Starting an indie game development business
October 28, 2008 9:11 AM
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I want to start a small business making/selling casual video games. I'm aware of the many smart and committed people who have tried this and failed, but I want to make a go of it anyway. How do I improve my chances of success?
I do programming, art and design, and I have the means to contract out the stuff I can't do well (music, internationalization, etc.). For purposes of the question, let's assume that I can execute on a reasonable game idea until I have a solid, playable, fun casual game. The question is how best to monetize this.
There are a lot of good AskMe threads about starting a small business in general (and my wife, who would be my business partner, has a lot of small business experience), so this is more about the game- and tech-specific aspects.
1) Platform: Flash, Windows, OS X, iPhone, XBLA, _______? While I have my personal preferences as a gamer, I'm open to any of these for development. My general impression is that there are more Windows gamers than Mac gamers, but Mac people are more likely to pay for software. Flash is ubiquitous but may be more difficult to monetize. And what about implementing the same game for multiple platforms--how much does a company like PopCap benefit from this?
2) Revenue: advertising, direct sales, subscriptions, _______? This obviously ties in with choice of platform. I'm aware of things like MochiAds for Flash games, but I can't tell if anyone is making more than pocket change that way. My strong preference is for a moderate, sustainable income stream rather than trying to get rich by capitalizing on the flavor of the month (I realize this means releasing new titles on a regular basis).
3) Free for all: any advice you would give to someone starting out on this crazy venture? The one piece of advice I'm not really open to is "Don't do it," as well-intentioned as that might be. This is one of those things I'll always regret if I don't give it a shot, and even if the business fails, I'll consider what I've learned along the way to be a personal success. Other than that, I'm open to anything.
I realize there isn't a One True Answer to be found for any of these questions. I'm just looking for pros/cons and suggestions, based on experience, for what to do and what to avoid. Thanks in advance.
Disclaimer: I know I won't get rich. I'm not quitting my day job. I won't risk my mortgage or my ability to put food on the table. I know I can't compete with AAA titles (nor would I want to). I know spectacular failure is likely despite my best efforts. I know I'm not a design genius, and I have no intention of changing the world.
posted by [user was fined for this post] to work & money (7 comments total)
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It's doubtful that you'll want to both build and market/distribute your game so you're likely going to need to do distribution deals with the large aggregators. Check out the offerings from Yahoo!, RealNetworks, Big Fish, et al and look for games that are similar to what you're thinking about. You'll see lots of clones, some good games, some lousy games, and you'll get a sense of how they're being monetized.
Essentially, do a bunch of environmental scanning and research before you commit to a plan.
If you're not already familiar with it, your should check out Casual Connect, which is the resource vault of the Casual Games Association. As you suggest, there's a lot more to making a business (even a small one) than simply building a game. A good starting point for learning and networking would be to attend one of their events. (I've spoken at these and other game conferences before but am not otherwise associated with the CGA).
posted by donovan at 9:42 AM on October 28, 2008