Making A Fortune From Casual Games 74
hapwned writes "In yet another interesting article from the Escapist, Allen Varney has a piece on the ludicrous amount of money you can make from small, downloadable flash-type games that most Americans play. From the article: 'Which American designer personally made the most money last year from computer games he or she designed? Not the most money for a company, mind you, nor for a studio or licensor, but individual, take-home, taxable income. Was it a famous game god? John Carmack, Will Wright, Sid Meier, Warren Spector? Probably not. It was probably some guy you never heard of who wrote some little shareware game you never heard of. Those "casual games" - the puzzles and Mahjongg tilesets and card games and Breakout clones and match-three Bejeweled-type things - are downloaded, and sell, in numbers some game gods only dream about. Over the lengthy life of a successful casual game, the independent ("indie") designer can make serious, serious money - high six-figures and low sevens. Personally.'"
I'd get into making SWF games, but.. (Score:5, Interesting)
I'm currently a homebrew GBA game developer, and I am considering trying the SWF platform. Is there any decent SWF authoring software that's less expensive than Macromedia Flash and suitable for developing games?
Re:I'd get into making SWF games, but.. (Score:2, Insightful)
Re:I'd get into making SWF games, but.. (Score:4, Interesting)
Re:I'd get into making SWF games, but.. (Score:2)
I would investigate other platforms if I were you. Developing games for a casual audience requires some sacrifices, but at some point a bad tool will prevent you from ever completing a usable product.
Re:I'd get into making SWF games, but.. (Score:2)
I would investigate other platforms if I were you.
Which platform would you suggest first for casual games? Java applet? Java stand-alone program? C+Win32+DirectX?
Re:I'd get into making SWF games, but.. (Score:5, Interesting)
Java's a bitch because everyone's got whatever old version of the VM came with Windows, each version of which has its own bugs. The bugs aren't horrible, for the most part, but you'll end up with a bunch of VM installers on your box to handle bug reports. Java also doesn't give you much for free for game development, and any decent libraries for it will just increase the size of your download, but it's a possibility.
I want to check out the Popcap framework as soon as I get time, because my experience with their plugin from a gamer standpoint has been great. It was a quick, smooth install, and the games look nice, so if it's easier to use than Flash and more reliable than Java it may be a winner.
If you go downloadable, you can get stuff like Torque 2D; my post and a response are here:
http://games.slashdot.org/comments.pl?sid=155159&
Re:I'd get into making SWF games, but.. (Score:4, Insightful)
If you're going to do a web game, you might as well do one that supports any web-enabled platform.
Re:I'd get into making SWF games, but.. (Score:5, Informative)
i am personally a flash developer (though not games, we do applications).
If you don't mid doing everything through code, without the nice macromedia gui, there is a free, opensource flash compiler:
http://mtasc.org/ [mtasc.org]
Check osflash.org for some nice tutorials on getting the compiler set up (as well as other useful tools). They show you how to use Eclipse, but personally I'm not a big fan of it.
http://osflash.org/doku.php?id=tutorials [osflash.org]
Flash 8 has gone into beta, and will be released in a couple weeks...But with mtasc, you can already compile flash apps that use the new features! (A few new features: realtime effects like blur, shadow, convolve, displacement. Pixel-level control of bitmap data.)
Info on flash 8: http://osflash.org/doku.php?id=flashcoders:undocu
Some random things I have written for flash: http://rorexrobots.com/flash [rorexrobots.com]
ActionScript (the language of the flash player) is fully OOP, with classes, inheritance, interfaces, and error throwing/catching. It is similar to java, in that it is compiled into bytecode which is run by the Flash VM. In fact, if you wanted to, you could write code that looks a lot like java.
Re:I'd get into making SWF games, but.. (Score:2)
It is just me?
Re:I'd get into making SWF games, but.. (Score:2, Interesting)
Of course you can only use the license while you are student and can't make any money from your projects made with it...It's a great learning tool for non pirate types.
Re:I'd get into making SWF games, but.. (Score:1)
If you are a university student
I've already graduated with a B.S. in computer science and thousands of dollars of student loan debt, and I've been looking for a job for the past 29 months. Even local retailers posting part-time minimum wage jobs routinely turn me down. What should I do to get a job so that I can afford the full version of Flash or so that I can afford to go back for my master's?
Re:I'd get into making SWF games, but.. (Score:2)
Re:I'd get into making SWF games, but.. (Score:2)
Re:I'd get into making SWF games, but.. (Score:2, Funny)
Re:I'd get into making SWF games, but.. (Score:1)
If you actually put all that on your resume when applying for that job
For one thing, I didn't put the debt on my resume nor the exact period of unemployment. Here, I'm discussing my situation, not applying for a job. For another, is "Bachelor of Science, computer science, Rose-Hulman Institute of Technology, Class of 2003, 3.0 GPA" too much to put down in the education section?
Re:I'd get into making SWF games, but.. (Score:1)
I know that at least with many public schools 3.0 is the minimum GPA they accept for teachers, so it isn't something I would advertise.
Maybe in the CS field they are more generous in their acceptance though.
Re:I'd get into making SWF games, but.. (Score:3, Interesting)
Re:I'd get into making SWF games, but.. (Score:1)
i moved to prague.
Currently I have been recommended not to move out of Allen County, let alone Indiana, let alone the United States, let alone North America, let alone the Anglophone world. How long does it take to learn Czech if one is past the so-called "critical period" (ages 2 to 10) for language learning? And how can I show that I can live on my own away from my parents and away from the "assisted living" environment of a university residence hall?
Re:I'd get into making SWF games, but.. (Score:3, Insightful)
It's something I might want to Czech out (Score:1)
why have you been told not to move?
I have never lived alone, always with family or a college roommate. I have never learned to drive, although that might not be as much of a problem in Europe. The vocational rehabilitation agency I'm working with is limited to the State of Indiana, and my case worker is not sure that I would qualify for vocational rehabilitation assistance under the different rules that apply outside Indiana and especially outside the United States.
let me know if you'd like my help.
Re:perhaps these people need a Linux livecd... (Score:2, Insightful)
Not suprised (Score:5, Interesting)
But the bigger reason is accessability. My mom has purchased a couple of these games. They are simple, not twitched based (the ones she buys, she's not good at that kind of stuff), and easy for her to find and buy online. She can play them for a quick few minutes, or spend more than an hour playing them. In every way they are more accessible than a big console game.
And these are basically the same kind of games a cell phone games which are also exploding (and what do you expect when many of them cost $5 A MONTH to play here in the US).
I've tried my hand at it, and I intend to do it again. I'd love to be the next person to make a little game that goes BIG to become the next Bejeweled or Snood. My little game is on my website [foobarsoft.com], and you just need Java 5 to play it, if you're interested.
Re:Not suprised (Score:3, Interesting)
The only negative (sorry if I'm telling you anything you already know) is the game being keyboard-controlled. One of the defining features of a Popcap game (and one of the reasons for their success IMO) is that it's controlled exclusively by mouse.
Re:Not suprised (Score:2)
As for the keyboard, I completely understand. I whipped up the keyboard during testing (I tend to be a keyboard person). I asked my Mom to try it once or twice and that was always the first thing I'd have to tell her: the mouse doesn't work yet, you have to use the keyboard.
Thanks for the feedback though!
"Probably"? (Score:1)
Or is there a second page that I was unable to access?
Re:"Probably"? (Score:3, Funny)
Re:"Probably"? (Score:2)
In my defense, I have a "Previous" button at the bottom of the page, but no "Next". The page looks misrendered, though, so I'm probably getting cut off at the right. I'd consult the PDF, but can't get it to open...
Re:"Probably"? (Score:3, Insightful)
It's a great article but they should really dump that Flash, especially since lousy Flash font handling makes it a great deal harder to read than a HTML site. Why do people insist on spending weeks or months to create an interface that's worse than what already exists in standard HTML?
That being said, horizontal scroll all the way to the right side of the screen and you'll see "Next". You have to have a
Re:"Probably"? (Score:1)
Re:"Probably"? (Score:2)
Here's a shortcut
The Escapist - Casual Fortunes
http://www.escapistmagazine.com/print/8/14 [escapistmagazine.com]
Re:"Probably"? (Score:2)
Actually, it's so well done, it even validates [w3.org] by w3c standards, something your own site [w3.org] doesn't.
I can even read "The Escapist" in links!
Re:"Probably"? (Score:2)
If it's hard to navigate, does it really matter that it validates?
And if my site is clear and easy to navigate, does it really matter that it doesn't validate?
I looked at the validation report, and for the most part it's things like attributes that should have been quoted that I didn't quote. I do that because I find the page easier to read and m
Re:"Probably"? (Score:2)
Usability also means "usable in any situation", which in turn means "with any hardware/software that complies with universally accepted standards". Note the "standards" part.
A lot of code wizards I know don't take the time in making their personal pages validate, RMS is an example. But then, don't criticize people that put effort in doing thing
Text Version for those haters of the web version (Score:1)
Oops (Score:5, Informative)
Mobile gaming next (Score:5, Interesting)
Seems to me, small, simple time-wasters will be just as big a market for people on the go soon. Mobile phones and PDAs are just as capable of running this type of game, and you can play them when you are stuck on the train or whatever too.
No surprise (Score:1)
They have the power and magic and elegance of simplicity without being too dumb. They cater for the widest variety of consumers ...
And though I wouldn't personally shell out a single cent for any of them (the f
Classic "Long Tail" play. (Score:5, Interesting)
While this makes horse-sense to me, I'd still like to see some numbers. There have to be some examples out there. I wonder if ringtone sales work the same way?
Quick math! (Score:2, Interesting)
I've done it in 120, lets be extravagant and say 320 (2 whole months).
Set a cheap price: $5
Set a goal for wages: $50/hr
So the amount of money you want to bring in for your game, disregarding the tiny amount of advertising you might do, would be about 320*$50. At five dollars a game, thats just 3200 copies.
Sell 3000 copies of a game people already love for dirt cheap and make $50/hr? Sign me up!
Re:Quick math! (Score:5, Informative)
1) Making games of that quality is a lot harder than you think it is. A "simple" game like that can take a 3 or 4 person team a whole six months, not 2. You'd be surprised to know the time it took us to make some of our games (see sig)
2) Selling 3200 copies of a game is a lot harder than you think it is. A game that sells 100 copies a month from your site is considered successful. Sure you can sell a lot more copies if you associate with the big casual game portals (RealArcade, Yahoo Games and the like) but you'll get less than 30% of the net sales if you're a first-time developer.
Re:Quick math! (Score:3, Informative)
It did sell, but only at the sum of 200-300$ a month. Nowhere near enough to support 3 people.
The other thing to consider is competition. Visit Rocket Download and see how many games are liste
Exactly! (Score:3, Interesting)
Re:Exactly! (Score:2)
I consider it a nice flash game. Although I think it is not really simple as it has a client/server architecture. It is kind of like chess but with other features. I started playing it (as it is free to signup) and then *upgraded* to a _Gold_ account ($10 a month i think), but after some time it really was swallowing my time (quite addictive).
So, I think t
Re:Exactly! (Score:1)
He began his career in game creation by doing odd things in flash just to pass the time in some classes. Also, due to some administrative efforts to curb time-wasting computer activites by blocking game sites (har). He then started a small website leeching a local band's webspace. His site eventually outgrew itself using game indexing services and the band alerted him of this when he got stuck with a 100$ bill. He then found someone who bought his site, now he
I'd love to do this. (Score:3, Interesting)
1) lack of long term attention span
2) artistic ability
The closest I've ever come to a functional game is demonstrated by the stunningly cutting edge and innovative game, PigShooter [spiffytech.com]. (I use the worlds "stunningly", "cutting edge", "innovative", and "game" somewhat loosely...)
Re:I'd love to do this. (Score:2)
Re:I'd love to do this. (Score:2)
That's pretty funny. You've clearly a little *creative* ability, which definitely counts for something. The whole "my bullets are flying pigs with wings" bit is pretty inspired at least. Now you just have to work on every single other aspect of the game...
Re:I'd love to do this. (Score:2)
huh, found a distribution model... (Score:3, Insightful)
Roller Coaster Tycoon 1 & 2 (Score:4, Interesting)
Re:Roller Coaster Tycoon 1 & 2 (Score:1, Interesting)
Sounding like a broken record.... (Score:3, Informative)
Its easy to use and quite powerful. 2D games are a breeze to make and since version 6, you can now make 3D games as well.
The GML programming language is very simular to object oriented C so you can make your games as complex as you would like to.
The forums [gamemaker.nl] are also a great resource for people just getting started.
Three words... (Score:3, Insightful)
While these one-hit wonders are nice in the short run, lets face it. These kinds of games are hit or miss. For every Bejeweled, theres hundreds, if not thousands of other games out there that get almost no public attention.
Re:Three words... (Score:2)
The point is, you're probalby more likely to get rich making a little game like this on your own than you are working your way up through the big game publishers/developers.
And even if you don't have a big hit, what are you out? Probably just some free time, and hopefully you had some fun and learned somethign while making the game. I don't
Probably (Score:1)
Probably? But who was it really?
Target Audience (Score:2, Insightful)
Re:Target Audience (Score:1)
Do games really need to have so many features? I yearn for the days when I only had to pick up a controller and start playing, without having t
Derek Smart (Score:2)
LK
Re:Mods vs. simple games (Score:2)
success story (Score:5, Insightful)
Good, so we've heard the success stories (which is all the author really mentions). What about the legions of shareware developers that just make a decent living (nothing wrong with that) without making a fortune? And what about the ones that soon have to find something else to do when they can't pay their bills?
It's just like rock bands. You only hear about the successful ones. You never hear about all the very decent bands that, 20 years later, are still playing in ordinary bars in front of an audience of 3.
(trivia: The Police once played in front of an audience of 2!)
I hate hype-speak (Score:4, Insightful)
Small games, "big" money... (Score:3, Interesting)
TRIGLAV RPG [smokymonkeys.com]
This game (and the engine behind it) utilizes some really nice DHTML footwork to create something real close to the isometric look and feel of Diablo and similar games.
Another game I found while looking around:
DHTML Arkanoid [schillmania.com]
This one appears to work with all browsers, and even has nice sound effects.
Both of these examples show that you don't necessarily need to have Flash or know Java to create these types of games - it is possible to do them using only browser-based technologies and/or some server side work.
Just to throw in another "buzzword" - AJAX-based gaming!
Fluff article (Score:3, Interesting)
OK, I'll switch rails here and get more specific: The article makes it sound like:
A. It's easy
B. EVERYONE gets rich.
C. EVERY independant and/or casual game sells crazy numbers.
This is so far from the truth. And the writer avoids the key reasons WHY some casual games are huge hits: MARKETING. It's quite easy to sell huge numbers of a game like Bejeweled when it's featured on SO MANY (All?) casual game websites.
Now if Joe Shareware writes a game that's got ALL the key points a good original game requires, does that guarantee the same sales as Bejeweled?! Of course not! No one will buy Joe's game if no one has heard, seen, or played Joe's game!!! This is true of any commodity. Making the public aware your product exists is half the battle.