Economics of a 2D Adventure 29
Thanks to The Grumpy Gamer (Ron Gilbert of Monkey Island fame), for his excellent look at The Economics of 2D Adventure Games. "First, this is only a thought experiment. This is not something I am planning on doing, or even have a huge interest in doing, so please don't feed the rumor mills. Second, this article contains gory and gruesome details about the games business and, in particular, marketing and distribution. If you'd rather remain blissfully oblivious to the horrors of what goes on behind the scenes, this is the place to stop reading. If you're one of those people that can't help but stare at a car accident, read on."
The first thing I noticed (Score:4, Interesting)
Re:The first thing I noticed (Score:5, Interesting)
Until you have something "playable" the programmers and designers can do all the testing and that is going to take a certain amount of time.
Also, going with the publisher approach may mean that they have an additional testing team that goes under "publisher overhead". Most titles today have way higher testing costs than $30k, but this is a low-budget project.
Re:The first thing I noticed (Score:2, Interesting)
First, the agreeing! I think you're 100% on point about the publisher test team, since publisher's have their 'acceptance tests' that a game must pass before it can be declared gold, and their test team is a part of that overhead.
The idea of test coming into the product to test something that's already playable is very likely a common approach (I don't work in the game sector, but it's a common attitude in other places in the software industry, so I feel pretty ok making
Re:The first thing I noticed (Score:3, Interesting)
Re:The first thing I noticed (Score:5, Informative)
Re:The first thing I noticed (Score:3, Insightful)
Re:The first thing I noticed (Score:2)
Some crucial kinds of questions the testing needs to tell the development team includes: Is it too hard? Is it too easy? Did you get stumped anywhere? Was it boring anywhere? Did the storyline make sense to you, or was it unclear in certain places?
It won't take long for the development team to get so far into the weeds on the project that they won't be able to answer questions like those for themselves.
Putting together
Re:The first thing I noticed (Score:2)
Re:The first thing I noticed (Score:2)
Not what I thought... (Score:5, Funny)
Hey! Why don't they fund the new game that way?
other scenarios (Score:5, Interesting)
I think the point he's trying to illustrate.... (Score:2)
Thought Experiments and Current Experience. (Score:5, Informative)
Thank Mr. Gilbert for observing that there are many other routes than his traditional approach. But this is the computer game industry, and tradition applies mostly to last week. The route we've taken is to design a game specifically for the women segment of the downloadable audience. They are largely unfamiliar with adventure games. For that reason, we hope to stand out among the billion puzzle games.
Building 'The Witch's Yarn' [garagegames.com] cost, out of pocket, $10,000, including legal fees for the distribution agreement. That does not cover the principal developer's salary, but it did pay for the art, animation, proofreading, testing, sound engineering, and music licenses. Guerrilla developers can make real products (mac, pc, linux simultaenous) on real tight budgets. (the trick was to build a text adventure game that looks like a 2D adventure game - think comix)
Now, $10,000 is all one should spend to build a game for the downloadable market. The biggest game portals [msn.com] charge the most money to sell your game, even more than the retail channel! Fortunately, you don't have manufacturing costs. A good selling game, might earn a developer $100,000, but less than $50,000 is more likely.
Of course, who knows what'll be true next week.
I think he should rethink the "PC Game only" part (Score:5, Interesting)
You could easily do Monkey Island on it.
You're going to have to go through Nintendo, but you'll have to go through a distributor on the PC side too.
Jon Acheson
Re:I think he should rethink the "PC Game only" pa (Score:3, Interesting)
Re:I think he should rethink the "PC Game only" pa (Score:4, Interesting)
And as most adventure games seem to make use of large inventories, the second screen would even get a useful purpose.
Re:I think he should rethink the "PC Game only" pa (Score:1)
And what's more Nintendo agrees with you [adventuregamers.com]
Re:I think he should rethink the "PC Game only" pa (Score:1, Informative)
Remember, one of his major reasons for not going on the console was that to do a console title, the console maker gets a big cut of the profit pie, on top of the cut already being taken by your publisher, which is taken no matter if you're distributing on the PC or on a console.
Also, it is harder to develop/debug for consoles than on the PC, and you'll have to invest in development hardware (XBox dev kits, Playstation 2 Test
Re:I think he should rethink the "PC Game only" pa (Score:2)
Re:I think he should rethink the "PC Game only" pa (Score:1)
Interesting but probably not that useful (Score:2, Interesting)
Why so expensive? (Score:2, Interesting)
Re:Why so expensive? (Score:1)
Re:Why so expensive? (Score:1)
http://clickteam.com/English/multimedia_fusion.