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!
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?
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.
When you make money with it you can spend more time on it rather than squeezing it in the gaps left by your day job.
Justice is the sheep getting arrested while an impartial judge declares the vote void.