The Realities of Selling Independently Developed PC Games
Not long ago, we discussed the realities of selling a game on the iPhone App Store. Now, spidweb sends in his experiences with a realistic level of success as an independent PC game developer. He writes
"There is a lot of excitement about casual gaming and Indie game development these days, but there's also very little public information about how many games actually get sold, or the sort of income one can reasonably expect in this line of work. We've released full sales figures for a recent product to illustrate what sort of earnings can be generated by a quality niche product that isn't a massive hit. From the post: 'I am not the first Indie developer to reveal this sort of information. However, most public sales figures come from projects that were either blockbusters or disasters. Our games have never landed in either pool. I have been doing this for a living for almost fifteen years.'"
and just call it "indie games"?
It's been cracked aplenty
Says he. Of course, Indie games have a lower piracy rate than big titles.
After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
I have never read about this game, and I watch obseivelly indie sites. Maybe has been posted on these sites, but I failed to see it. I think this guy has poorly advertised this game. Other than here on slashdot, of course.
QQ more, please.
-Woof woof woof!
It's amazing to compare the cost to produce an indie game like the one in the article to a big name game, such as most games you can find in a brick and mortar store. Cost figures aren't usually released, but you can bet that EA probably spent 10-100x more on Madden n+1 than the ~$120k quoted in the article. Now, Madden n+1 probably also sold more copies, but it's definitely not 10-100x better of a game (some would argue it's worse, but I won't go there). So, where does all that extra cash go? Sure, diminishing returns (big company inefficiency, time creating flashier graphics, etc) accounts for some of it, but more likely is that advertising takes the cake. Advertising is incredibly expensive, so much so that only big companies can afford to do it, presumably it usually results in a net profit, but those numbers aren't generally available. It's an unfortunate situation, as there's definitely more to fun games than flashy graphics, and as it stands, most indie games are doomed to a relatively tiny audience, far smaller than they deserve.
So what can be done? Most people that play Game! seem to enjoy it a lot, but word of mouth only goes so far. How do we get indie games to a larger audience? I think that's a question a lot of people are trying to answer, but the Internet certainly helps, without it, we'd be unlikely to see indie games that get exposure outside of the town or possibly country that they were made in.
Game! - Where the stick is mightier than the sword!
I can't help but think that this is perhaps not a representative example of what a typical indie can expect, for a couple reasons: first, the market for these games appears to be previous fans, so without ten years of people playing your games, it might be tougher. On the other hand, I feel like the design decisions in this company's games are driven more by what they've done before than what would be truly good for business, so I seriously question whether they are thinking much, if at all, about how to improve sales to people who don't already know the games. An indie that cared to could do a lot better on that front.
A first-impression of the title based on a quick play of the demo would not lead me to think the game should have taken as long as it did to complete, and while I trust that there probably is real depth to it and it's probably a very well thought out game with a lot of content, it's the first few minutes of play that grab someone. And this just feels like a typical mid 90s isometric D&D game with some annoying UI characteristics (click on everything? Yeesh...if you're going to play in the same genre as WoW, learn from the massive UI improvements that they made, they really make a difference!) and way too much text per minute (if I want to read a book, that's what I'll do)...
If you were putting $120,000 (or the equivalent in time) into a project, why would you not throw some of that into making the game attractive at a glance? 2D art is extremely cheap these days if you take a bit of time to find an artist you like, and while I can respect (to some extent) a retro aesthetic, in this case I think it's seriously hurting sales.
A few indie game studios have been forthcoming with data, although as he points out not a lot apart from the real blockbusters or bankrupt ones. One I'm familiar with, though, Chronic Logic, has released some numbers.
One of their more high-profile games was the platformer Gish, since it won the 2005 IGF grand prize (an indie-game award); it sold 4,500 copies at $20 apiece, netting about $121,000 after expenses. Slightly under half of those were in the first year out, a bit over a quarter the second year, and the rest trailing in in subsequent years. The puzzle game Triptych (2002), sold 1,000 copies at $15 apiece, netting about $25,000 after expenses. Again about half were in the first year out, but sales straggled in more slowly but consistently after that, with about 15% of the total in each of the following 3 years.
I haven't been able to find sales stats for probably their best-known game, Bridge Builder, though; pointers would be interesting.
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Not every game makes a profit, we'd all be game developers if that were true. So is it fair to say piracy is to blame in this case? Or is this simply just one of the many games that don't make a profit regardless or there being piracy or not?
and just call it independently developed PC games?
512 MB RAM, 20 GB disk, 200 GB transfer, five datacenters. $19.95/month.
When it comes down to "little guy" (indie game developer) vs. "big guy" (large corporate monster), big guy will almost always win. If you're making games for fun, and not for profit, why not help destroy "big guy" by making the games open source (most open source games aren't exactly the greatest) and asking for donations?
If you want to make money, go be an insurance salesman and do this stuff on the side.
I used to play Moria and later Angband. Although it is text-based, the source code is several hundred thousand lines! On the other side there are the old proprietary games which you can now get for a low price. I think it may be easier to differentiate your product by developing for J2ME mobiles. Event then competition will be very hard.
My thoughts were that even if the gameplay of his game can match that of NWN then it's still a worse product at a higher price because the graphics can't.
Some people would find a product with lower-detail graphics more valuable because it would not require the purchase of new hardware. You mention Mass Effect, but my current PC's motherboard can't even take the CPU and RAM that Mass Effect requires.
Spiderweb games have a plot. People buy them for the plot, not the graphics.
The people who buy the latest Geneforge game have already played NWN and Oblivion.
Unlike console games, PC games support mods. If people who buy Geneforge own a copy of NWN, they can download and play an NWN campaign.
It doesn't look like a profitable enterprise.
So the big companies are probably getting a better return on their investment. They have the money to let you know they have a game to sell. They have a track record, they have the names, and they really do put forward good quality games with a lot of content.
The cost of breaking into the big time, and most indie games I try would get lambasted for lack of content if a major released them - let alone some of the damn buggy ones I bought, is money. The problem I see is for them getting themselves picked up by a big enough distributor to get their name out there without attracting the attention of one of the big time developers who either tries to buy them outright or squash them with similar products.
* Winners compare their achievements to their goals, losers compare theirs to that of others.
Despite what a lot of people has said in as reply to this guys blog. I think it's very interesting, if I had the time to actually start developing Indy quality software I would. Cause to those that complain about something or the other, it takes a lot of time, more then you think to develop even a game that looks like his. I'm happy that he has made the small amount of money that he has, it gives hope to an otherwise very hard businesses. Not many people make a dime out of Indy sales.
I know how to get people to buy my games! I will post my sales figures on slashdot like that guy last week! I even put it here too! http://www.rpgwatch.com/forums/search.php?do=finduser&userid=4&searchthreadid=6720
and here!
http://www.insidemacgames.com/forum/index.php?act=Print&client=printer&f=1&t=36029
Although the data about income from game sales welcome, his failure to give even ballpark figures with respect to salary somewhat invalidate any information you could get from this.
For example.
He's said "I pay myself a salary"
So if his Salary is $75k and he has costs of $120k then he's personally doing just fine even though he's supposedly "making a small loss" as a company.
Now I understand the privacy issues of not wanting to disclose what others earn.... but saying that the "salary costs were XYZ" across 3 people while I was able to pay myself a salary of "XYZ2"
As it stands, somewhat interesting, but still unhelpful.
But that kind of statement does sum up your attitude. Oh, look, a game with old graphics! It must suck!
Your argumentation doesn't make sense. You basically say the game deserves to be pirated because 1) it's a low value game 2) people have little money to spend on entertainment instead of food. yet, somehow it's good enough that it should be pirated?
This is a game that is sold in the 'long tail', i.e. it has a small enthusiast audience, that's willing to pay that price. It's not a 2$ iPhone game for casual gamers. Also, it's not something that people struggling to pay for food are going to buy.
There is no point in pirating this game. It has a long demo, and you don't have to pay 28$ to see how it is, no one is fooling you into it.
If it's not your type, move on, don't pirate it with that sense of "must have everything free" entitlement you have. if it's your type of game, it'll probablly cost you less than 1$ an hour of game play!
Try reading his View from the Bottom articles on RPG Vault and you might realize how stupid and off-base your post is. Hell, it doesn't even look like you did more than skim over the blog article that this Slashdot discussion is about, where he makes clear that he's reasonably satisfied with Geneforge 4's performance despite the high price, low-budget graphics, long demo, piracy, and lack of third-party distribution.
Even this guy seems to believe he deserved to make more even though it's amazing the amount he did make for what he's selling.
Well, considering the fact that his games are relatively popular among pirates, it's pretty obvious that he did deserve to make more. Deserving to make more and expecting to make more are two different things, and Vogel isn't doing the latter.
Rob
Piracy is free publicity, if the game is so good that people are glued to their screens, they'll buy it, their friends will buy it, their less technical friends who don't even know how to pirate, will buy it. Not only that but it spreads the name of your indie company. It's free advertising, who knows those priates may be the source of your bug reports so that you can fix things in the game that would otherwise kill sales. I was even considering just passing around free copies outside beta.
iburnaga.blogspot.com
Full disclosure, I actually bought one of these spiderweb games. I had just played Fallout 2 and was looking for something similar gameplay wise. It was actually a disappointment.
But I think the grandparent's point isn't that piracy is good/bad/ugly or whatever. There is no judgment attached. It is simply a part of the current business landscape. For instance, maybe I hate the income tax. Maybe I think that there shouldn't be an income tax. But if I plan my business without accounting for income taxes I'm in for a world of hurt. And there are a bunch of things like that: employees want health insurance, customers want demos, you can't infringe on your competitors patents, etc. etc. The morality of these things are irrelevant. If you want to succeed you need to play on the field as it is, not as you want it to be.
Time and again we hear these whines on ./ - complaining that bejeweled is overpriced compared to halo or something while failing to recognise that they appeal to different people, and halo's 'superiority' means bupkis to someone who's not into that kind of thing.
This guy does not have a poor product. He has a product that doesn't appeal to you personally. It's not my thing either. It does have a dedicated fanbase, and a vast number of indies would love to sell that many copies.
If you don't like a particular kind of game and don't think it's worth the money, don't play it. Simple!
I've gotcher 'Women In Gaming' RIGHT HERE!
..is indeed the graphics. He uses bitmap graphics.. so freaggin' what? Warcraft 1/2 looked one hell of a lot more appealing to me than Warcraft 3 ever did. Diablo looked hot (no pun intended), Diablo II was badass and with the Lord of Destruction upgrade in resolution (to a meager 800x600) it looked absolutely sizzeling hawt!
What I'd like to know is how much more his game would sell if you looked at the screenshots and didn't instantly think "Blech! This doesn't look 15 years old, it just looks like shait!"?
A good game doesn't need the eye-candy effect to be good. Off the top of my head I could name quite a few pretty gorgeous eye-candy games that had NO real entertainment value past the first 10 minutes (Doom 3, F.E.A.R 2, etc.).
On the other hand, I know a wagonload of games whose sprites and tiles could likely fit on a 1.44MB floppy (if saved in png/jpeg) that have provided me with endless hours of fun.
- Chrono Trigger ..and hundreds of others I have missed out on like Final Fantasy, Sim City, Sonic, Castlevania, etc.
- Super Mario 1-3, Lost Leves, World, RPG
- Rock'n'Roll Racing
- Contra III: The Alien Wars
- Secret of Mana
- The Legend of Zelda: A Link to the Past
- Illusion of Gaia
- Super Bomberman
Learn from Blizzard. Get someone with a good grasp of sprite/tile design that fits the games story and make it look more exciting than a second rate NES game!
PlastBox