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.'"
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.
Wow, that's incredibly low for Gish, given the publicity it recieved - though I probably shouldn't be surprised, since I didn't buy a copy either.
I can't help but feel that $20 is a bit high for most indie games. Maybe there's some logic to the price point, but personally, I find it a bit high, and I'd be a lot more likely (i.e. more than twice as likely) to buy if the price was halved. $10 seems like something I'm willing to purchase on impulse because I'm curious to spend a couple hours playing it; $20 and I really have to love the idea or demo before I'll shell out.
Some related insight from his blog http://jeff-vogel.blogspot.com/2009/03/shareware-is-dead-long-live-shareware.html
[20:36] wwwdot/.dotorg
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.
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.