So Here's How Many Games I Sell - Indie Game Developer Story
jeff-vogel.blogspot.com
jeff-vogel.blogspot.com
In general, when folks with no business experience tell me they want to start selling games, I tell them "It is a black hole of time and talent". There are exceptions towards the top end (and $100k+ of sales is, if not stratospheric, probably still in the top 1% of indie developers), but more typical games either are never completed or end up profiting less than $1k per man month invested (i.e. not covering reasonable imputed salaries of founders).
You can see a whole bunch of case studies here:
I believe there are a lot of indie developers who do make money, but if you want a real career you can't go it alone unless you really want to invest time into a truly unique idea. I believe the classic example is Chris Sawyer with Transport Tycoon and RollerCoaster Tycoon, both of which IIRC were programmed solely by him. If you do that and sell it to a publisher, you've got gold, but unless you do that I doubt there'll ever be an indie developer earning a large amount.
If you sell big like Sawyer did, then it doesn't matter if it takes another two years before your next game, because your only company expense is your own house!
Some people really enjoy gameplay a lot more than pretty pictures. We've built a webgame (a tennis manager game: http://rockingrackets.com/) where our website didn't even had a decent layout for the first six months after making the website public, but a lot of people were playing it because of the game play.
We're not breaking even on the time part yet, but our other costs were covered after only two months. Currently we're close to being feature complete, after which we'll fix bugs and refactor some code for a short period. After that, we'll be moving the game into a maintenance mode and we'll start developing a new game.
Rocking Rackets' expected shelve life is long enough to cover our time investment quite well even at the current rate of making money. The game is still growing though...
It really looks like it needs some more promotion though. He said that the original game sold a lot of copies on other sites. But this one was just released on his site, and mainly marketed by word of mouth.
(1) Leaving out the time value of money, etc
He says he has been unusually successful, and I believe him. I just thought that there was more money in indie games. So I was expecting his company to be making money on this game.
I would be interested in finding out how long his games continue to sell a decent number of copies. He did say that he expected this game to be quite profitable, so maybe he is expecting to make another 100k in the next few years.
That problem is being solved. I just learned about it! From this nifty blog post that someone just put up! ;)
If you want a hope of success in games, either do a low-asset kind of game, do a game where big assets are matched with big marketing, or involve the users in creating content. I think there's still lots and lots of room for the third.
2. The work can be qualitatively different - multilayer games are not designed the same way as single payer ones, you have a whole new can of worms to worry about.
3. Maybe he likes single player games (or making them) better than multilayer ones.
as a side note - 120k usd is not that much money, considering most of that money is the author's salary.
Obviously it's trickier to develop a multiplayer game, but the economics seem so compelling; in a 15 year career, he's never broken out into multiplayer? Or is there something I'm missing about those economics?
I bought one of the games recently and emailed him a bunch of usability/interface suggestions. He thanked me but mentioned that he's making a living so somebody must be enjoying the games. He's got a point.
It's a labor of love. I'm sure there are a million things he could do to add the potential to make more money (like an investment in better art or another programmer), but it looks like he's not interested in that kind of risk.
It doesn't seem like an ambitious plan, but he seems happy so what's wrong with not trying to experiment with business models and whatnot?
Something like the recent Sam n Max releases.
I would be very surprised if Geneforge 1 (which I don't think is his earliest title, but is several years old) hasn't sold more than 5 copies this year. The tail for his products is very long. Pretty flat I'd guess, but very long and since they're distributed digitally there's no reason not to keep them available, gradually dropping prices or making bundles available. Once 5 is released he could sell a "box set of the entire series" and spike sales of the old titles again.
I mean assuming you can keep roughly 1,000 people subscribed at $5 a month, then each year a game would pay out $60,000 dollars. If you get a loyal fan following then this would be a great revenue source. Once people are emotionally tied into a game then it can often keep them in the game for many, many years.
If you could keep a lot of the heavy work on client-side (not unreasonable for modern computers if you're producing a non-CPU intensive game by nature) so that your bandwidth and server needs stay low, then once you break-even you'd hopefully be able to keep a large chunk of that $60k.
Correctly done, I imagine an MMO could quite possibly be the best way an "indie" developer could make big money without a publisher taking a huge cut. I mean sure if you can get a publisher to sell the game for $20 or so and let them take most of it to help grow your users, but keep the monthly fees in your pocket.
ed: the biggest issue with an "Indie MMO" is that maintenance costs can make it a non-indie kind of venture very quickly.
If you are including text based games, there is a lot of competition, but you can be successful. I played Kingdom of Loathing for a few months, and it was a profitable mmorpg. That was even entirely free. Donations were accepted, and got you special items, but those items were traded on the in game market for in game currency.
Installing new games and learning how to play them is work. Making a game you already like be bigger and better could be a profitable business.
Done. It's called 2nd life.
There is nothing stopping anyone from creating games in 2nd Life. It's exactly what you asked for mod tools. It's all mod tools. It's all up to you.
Games esp mmo's are mostly socializing.
It's just a world. Geez, only a world. Like saying its just reality there's only sticks and rocks here, no games. Pick up the damn rock and hit it with a damn stick.
Have a modicum of imagination.
The quality of Eve Online with it's dozens and dozens of devs/designers/artists/writers and multi-million budget only costs ~ $11/mo.
Micro indie's such as OA can't afford an MMO. MMO takes an order of magnitude or more resources to develop/maintain than single player one-shot. Old Ultima Online is the "level" I'd expect for an "indie" MMO and that took a lot more than an indie level effort to produce/run.