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In 2011, I wrote an opus for Adobe’s online Inspire magazine called “How To Make Money With Online Games“. Reading that is really at the crux of this blog article. I recommend reading that before proceeding below.
I am considering my strategy for my next game. I would like to self-finance a game. My goals are to learn more about the business and marketing side of things. I have the technical know-how to develop for computer desktop, computer browser, iOS (iPads, iTouches, iPhones), Android, and Blackberry tablet. I want to assume more risk and ‘own’ more of the profits (or ‘eeek’…, the losses too). Here I complete some research on mobile gaming and plot some strategies.
Fig 1. (Thanks to TechCrunch)
I read many articles online and chatted with (just a few) game developers who have proven experience (positive and negative) with game development for mobile. Here are some provoking articles.
GAME MONETIZATION
MOBILE GAME CASE STUDIES
A solo worker who creates his own game can expect these base costs.
I am an expert at game design and development. However worrying about the profitability has historically been my clients concern. I’m learning how to monetize my own internal projects, to take higher risks, in the pursuit of professional challenge and higher profits.
Game players will respond to a really well polished (loosely speaking) game. However knowing exactly what response is significant, knowing how the game will respond in the marketplace, and how word of mouth will help, are not possible to calculate with certainty.
As of today I think that success with a mobile game takes a lot of luck. Larger game companies can use existing resources to facilitate success (big marketing budgets and cross promotion). Just like a critically horrible, predictable, boring, movie can make 300% profit because of big-name directors and 50% marketing budget, so can a game. The idea of a game that is created by one guy ‘over a weekend’ that makes hundreds of thousands of dollars too.
However the blockbuster game model and the indie crap shoot are not viable for me. No one indie developer sits down with the vision to make such returns. But his success must be compared to the myriad developers who work for a weekend, launch crap, and DO NOT make any profit. The blockbuster game model takes large resources to succeed and the indie crap shoot takes dumb luck or tons of trial and error.
For ‘a typical iPhone game’ (whatever that is), the team size and set of skills will vary. I’d say at least you need these roles (some can be the same person); game concept designer, artist, animator, lead programmer / integrator, programmer, marketer, project manager, business developer / accountant. With a BA in art, my own software consulting company, and 12 years experience as a game developer, I can wear all these hats myself. However, subcontracting some things will play off my strengths, downplay my weaknesses, decrease time-to-market, and hopefully yield a better product.
Each mobile platform works on certain devices (such as iPhone), a development path of programming language and tools to create the game, and has a marketplace where the developer showcases the game (for free but with a share of revenue going to the marketplace). Traditionally a game must be created INDIVIDUALLY for each platform – for instance created first for iPhone, the recreated at additional time/cost for Android. I am expertly familiar with the Adobe Flash Platform. With these tools I can deploy to both iOS and Android from the same development path. This saves some development expenses, but offers the additional challenge of making a game work on a variety of screen sizes and devices.
I do not have one game concept in mind. I have several and must choose. I will lead every aspect of concept, design, development, launch, marketing. I can self-fund, but am open to investors. I will subcontract and pay a fair wage to all. I’ll hire at least one artist. Depending on the concept I may hire more artists, more programmers, play testers, and a marketing consultant.
After preliminary research and reflection, I have several possible strategies to creating my next game. It really depends on the outcome I want. These strategies are NOT a wishlist. I don’t say ‘make a cheap game that is really popular and makes tons of money forever’ and I don’t say ‘make a blockbuster like Angry Birds’.
STRATEGY #1 – Minimized Financial Risk
STRATEGY #2 – Build a (Game Development Company) Brand
Here, if we want to make many games under the same label, and potentially offer 1st party ads in one game to ‘sell’ our other titles, we want to emphasize a quality product.
What other strategies can we think of?
There is much more analysis to be done. Most importantly will be the game concept and target devices. Those factors predicate the costs. Assuming strategy #1 above, a non-scientific estimation would be;
INVESTMENT
REVENUE
PROFIT
After years of experience with PushButtonEngine from the PBLabs company, I am now learning PushButtonEngine2.
SUMMARY
It is radically different syntax, but the same great component-based idea. Much more info to come soon…
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I think in the short term and the long term, Flash and HTML5 will be viable options for software development. They have things in common, and are quite different in others.
As a game developer with 12+ years experience (almost exclusively Flash Platform and supporting technologies), I was able to hit the ground running with my first HTML5 demos.
My interest in HTML5 is theoretical, practical, and academic.
Theoretical – I am always interested to see how subtleties in each gaming platform suggest specific solutions to game development challenges (graphical display list, 2D vs 3D capabilities, general performance of pushing pixels, mouse/keyboard/gesture input support, game loop (frame loop vs time loop), etc…).
Practical – As a working consultant, it helps me assets new projects and meet the needs of my clients, to stay ahead of the trends. HTML5 is a prominent alternative to the Flash Platform. To offer my clients a competitively thorough assessment of the technologies at hand, its best to learn HTML5.
Academic – As an corporate trainer, school instructor and thought-leader, keeping on the cutting-edge is a welcome and rewarding challenge. When I learned Java, it raised the bar for what I wanted in ActionScript. As I learn HTML5, I find myself wishing it could do things that ActionScript can do. Comparing languages and platforms is a though provoking give-and-take.
Recently, I sat down to research HTML5, do some demos, and address the pros and cons of using HTML5 for gaming.
PROS
CONS
PRO OR CON (Depending on your point of view)
SUMMARY
Overall I see that HTML5 offers a viable alternative to Flash for in-browser gaming. I am actively looking for new clients with HTML5 gaming projects. It seems there is no stand-out HTML5 editing IDE, but found a good, free IDE with Aptana Studio.
As a game developer with 12+ years experience (almost exclusively Flash Platform and supporting technologies), I was able to hit the ground running with my first HTML5 demos. The first of which I published as FlyerGame for HTML5 and also see all my other HTML5 posts.
I’m new to HTML5, but aren’t’ we all. I’d love to hear your thoughts (good, bad, ugly) posted as comments below. My goal is to learn what I can, without the distractions of politics between Adobe and the world.
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