at $4.99 on Steam you are sending a signal to potential buyers about the quality of the game you are offering... a signal that your game is very short/low on content or quality. Different ...


7

I'd be a little careful comparing to Steam, unless you plan on publishing there as well. Games on Steam have a lot of visibility, and that might skew pricing in some way. Steam maintains market data for games they've sold in the past, and work with game publishers to set the pricing. From their FAQ: Who sets the price for my game on Steam? Pricing ...


4

It's definetly free, but it runs only on windows, which is not. Visual studio is optional, but it is the preferred editor by many developers, especially in professional game development studios. You will also find most samples for it as a Visual studio solution.


3

The question is "how much are your customers willing to pay"? This depends on how your game compares to the current competition. Players usually don't pay more than one subscription at a time, so you can only demand more than the average market rate when your game is objectively better. This consumer behavior is quite different than with one-time-payment ...


3

From the various reports, tweets, articles I've read it still seems that unless you're an Xbox Live game the best way to earn money is via ads. For example and the most successful indie dev so far Elbert Perez *(based on 12 month old data). He's recently tweeted that his ad revenue for the past two months (as at July 2012) has been abysmal though. Our ...


2

Really the solution here is playtesting with follow up questionnaires. From each tester, ensure you collect: How long each level takes to complete How many levels they play How well they rate the game play How much they think a fair price is Then just crunch the numbers and find averages. With this data you can get fair price per hour played (along with ...


2

If your game has little or no replay value (which is not a bad thing, but it does change the way that I think you should price your wares) then you should charge your fee upfront. Get your money and be done. It will reduce the number downloads of your game gets, but at least you will make some money. Since you anticipate 30-60 minutes of total playtime for ...


1

Some players value the price they'll pay for a game the way you just explained: how much does it cost and how long will I play, how much $ per hour? But that's not the only way you should take to price your game. How is the competition pricing theirs? How much will it cost you to create, publish and market the game? How many copies do you expect to sell? ...


1

DISCLAIMER: This answer is based on some spontaneous research, but I hope it sets you off in the right direction. A good start would be to do a bit of market research on the Windows Marketplace website. http://www.windowsphone.com/en-GB/games (British localisation. You can change the localisation at the top-right of the website). From my initial ...


1

Don't. Go to a pay-your-own-price model. Yes, a lot of people will buy it for the minimum allowed price, but you'll significantly increase the visibility of your game (more buyers, more "just interested" people who'll check it for a low price and maybe buy again later, the chance that this is what will give you a spot on gaming news), and that's what will ...


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