Slashdot Mirror


Making A Fortune From Casual Games

hapwned writes "In yet another interesting article from the Escapist, Allen Varney has a piece on the ludicrous amount of money you can make from small, downloadable flash-type games that most Americans play. From the article: 'Which American designer personally made the most money last year from computer games he or she designed? Not the most money for a company, mind you, nor for a studio or licensor, but individual, take-home, taxable income. Was it a famous game god? John Carmack, Will Wright, Sid Meier, Warren Spector? Probably not. It was probably some guy you never heard of who wrote some little shareware game you never heard of. Those "casual games" - the puzzles and Mahjongg tilesets and card games and Breakout clones and match-three Bejeweled-type things - are downloaded, and sell, in numbers some game gods only dream about. Over the lengthy life of a successful casual game, the independent ("indie") designer can make serious, serious money - high six-figures and low sevens. Personally.'"

16 of 74 comments (clear)

  1. I'd get into making SWF games, but.. by tepples · · Score: 4, Interesting

    I'm currently a homebrew GBA game developer, and I am considering trying the SWF platform. Is there any decent SWF authoring software that's less expensive than Macromedia Flash and suitable for developing games?

    1. Re:I'd get into making SWF games, but.. by Txiasaeia · · Score: 3, Interesting

      Alien Hominid, which was originally just a flash game and has now been released for all three console platforms.

      --
      Condemnant quod non intellegunt.
    2. Re:I'd get into making SWF games, but.. by josath · · Score: 5, Informative

      hey tepples - i know you from gbadev/dsdev

      i am personally a flash developer (though not games, we do applications).

      If you don't mid doing everything through code, without the nice macromedia gui, there is a free, opensource flash compiler:

      http://mtasc.org/

      Check osflash.org for some nice tutorials on getting the compiler set up (as well as other useful tools). They show you how to use Eclipse, but personally I'm not a big fan of it.

      http://osflash.org/doku.php?id=tutorials

      Flash 8 has gone into beta, and will be released in a couple weeks...But with mtasc, you can already compile flash apps that use the new features! (A few new features: realtime effects like blur, shadow, convolve, displacement. Pixel-level control of bitmap data.)

      Info on flash 8: http://osflash.org/doku.php?id=flashcoders:undocum ented:flash8

      Some random things I have written for flash: http://rorexrobots.com/flash

      ActionScript (the language of the flash player) is fully OOP, with classes, inheritance, interfaces, and error throwing/catching. It is similar to java, in that it is compiled into bytecode which is run by the Flash VM. In fact, if you wanted to, you could write code that looks a lot like java.

      --
      sig? uhh, umm, ok
    3. Re:I'd get into making SWF games, but.. by startled · · Score: 4, Interesting

      Depends what you're doing. For most casual games, you need a web-playable version, so you don't lose 50% or more of your potential audience because they don't want to download a demo. If you're targeting a different platform or niche, these requirements may be different (preinstalled on a mobile phone, downloadable on XBox Live, downloadable on Steam, whatever).

      Java's a bitch because everyone's got whatever old version of the VM came with Windows, each version of which has its own bugs. The bugs aren't horrible, for the most part, but you'll end up with a bunch of VM installers on your box to handle bug reports. Java also doesn't give you much for free for game development, and any decent libraries for it will just increase the size of your download, but it's a possibility.

      I want to check out the Popcap framework as soon as I get time, because my experience with their plugin from a gamer standpoint has been great. It was a quick, smooth install, and the games look nice, so if it's easier to use than Flash and more reliable than Java it may be a winner.

      If you go downloadable, you can get stuff like Torque 2D; my post and a response are here:
      http://games.slashdot.org/comments.pl?sid=155159&c id=13009806

    4. Re:I'd get into making SWF games, but.. by chrish · · Score: 3, Insightful

      Doesn't Popcap's framework only support Windows? BeJeweled doesn't work on OS X anymore... I don't even get an error message or something helpful like that.

      If you're going to do a web game, you might as well do one that supports any web-enabled platform.

      --
      - chrish
  2. Not suprised by MBCook · · Score: 5, Interesting
    Makes sense to me for two reasons. First is that we all know how much money it takes to make a new Mario or Halo game. When you take a little game like the ones PopCap makes (my favorite place for such games) it's easy to see why that's true.

    But the bigger reason is accessability. My mom has purchased a couple of these games. They are simple, not twitched based (the ones she buys, she's not good at that kind of stuff), and easy for her to find and buy online. She can play them for a quick few minutes, or spend more than an hour playing them. In every way they are more accessible than a big console game.

    And these are basically the same kind of games a cell phone games which are also exploding (and what do you expect when many of them cost $5 A MONTH to play here in the US).

    I've tried my hand at it, and I intend to do it again. I'd love to be the next person to make a little game that goes BIG to become the next Bejeweled or Snood. My little game is on my website, and you just need Java 5 to play it, if you're interested.

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
  3. Mobile gaming next by Bogtha · · Score: 4, Interesting

    Seems to me, small, simple time-wasters will be just as big a market for people on the go soon. Mobile phones and PDAs are just as capable of running this type of game, and you can play them when you are stuck on the train or whatever too.

    --
    Bogtha Bogtha Bogtha
  4. Oops by hapwned · · Score: 5, Informative

    Wrong link, apparently the text version only does one article instead of the entire issue /rollseyes Here ya go for varney's article: Linkage

  5. Re:"Probably"? by hapwned · · Score: 3, Funny

    "Next" button at bottom of the screen.

  6. Classic "Long Tail" play. by zentinal · · Score: 5, Interesting
    Sorry about using the currently overused new business / new economics buzzword, but this seems to me to be another variation on "The Long Tail" (see: Wired, Chris Anderson, Wikipedia), where you build a business based upon selling many different things with relatively low demand at relatively low volumes, instead of a small number of blockbusters at huge volume.

    While this makes horse-sense to me, I'd still like to see some numbers. There have to be some examples out there. I wonder if ringtone sales work the same way?

  7. Roller Coaster Tycoon 1 & 2 by mbourgon · · Score: 3, Interesting

    IIRC, totally written by one guy. And sold at least several hundred thousand units, spawned what seems like a dozen sequels and expansion packs. Chris Sawyer.

    --
    "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
  8. Re:Quick math! by ggambett · · Score: 4, Informative

    A couple of mistakes with your reasoning :

    1) Making games of that quality is a lot harder than you think it is. A "simple" game like that can take a 3 or 4 person team a whole six months, not 2. You'd be surprised to know the time it took us to make some of our games (see sig)

    2) Selling 3200 copies of a game is a lot harder than you think it is. A game that sells 100 copies a month from your site is considered successful. Sure you can sell a lot more copies if you associate with the big casual game portals (RealArcade, Yahoo Games and the like) but you'll get less than 30% of the net sales if you're a first-time developer.

  9. success story by Alban · · Score: 4, Insightful


    Good, so we've heard the success stories (which is all the author really mentions). What about the legions of shareware developers that just make a decent living (nothing wrong with that) without making a fortune? And what about the ones that soon have to find something else to do when they can't pay their bills?

    It's just like rock bands. You only hear about the successful ones. You never hear about all the very decent bands that, 20 years later, are still playing in ordinary bars in front of an audience of 3.

    (trivia: The Police once played in front of an audience of 2!)

  10. I hate hype-speak by kwoff · · Score: 4, Insightful

    Give me a break, "most Americans" do not play Flash games. What do you base that on?

  11. Re:Quick math! by Phemur · · Score: 3, Informative
    Indeed. Here's another example. Three friends of mine started a shareware game company. Their first title was an Asteroids like game, with better graphics, cool features like purchasable ship powerups and multiplayer support. It took about 6 months to deliver (although admittedly, they only worked 4-6 hours a day).

    It did sell, but only at the sum of 200-300$ a month. Nowhere near enough to support 3 people.

    The other thing to consider is competition. Visit Rocket Download and see how many games are listed there. Your game needs to be in the top 5 to even consider quiting you day job.

    Phemur

  12. Fluff article by Anonymous Coward · · Score: 3, Interesting

    That article is just fluff. That's why they put those large pictures in the background. To distract you from the fact that the actual article is barely informative.

    OK, I'll switch rails here and get more specific: The article makes it sound like:
    A. It's easy
    B. EVERYONE gets rich.
    C. EVERY independant and/or casual game sells crazy numbers.

    This is so far from the truth. And the writer avoids the key reasons WHY some casual games are huge hits: MARKETING. It's quite easy to sell huge numbers of a game like Bejeweled when it's featured on SO MANY (All?) casual game websites.

    Now if Joe Shareware writes a game that's got ALL the key points a good original game requires, does that guarantee the same sales as Bejeweled?! Of course not! No one will buy Joe's game if no one has heard, seen, or played Joe's game!!! This is true of any commodity. Making the public aware your product exists is half the battle.