by fzammetti » Jun 2, 2002 @ 5:23am
I've been selling a very crappy little game called Eliminator for about six months (well, admitting it's crappy probably doesn't help sales, but I digress)...
I can tell you that over that six month period, I sold it for $9.95 the first three months and since it's been dropped to $6.50. I've made over $1,000 on it, which isn't a lot, but considering the price point (those prices are before Handango and Pocketgear get their cuts even) and the fact that it's essentially a lousy game, that's not bad I figure.
But none of that is my point! My point is this: I saw a very large surge in sales over the past two months because the game was reviewed (and rather favorably in fact!) by PocketPC Magazine (unsolicited by me I should note). It seems to me that one of the goals of every game developer should be a review by that magazine since I can say for sure it had a very tangible and sizeable effect on my sales.
And in more general terms, I suspect that more people read traditional print publications still than look at web sites, even the popular ones like PocketGamer, so maybe that's something to consider for us all.
I am currently hard at work on two games to be released during the 3rd and 4th quarter of this year and I fully intend to test this theory. In addition, because the other individual I am partnering with on these games has a background in advertising, we have a very nice strategy that has begun even now, at least two months before the first game is complete. I'll let you all how it works by the end of the year (I don't mind sharing any "secrets" on this topic because the things we do, if successful, we can always do again, it's not like anyone gains a competitive advantage knowing how someone else succeeded!)
I only do this part-time, and I don't believe I will ever do it full-time, but I have a simple strategy that I don't think is rocket science that keeps me going: if the game is fun to play, whether it has Halo-level graphics or not, whether the sound is something out of a Star Wars movie or not, it will most likely do well because people play game to... wait for it... be entertained! If a game isn't fun to many people, nothing else will matter. That seems obvious, but so many developers seem to forget that simple truth (it's a truth to me anyway). I suspect that if more of your games are fun than are not, you probably can do it full-time, everything else will likely fall into place.