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How To Find a Mobile Games Publisher?

n01 writes "In the last few months of my spare time, I've been implementing an abstract strategy board game (that I invented) along with a decent AI. The game resembles TwixT in that it is also a connection game, and could be played without the need for a cellphone or computer. The implementation on the Java 2 Mobile Edition platform will soon be finished, with only some minor usability and sound issues to fix. While I enjoyed working on the game (actually more than on my day job as a programmer) I would still like to earn some money from selling the game, so I can work more on such projects in the future. What experiences have Slashdot readers had with selling their applications/games for mobile phones? With which publisher will I have the broadest audience and achieve the highest earnings? Would you try to publish the game both as a mobile game and a traditional board game?"

9 of 119 comments (clear)

  1. this being slashdot by siddesu · · Score: 4, Insightful

    the obvious answer is, of course, opensource it and make money from related services, you insensitive clod!

    1. Re:this being slashdot by ushering05401 · · Score: 4, Insightful

      On the open source note...

      If it is popular then it will get knocked off on other platforms - or maybe even on your chosen platform.

      The only way to make money then would be a lawsuit against the purveyors of said knock-off. Seeing as game rules have special designation under the law you would need to sue like the Scrabble folk did, focus on the actual board design etc.. and then you will just look like a prick to all the people who discovered 'your' game through the knock off you have now hounded in court.

      Make a couple variations on game-play, open source the code, have a contest for free (donated?) stuff awarded to the best alternative implementation of game rules etc.., and then get an online game consortium to give you an interview based not on a CV, but the conversation their reps had with you at the game expo where you were hobnobbing with your new open source gaming friends.

      Don't advertise on other game designer's comment threads without consent - hopefully you knew that already.

      Have fun most of all, though, cause your idea is probably not going anywhere - most don't and it usually isn't cause they are bad ideas. Implementation is everything.

    2. Re:this being slashdot by tomhudson · · Score: 1, Insightful

      nah...at the very least..apply for a provisional patent.

      copyright != patent !

  2. Re:Differences with vendors, Java, BREW by jcr · · Score: 2, Insightful

    Imagine writing once and being able to run on dozens of different handsets across several networks.

    Oh, imagine it by all means! Just don't expect to actually get it. Does the phrase "write once, run anywhere" ring a bell?

    It will be far more attractive for developers than a single, proprietary platform like the iPhone.

    Want to bet?

    -jcr

    --
    The only title of honor that a tyrant can grant is "Enemy of the State."
  3. Re:GPL it and sell it by PylonHead · · Score: 3, Insightful

    Nobody here is saying you can't sell GPL games. I believe he said that you can't make money doing it.

    The team working on "Yo Frankie!" are donating their time.

    The team members will get a great studio facility and housing in Amsterdam, all travel costs reimbursed, and a fee sufficient to cover all expenses during the period.

    Blender Institute is funding the project to improve their software, specifically to

    improve and validate the open source 3D game creation pipeline, with industry-standard conditions

    It's a great idea, but it's disingenuous to hold it up as an example of a business model.

    --
    # (/.);;
    - : float -> float -> float =
  4. To whomever tagged this "apple"... by Tyr_7BE · · Score: 2, Insightful

    ...he said it's in J2ME. NOT objective C. Why one would want to port to obj c unless they meant to make some serious cash off the apple store is beyond me. Awkward language.

    I know RIM has an upcoming app store, and Blackberry platforms run at least a subset of J2ME. I'm not a java guy so I can't say for sure how extensive the support is. Try giving it a go on a blackberry (if you don't have one, almost certainly someone you know does) and see if it runs. If it does, or all it needs is some minor tweaking, you're in business.

  5. Re:Differences with vendors, Java, BREW by Whiney+Mac+Fanboy · · Score: 2, Insightful

    GP It will be far more attractive for developers than a single, proprietary platform like the iPhone.

    JCR Want to bet?

    I'm willing to bet that back in the day you thought Apple offered a more attractive platform for developers to make money on than MS did too.

    --
    There are shills on slashdot. Apparently, I'm one of them.
  6. Don't by core · · Score: 2, Insightful

    Releasing to J2ME handsets is a money and time sink; consider Gameloft with their 200+ developers working fulltime on porting to specific handsets.. there are 300+ devices to test on. Consider targetting a single form factor like the iphone instead, or releasing it as a flash game - as a single mechanic without heavy production values would be a little light these days for a pc/mac downloadable.. then you'll probably have a fighting chance.

    Best regards,
    Emmanuel

  7. Re:Differences with vendors, Java, BREW by 2nd+Post! · · Score: 2, Insightful

    Um, those numbers include non-smartphones. If you are including only smartphones (which is more reasonable as I think the market for apps is larger on smartphones), you get:
    http://www.canalys.com/pr/2008/r2008112.htm

    Nokia 46.6%
    Apple 17.3%
    RIM 15.2%
    Microsoft 13.6%

    MIDP may still be the biggest market, now, but by this time next year if Apple continues to grow and expand aggressively they will probably be the bigger market.