MakeGamesWithUs (YC W12) Wants To Turn High School Kids Into iOS Game Developers
techcrunch.com
techcrunch.com
"the developers get 70% and MakeGamesWithUs will take 30%."
That's incredibly generous. When I was making games in high school I'd just be thrilled that anyone was actually playing my games. Good on them for not being greedy.
Mostly, however it is because the teenagers have never really had to show responsibility nor have they ever been allowed to really do something real.
So, what do they offer?
- Tutorials/community? Ubiquitous and free anyway, no value added.
- Analytics? Useless to everyone not doing highly targeted design (read: social games)
- Art? Well, as per the above, the devs pay for it anyway.
- Fit and finish? Now this is actually worth something. But all game devs should develop this skill anyway, and if you're a teenager learning game development, that's a good time to learn.
- Networking libraries? Could be useful.
The overall package might be worth something, but probably not worth having another finger in the revenue/IP pie. I say IP because, what happens if you publish game XYZ with them, independently iterate on the concept, and self-publish XYZ 2? Better to just own your work outright.
Also - analytics have been incredibly useful in spotting steps in tutorials that have been too hard or levels that need to be tweaked or reordered.
For those who don't have money, we take all the risk out of making a successful game. While the developer in some ways ends up paying for some of the art costs (ignoring the fact that the process of getting the art done itself has cost to it), it is guaranteed he will not lose money on art and promotion, which we see as a big win.
We hope the overall package will be worth it, and we plan to add more and more tools / support to make it worthwhile, potentially features like allowing others to beta test your game and A/B testing logos etc. If you can think of more features that would make a revenue share worthwhile please let us know! We want to build things our developers / potential developers need.
I'm kidding, in all seriousness it would be a great experience for the kids.
It turns out that high school and college students make games they want to play, so the quality of games in our pipeline has been quite good so far :)
A recent topic of conversation here on HN lately has been the difficulty many young people are having learning math. I think one of math's major obstacles as a teaching subject - and perhaps it's the biggest one - is that much of it can seem totally irrelevant.
But get someone totally committed to building a game and then watch what happens when they realize they need to understand Newtonian mechanics in order to make it work properly: I'm willing to bet that a lot of young people will take up that challenge and master it.
Good luck with your startup and be sure to update HN on your progress!
You need to change your business model drastically for this to succeed. I don't think you will break even with the current business model, much less make a profit.
Most people's first 4 video games fail spectacularly, the younger they are the more likely this is.
There are some exceptions but I doubt they will cover your mounting losses. I am the only person I have ever heard of whose first video game made it on to Steam, but while my game made it on I think many many games did not. Also I was a grad student in engineering at the time, not a high school student. You are essentially trying to VC video game development but only take 30%. This will not work with a 30% cut, and it won't work anyway unless you become a lot more selective on which games you choose to invest in.
going the premium account route might be more feasible. Sell premium tutorials, assets, etc. But you're going to need a huge user base in this case.
Only time will tell whether the model works. I'm curious - what cut would you say we should take?
My understanding is that publishers usually take more than 50% of revenue. I don't know if you should take that much or restructure your payment system, and honestly I don't think being a publisher for tiny xblig like games makes sense.
We run hackathons for HS students every few months and are amazed by the things they do. http://codeday.org/pastevents.php
I met with Ashu & the team a month or so ago and it seems like they're up to something great =]
I'd even be willing to login with a linkedin account - but not having facebook myself... boooo
Plus, you're teaching kids to make games. You should teach them that there is digital life OUTSIDE of facebook!
Seriously, kids will be born into a Facebook hegemony unless we do something about it now.
edit: If it comes up as a common complaint we will add a separate login.
I also like to think the fact that the article I linked to had 504 upvotes certifies that this is, in fact, a common complaint.
My historical stance on the matter has been that the money goes to R&D. I have no proof to validate my assertion, though.
And some quick links to compare. I could have taken more time on selecting the links, but this was pretty quick:
http://store.apple.com/us/configure/MD104LL/A
vs
> I think it's a historically common consensus that high
> powered macs are considerably more expensive than their
> equally powered non-mac alternative.
By consensus you mean misconception? I don't remember Macbook Air "clones" being cheaper by $1000. Some are even more expensive.
OTOH, I prefer to use computers, not specs. "Multitouch trackpad" may look the same in specs, but in practice it makes huge difference.8GB DDR3 1600Mhz RAM
Core i7 3.2Ghz Processor
nVidia 650M
256GB SSD
1920x1080 resolution
My mouse is usually a peripheral.
I would also imagine a clone to cost more than the original anyway, in many cases.
My Asus laptop costed 1000€ and beats the MacBook Pro 17" in the amount of juice I can extract from the hardware.