.....release smaller simple original concept games.
I mean, why spend millions on one big game? Why not make lots of smaller games for less? That way you could flesh out lots of ideas.
Ideas that work could come back and sell moderately well (e.g 50,000 units).
Then you can take that game and create a proper sequel(which should sell well again), exploiting the potential of the orginal concept.
A game idea that didn't sell well, wouldn't be too much of a financial blow.
And the fact that the sales figures aren't in the millions, means your probably gauging the people who know a good thing when they see it.
Also, when creating the game proper, you could market it to the masses, as a continuation of a cult game/sleeper hit, which invariably peaks mainstream interest.
And releasing these games at a price which reflects what your getting, say ?10-?15. These price-points could at least see the game selling in some quantity. Then the much sought 'word-by-mouth' recommendation that could see a particular excellent idea, selling more.
I think this sort of thing would be useful to developers/publishers as a way of testing the market. If the underground/hardcore buy(alot) into it! Then invariably, a sequel with the same game concept, ideas realised in full and maybe even aesthetically tailored to appeal more to massmarket(licence/brand wouldn't matter if the game was sound) would make financial sense.
This, i've had on my mind for a while, but the 2D article in GamesTM (issue 8) got me thinking. If most 3D games are based on 2D principles, why not knock out low-budget 2D concept games, and test the water(underground/hardcore = money back/maybe small profit). If it works, the idea will most probably translate to 3D and you could slap a licence on(massmarket = loadsa profit).
What do you think?
P.S. Can you imagine, you could probably make a new collector category, concept games, released in limited numbers, only available through developers site? Money to be made there.
N.B. don't take the hardcore terminology as elitist tripe, i'm sure you know what i'm trying to get at.
I mean, why spend millions on one big game? Why not make lots of smaller games for less? That way you could flesh out lots of ideas.
Ideas that work could come back and sell moderately well (e.g 50,000 units).
Then you can take that game and create a proper sequel(which should sell well again), exploiting the potential of the orginal concept.
A game idea that didn't sell well, wouldn't be too much of a financial blow.
And the fact that the sales figures aren't in the millions, means your probably gauging the people who know a good thing when they see it.
Also, when creating the game proper, you could market it to the masses, as a continuation of a cult game/sleeper hit, which invariably peaks mainstream interest.
And releasing these games at a price which reflects what your getting, say ?10-?15. These price-points could at least see the game selling in some quantity. Then the much sought 'word-by-mouth' recommendation that could see a particular excellent idea, selling more.
I think this sort of thing would be useful to developers/publishers as a way of testing the market. If the underground/hardcore buy(alot) into it! Then invariably, a sequel with the same game concept, ideas realised in full and maybe even aesthetically tailored to appeal more to massmarket(licence/brand wouldn't matter if the game was sound) would make financial sense.
This, i've had on my mind for a while, but the 2D article in GamesTM (issue 8) got me thinking. If most 3D games are based on 2D principles, why not knock out low-budget 2D concept games, and test the water(underground/hardcore = money back/maybe small profit). If it works, the idea will most probably translate to 3D and you could slap a licence on(massmarket = loadsa profit).
What do you think?
P.S. Can you imagine, you could probably make a new collector category, concept games, released in limited numbers, only available through developers site? Money to be made there.
N.B. don't take the hardcore terminology as elitist tripe, i'm sure you know what i'm trying to get at.
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