@colej_uk - you'd better check your target audience first and find out more or less who enjoyed your games. If most of the people who enjoyed your game has little or no purchasing power (ie, people at DC) then your not going to do very well selling your game.
You'll have very little competition since theres hardly any (if at all) games similar to planet wars, but that can mean either an investment opportunity or a pitfall everyone else is avoiding. I guess I'm just trying to say; know your stuff before you commit
Thanks for the advice Jerry. Planet Wars 2 is still a long way off but its very much playable so maybe I'll post a beta for people to test or something in the near future, to see how interested people are.
Hmmmm.... by posting a beta, your only really testing what the DC guys like... and like I said, most people here have very limited purchasing power, plus the mentality of "i wont pay for a klik game" is VERY heavy here. Every single commercial title has been bashed for being commercial - meeklits, cactus bruce, that new baby game (forgot the name).
I'd suggest you do some research on what kinds of games are successful and what those successful games have in common with eachother. One very common trait among most shareware games for example is that they all rely mostly on mouse for input - theres one issue that will effect your game design dramatically right there .
Anyways, experiment and have fun with your ideas, and good luck
Breaking into the shareware Industry with MMF would be a bit of a challenge, youd need a very good product, low price but is somehow different to most shareware games out there. Puzzle games usually go very good shareware, or something similiar and itd need to have Decent at the very least graphics.
A quite good idea would to sell a Game pack, packed full of numerous decent games and you could sell that, many people like to by CD's with 25+ Games for computer.
But that would take considerable time putting together a bunch of decent games.
Applications however would probably be abit easier to break into the commercial industry with MMF, you just have to think of an original idea that would simplify or help common computer users, pack it with a bunch of goodies, Research Applications anything like yours, beat them technically wise and price wise then you could have something that could sell well.
And also a bit of advertising and spreading the word around would help alot lol.
Myst was written in Hypercard. It sold shitloads, and it wasn't even that great a game. You Don't Know Jack was written in Director (IIRC), and that sold stacks too. I think it just comes down to exposure. Your average consumer could care less whether a game is made in an authoring tool or a shipping crate full of punch cards.
That's one advantage to these teams that have specialists in each major department - audio, graphics, code. But that's more people to pay, which splits up what earnings you make into even smaller chunks.
See, whats where budgeting comes in which comes after recognizing your buyers and projecting some sales. If you can convince artists to work on a deferred payment contract, you can easily outsource most of your work.
Basicly, I could make the crappiest game in the world (like a Stickman adventure) and ickle kids would buy it?
I see the same thing with 3D Movie Maker (a product made in 1995 by Microsoft). There's this 'film' by some looser called Gnomes which had the worst acting and quality out of anything in the world...and yet the guy's selling it at $15 per DVD, and he's sold about 20 copies! (Proof right here: www.darkgnomeproductions.com ).
Welcome to the 21st Century: A Generation of Idiots who will buy anything for any price. I better start my own company: Really Cheap S**t INC.
And if people buy a Phizzy Thong, then anything's possible.
Edited by the Author.
Fine Garbage since 2003.
CURRENT PROJECT:
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