Y'all are a bunch of wankers!

I gave a game idea

For mobiles.

It's an adaptation of the game I played with my brother when he was like 5 and I was 10. The same game I play with my 5 years kid and he's desperate for it.

It's an innovative game as in Tetris or Mario. Don't be so surprised that there still is potential for innovation in this copycat business.

I can develop it for Android in no time (as a proof of concept, more than enough for my kid). I can learn iOS in a couple months and port it to this platform.

I can advertise it trough my network of friends, acquaintances, Internet forums, cold calling, whatever.

I'll get some 2 weeks of selling it for probably $10 (price of one piece) before Ubisoft or similar will launch a full series of much better designed, much more appealing, much cheaper products targeting the maket I'm catering to: parents with kids who spend $50 on a Lego without blinking at it and their problem is not less but more.
Permalink Io 
February 12th, 2018 1:37pm
huh? What's the game?
Permalink DrNo 
February 12th, 2018 1:41pm
Perhaps you'll see it someday. For $10.
Permalink Io 
February 12th, 2018 1:46pm
But cater to a market of 200 millions who'd pay these money for their kid to get an upstart and you got a business.
Permalink Io 
February 12th, 2018 1:47pm
Isn't "start an indie game dev business" what I was suggesting?  Take one of my old favorite games and remake it.

Con:

- very competitive
- hard to build up followers
- you may need to release your first few games cheap/free

Pro:

- no capital expense required besides your time, if you're a programmer
Permalink FSK 
February 12th, 2018 1:51pm
Io, I will only buy it for 99 cents if it is a great game. Otherwise, you are wasting my time.
Permalink DrNo 
February 12th, 2018 1:59pm
>> Isn't "start an indie game dev business" what I was suggesting? 

Sort of, but...

>> Take one of my old favorite games and remake it.

It's not a remake. It's a completely new, innovative, royalty-free idea. At least until Ubisoft makes me / us, the inventors, pay for it.

>> Pro:
>> - no capital expense required besides your time, if you're a programmer

Pro #2. It helps being born in the East (Mario, Tetris anyone?) where lack of distractions sort of leads some guys creating their own instead.

>> Con:
>> - very competitive

That's the only one. Add 10,000x the capital you and me combined have and you're getting a picture who you're competing with. No point even trying.
Unless you can get *one* of them to sponsor you. Then you got a chance.
Permalink Io 
February 12th, 2018 2:00pm
>> Io, I will only buy it for 99 cents if it is a great game. Otherwise, you are wasting my time.

For you my friend, now it's 1.01.
Permalink Io 
February 12th, 2018 2:03pm
That's no Friend Price. Friend Price is $0.
Permalink DrNo 
February 12th, 2018 2:06pm
Jerry: Hey did you guys hear the one about the guy who was trying to sell a cell phone game for $10?

Kramer: No, what happened?

Jerry: That's it. That's the joke.

(mic drop)
Permalink Jerry 
February 12th, 2018 2:12pm
If a big corporation spends $100M on a game, they need $200M+ sales to justify the investment.

If an individual writes a game, they only need to make $100k-$200k for it to be competitive with working in a regular job.

They're two completely different markets.

When your budget is $100M, you're only going to make a copy of an already-popular game/genre.

When you're an individual, you can be more creative.  (but you also risk a flop)
Permalink FSK 
February 12th, 2018 2:27pm
Yeah, $10 mobile games is too much.  I've bought $5 games, but only when I already knew the dev.
Permalink FSK 
February 12th, 2018 2:28pm
Well it was a figure pulled out of my ass. The game sells at least $100-$500 in accessories afterwards, what I'm saying.

So yeah, I can sell it for 0$ and still be profitable.
Permalink Io 
February 12th, 2018 2:38pm
It's only the "anchor point". Zero does not equal $500 even for very low values of those $500 like $100.

$10 is a better start for my market, that's it. I'm not fixated to this, it's just how *I* think.
Permalink Io 
February 12th, 2018 2:41pm
Yo, Io. Serious question. What the fuck every happened to the  ten million other plans you've had to get rich without even trying that you are constantly talking about? Have you made ANY PROGRESS WHATSOEVER on ANY OF THOSE SCHEMES?
Permalink Reality Check 
February 12th, 2018 2:46pm
RC, it would be helpful to readers of CoT if you list the schemes Io has ever stated that he wanted to do?
Permalink DrNo 
February 12th, 2018 3:02pm
Approximately the only way to make good money in this sector seems to be free-to-play.

You appear to have missed the key thing. People don't really want to give you their money. They'd much rather have something for free. Your job is to give them basically no excuse *not* to give you money. And you won't do that if your game has a price tag. That's the biggest barrier possible.

Once you've produced an entertaining game with good production values (or an aesthetic that might excuse the lack thereof) and a compelling selection of in-app purchases that the user is carefully funnelled towards at every opportunity, that's only step 1, because you'll need to issue a continuous stream of updates and tweaks after release. (Make sure to ship the game with a good analytics setup and some means of making minor tweaks without having to issue a full-on updated package.)

Or you can charge for your game... but you'll need some smashing buzz and great PR ahead of time if you're going to make any money that way. Which you won't. However, if you always wanted to be a boutique/indie starving artisan, this is a very 21st century route to that.

Source: was in this line of work in the past
Permalink brone 
February 12th, 2018 7:33pm
You can make a decent living as a solo dev or small team with not free-to-play.

Siralim 2, Crashlands, Battlevoid Harbinger are examples of profitable non-freemium games.
Permalink FSK 
February 12th, 2018 9:12pm
The graphics are rather simple, or so I think, imagine along the line of Tetris more than Mario.

Anyways, I'll implement a POC for my kid and fine tune the gameplay based on his feedback.

Eventually I'll probably publish it anyways but since this is a one-off for me, I'd like to give it some real chances of earning a dollar.

Otherwise nothing's further from my interests than graphics programming. And irony of nature, I got assigned to a project at work where the bulk of the work is exactly that, graphics programming, fucking hate it.

At least I get to learn Android and iOS :)
Permalink Io 
February 13th, 2018 12:20am
micro transaction, micro transaction, micro transaction. Learn to figure it out, Io.
Permalink DrNo 
February 13th, 2018 10:51am
Cool
Permalink Bob Baden 
February 18th, 2018 9:28pm

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