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Nice!! I'm not asking for numbers here, but what do you include in the project's 'cost'?Millennium 1 made about 400 times its cost over time...
Nice!! I'm not asking for numbers here, but what do you include in the project's 'cost'?Millennium 1 made about 400 times its cost over time...
Costs to make the game. I'm not including the time I spent on it because I wouldn't be able to evaluate how much my time is worth xDNice!! I'm not asking for numbers here, but what do you include in the project's 'cost'?
Yeah it wasn't so expensive I guess. I'd made the original version of Moonchild with virtually only the cost of RM, and it had done really well for a game using only RM resources. I then upgraded it because I didn't want to leave the game as merely an experiment.Yep, I was wondering if time would be included (marketing as well as developing). So costs for resources, basically? 400x sounds amazing, don't get me wrong, but of course resource costs for an RM project could vary anywhere between a few dollars and thousands.
Very clever and I totally agree. But some people in the industry consider that even in this case you have to include in your budget your own "salary". I tried to explain to them my salary is what the game will make but I could never get the idea across xDYou really don't need to factor in "time" as a cost of the game unless you're paying others to work on it with you. Your own worth of time is the profit you make off of the game.
Well obviously it's much better if it takes 2 months rather than 2 years.If it took you two years to make it and you make a 400% profit after other expenses, that's what your time is worth.
I don't pay for marketing. My problem with advertising, PR firms etc is that they don't give any guarantees of anything. You pay and you might have paid for nothing. So I don't do it.Marketing would probably also be a consideration of "costs" of the game, as marketing is seldom free and usually is a recurring cost.
Sure, but the OP asked making a living, which would be a primary job. Which meant all taxes, food, bills, etc would be paid with it as well.I'd take several hundred a month. That'd at least pay my mortgage, freeing up funds for other things. And, honestly, that's not bad for a side job, here in the US.
Actually I do not know at which moment the "%" was added lol, but it was really 400 (without %) originally, in the sense that the game made 400 times its cost.Well, your 400% profit would be what you put into the game in terms of costs, then making back what you put into it, then four times extra the cost you put into the game.
Yup, I see what you mean, but in this case I would have said the game made 5 times its cost ^^If you put $10,000 into production of the game, then make that $10,000 back, you've made no profit. If you make $50,000 after the initial $10,000 you put in, you've made 400% profit (after subtracting the initial ten for the costs of the game).
Yup again and salary would be 40,000 divided by the number of months you spent on that game.Your own personal time would then be worth that $40,000 a year you had left over.
It's about $100 yearly and unlike PR firms and co, you know very well what you pay for. What I don't like is this kind of business, pay $200 upfront and "we are a PR agency recognized in the industry, we know 10 millions people, we'll write your announcement and send it to all our contacts blablablabla, we'll advertise your game, you'll see traffic bumps, extra sales etc". and in general nothing ever happens. $200 lost. Just write the announcement yourself and send it out yourself, it's not like the PR agency guarantees you that it will be picked up by big websites if it's them who write it... tbh if they'd start being payed *only* when goals are met (for instance announcement picked up by website A orWell, any form of advertisement is going to cost you some kind of money most of the time. Put up a website to host and help market your games, it's advertising and marketing.
Tried to specify that with "checking to see if some were in bundles/etc." Don't think that the existence of bundles or giveaways illegitimizes the stats of certain RM games, though. A quick google of "(game name) + (bundle) or (giveaway)" should help out in filtering the accurate results from innaccurate.Too many interventions here for me to answer to everything. Beside I have a rule to never disclose my sales and revenues, but one thing that is very true is that games sell for a very long time. All my games still sell something every year. Millennium 1 made about 400 times its cost over time and is still selling pretty well.
So all in all, a good strategy is to release good games regularly. Twice a year is a good start. And release them everywhere you can (including on my website ^^).
It includes bundle keys (worth about 0.2 dollars lol) and free keys (worth nothing) so it's not really a good indicator of revenues.
Generally bundle figures are hard to come by once said bundles belong to the past. And it takes a lot of investigation to gather all the bundle and GA figures.A quick google of "(game name) + (bundle) or (giveaway)" should help out in filtering the accurate results from inaccurate.
Doesn't really matter IMO.Would you say its best to have your product price ranged before hand on the steam green light?
That's a bit difficult to predict. A lot of influencing factors.I'm from Australia so making money out of a game on Steam or Android market etc would be pretty good- but that sorta depends
on how many people actually want to buy it here.
Bundle figures are mostly insignificant towards revenue unless it's with Humble, so wouldn't think anyone would want to extrapolate sales data from them. If a game had to jump to a smaller bundle, its normal stats wouldn't have been reasonable or useful either. It's fairly easy to google to "filter out" games that have been in bundles from consideration.Generally bundle figures are hard to come by once said bundles belong to the past. And it takes a lot of investigation to gather all the bundle and GA figures.
That's why websites like Steamspy are so misleading. They give same weight to a purchase at full price and a bundle purchase. Just from games of mine I see games charting poorly although they generated better revenues than games charting much higher.Bundle figures are mostly insignificant towards revenue unless it's with Humble, so wouldn't think anyone would want to extrapolate sales data from them.
What would be better is for those websites to separate "owners" in 3 categories: steam purchase, bundles and giveaways.If a game had to jump to a smaller bundle, its normal stats wouldn't have been reasonable or useful either. Hence googling to "filter out" games that have been in bundles from consideration.
Absolutely - the bundle games can make things quite hairy, but I don't think that makes Steamspy a poor tool at all. Even excluding bundle sales, there are more than enough vanilla RM statistics for one to browse and gauge themselves as a newcomer. Filtering bundles/giveaways, Steamspy is far more useful of a research tool for stats than indie devs have ever had. Quite a few extremely insightful articles have been written using it. I think the transparency has been nothing but a net benefit to everyone as a whole.That's why websites like Steamspy are so misleading. They give same weight to a purchase at full price and a bundle purchase. Just from games of mine I see games charting poorly although they generated better revenues than games charting much higher.
Incidentally, for games that sell poorly, bundle figures can be somewhat (and in some rare cases very) significant. The more the game sucks at selling on its own, the more it is likely to be happy with its bundle figures, because it will just piggyback on the quality of the other games. That's why when you have good games, bundles become much less interesting.
What would be better is for those websites to separate "owners" in 3 categories: steam purchase, bundles and giveaways.
Sometimes having 50,000 owners is 1000 steam purchase 10,000 bundle keys and 39000 giveaways keys LOL Other times 2,000 owners means 2,000 steam purchases. It's very possible the latter made more than the former... but people browsing through Steamspy will most likely think the former was far more successful, when it wasn't.