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The Almighty Buck Entertainment Games

On Independent Games And Cutting Out The Middleman 33

Thanks to DIYGames for their two-part series discussing the problems independent game developers have with distribution channels, and possible ways to stop these distributors taking all the profits. The articles explain the positives of online sales: "Building customer awareness for a game took time and energy... [but] with the advent of the distribution channels like RealOne Arcade, Shockwave, and the others, indies now have access all the customers of the distribution channel virtually overnight", alongside the negative fiscal aspects: "In most cases the indie must agree to give up 60-70% of their game's profits for the privilege of having instant access to the distribution channel's customers." The piece ends by discussing alternatives, pointing out that "A [thriving game-related] community is as viral a selling tool as any, and it helps preserve the life of the game in the marketplace."
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On Independent Games And Cutting Out The Middleman

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  • my experience (Score:5, Insightful)

    by BortQ ( 468164 ) on Monday December 29, 2003 @07:43PM (#7831457) Homepage Journal
    I am a small independent game developer who handles 100% of distribution myself. It's not really all that hard, and there are advantages to keeping everything close to home.

    Not only do I not have to pay some ridiculous percentage of my profits, but I am 0 steps away from my users.

    Put up a decent website with a way of getting feedback from your users (I use the excellent and free phpBB [phpbb.com] message board). This can also help create a community around your product. If you listen to what they say then your game will get better and better. Another thing that I have done is try to optimize my website for certain google searches.

    I can't imagine any paid distributor putting as much thought and effort into such things for one of a hundred small games they are dealing with. By doing it myself I am confident that it is being done well.

    Doing this I have seen my game grow from nothing into a steady stream of sales. I'm glad I did it the way I did, rather then trying to go the easy way and get some other company to do it. See my sig for a link to my game's website, which includes a user forum and an online ranking system.

  • by Midnight Ryder ( 116189 ) <midryder.midnightryder@com> on Monday December 29, 2003 @08:11PM (#7831640) Homepage

    When I spoke at IGC '03, one of my comments was "Publishers are tools.", and went on to explain that I included online publishers with that too. By that, I mean they are just another way to build up your business. Use them as you see fit, but, don't try and run your business using just one tool. While Dan mentioned that it's a $57 Million dollar business (download games), that's NOT that big of a pool to play in when you are up against some much larger opponents. Make use of existing channels - get your name out there some. But your core business should be building YOUR channel. Dan presented some excellent strategies for this sort of thing - some of which I'll be making use of since I've got some games going into retail space here in the next month or so. Use retail space and other online sales channels as a bit of a trojan horse for marketing your own channels.

    Quick note side note / nearly off topic note about the GarageGames group, since Dan mentions them being great guys in his article - they invited Shockwave and some of the other publishers to talk at Indie Games Con '03, and they themselves are online publishers. Before getting up and insulting my hosts, I pulled Jay Moore of GarageGames aside, and told him what I was planning on saying. This would seem to be a setup for conflict - telling people not to make long-term use of publishers while talking at a publisher sponsored event. Not only did Jay say no problem, the really DO want Indies to build up thier own channels, and Jay encouraged me to say what I planned on saying. To me, they are guys who "Get it" when it comes to dealing with Indies. Shockwave, etc... well, they just want to be yet another retailer, selling online space instead of shelf space. They "Don't Get It" when it comes to dealing with Indies, and I'm waiting to hear the horror stories about Indies who depended solely on channels like them to start showing up in about a year or so. IMHO, these guys are just as likely as big publishers to start bending development teams over the table.

    (And in the interest of full disclosure - I talk to Dan McDonnald on a semi-regular basis. But then again... that's pretty typical for Indie game developers these days to chat, talk shop, and strategize with other indies :-)

  • Re: Yeah well (Score:1, Insightful)

    by Anonymous Coward on Monday December 29, 2003 @11:23PM (#7832581)
    You might be content with what you sell now, but if you would sell 100 as many units, that's still a bigger profit than you make now even if you lose 50% or whatever to a distributor...

    I'd say you should explore ALL options, but just don't sign anything exclusive.
  • by DaveCBio ( 659840 ) on Tuesday December 30, 2003 @12:59AM (#7832952)
    Is the only hope for independents in this age of consolidation. Publishers are less and less likely to take on projects from companies with unproven track records. Even if they do, the devs often get the short end of the stick in terms of royalties and keeping their IP.

Ya'll hear about the geometer who went to the beach to catch some rays and became a tangent ?

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