Want to go Commercial, but don't know where to start?

phoenix_rossy

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I had a crazy idea. I've learned a lot from my short(ish) time as a commercial developer. Then I wondered- what if there was a Publisher who concentrated mostly on RPGM/small-scale games?

So, as an RPGM Publisher, we'd essentially take the finished product, have it tested (if it hasn't been tested thus far), create a web page to promote it, set up a trailer and press pack, submit the game to various distributors, setting up press interviews, and all the while, the developer can be working on their next game.

If you're planning to go the Kickstarter route, this too could be something we can help with. There would be no up-front fee or anything, just a royalty share for our hard work. That way, it's in our best interests to promote you as much as possible!

Could there be a niche market for this? What do you guys think? Are you interested?

ThousandMonkeys.png
 

Indinera

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It's very similar to what Aldorlea and Amaranth already do, especially Aldorlea which is 100% RM games, except for the press release which is anyway pretty easy to do and pretty hard (and requires luck IMO) to get it to be effective... what would be the percentage you'd take?
 
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Shaz

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Nice idea, but I'd want to see a pretty good history of what you've done and how successful it's been.


Might be a bit risky offering to test games for people though - from my experience, you can give a game to 20 testers for a month and still have bugs missed. You wouldn't want to be held responsible for ANY bugs that make it to the release version.
 

Indinera

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but I'd want to see a pretty good history of what you've done and how successful it's been.
That was kinda my point about the press release. It takes minimal efforts to assemble a set of marketing assets and launch a press release, but it's very hard to get it to work and make a difference in the sales.
 

phoenix_rossy

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It's more for people who don't want the hassle, perhaps, of having to contact tons of websites, bloggers, press etc about the game.

Whereas Amaranthia and Aldorlea are distribution platforms, and you do marketing for the games added to your site, I would be the one to submit a game on behalf of the developer. I've made a few contacts (the contacts list is growing) of people who would be more likely to hear me out than someone new contacting them.

It's still just an idea at this point, I just though it could help people out. 

The percentage taken would depend largely on just how much the client wants doing. On second thoughts, I don't think that offering to compile bug reports is a good idea. It should be tested before it goes to the Publisher, I think. Then it would have to be QC'd.
 

Robin

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What does the developer gain from you being the one to submit the game to Amaranthia and Aldorlea?
 

Indinera

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No gain as far as Aldorlea is concerned since I'll take all RM games (and market them) unless they are not debugged and/or have unappropriate content.

On second thoughts, I don't think that offering to compile bug reports is a good idea. It should be tested before it goes to the Publisher, I think. Then it would have to be QC'd.
What you could do instead is what BFG does (and so do I sometimes), have a QA session prior to the release. It's not *exactly* the same as offering to debug the game, it's more checking it works before it gets released. I agree the difference is subtle but I suppose there is one. :p
 

phoenix_rossy

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What does the developer gain from you being the one to submit the game to Amaranthia and Aldorlea?
An odd question.... since they aren't the only distribution platforms that I have access to. At the moment, I have contacts at Green Man Gaming, Desura, Indiecity and IndieGameStand, besides also having submitted games to Amaranthia and Aldorlea.

But it takes more than just submitting your game once it's finished. That's only half the battle. You have to contact bloggers, reviewers, Podcast hosts etc to drive more people to look at your game. I'm also offering shoot trailers and build press packs.

It's a whole package, and a lot more work than just 'submitting the game to Amaranthia and Aldorlea'.

So in answer to the broader question 'What does a developer gain?' They're gaining exposure and the time to start working on their next project, without having to worry about the marketing side of things.
 
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Robin

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An odd question.... since they aren't the only distribution platforms that I have access to. At the moment, I have contacts at Green Man Gaming, Desura, Indiecity and IndieGameStand, besides also having submitted games to Amaranthia and Aldorlea.

But it takes more than just submitting your game once it's finished. That's only half the battle. You have to contact bloggers, reviewers, Podcast hosts etc to drive more people to look at your game. I'm also offering shoot trailers and build press packs.

It's a whole package, and a lot more work than just 'submitting the game to Amaranthia and Aldorlea'.

So in answer to the broader question 'What does a developer gain?' They're gaining exposure and the time to start working on their next project, without having to worry about the marketing side of things.
It's definitely not an odd question, seeing as those were the two distribution platforms mentioned.

As for the "whole package" you mention, people would want to see evidence that you can do an effective job of marketing their product.
 

cosmickitty

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Personally, I'd want to see the difference a game made with or without your help.  If you could take a game with mediocre sales and prove that you impacted their sales it'd be worth a thought, but as is I don't see anything you're offering that would be worth a portion of my revenue.

I'd also like to point out that your studio name, while moderately funny would cause a lot of RM developers to not want to be associated with it.  Most RM games target a younger audience and "studio 69" has a very sexual connotation.
 

Shaz

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I don't think this is an idea to be knocked. Indy, this is pretty much what Joe Lieberman used to do (still does?) and it was very helpful getting the first Aveyond off the ground. If it's done well, I think this would be VERY useful to startups who don't have the time, knowledge or desire to do the marketing stuff. But as I said, I'd want to see what you've done for others first, and how successful it was.
 

Indinera

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IMO it also requires a fair deal of luck and I know that even an experienced professional like Joe didn't hit the mark with all the games he tried as he did with Aveyond (I'm not talking about mine since I've never worked with him).

But yeah it is, of course, worth trying. It can be a very positive venture for both devs and Phoenix_Rossy if everything works out. There is a shortage of RM selling spots so every bit of help can make a difference.
 

Shaz

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I'd also like to point out that your studio name, while moderately funny would cause a lot of RM developers to not want to be associated with it.  Most RM games target a younger audience and "studio 69" has a very sexual connotation.
I didn't actually pay any attention before, but yeah, I agree with this. I would not want a company acting on my behalf if its name or reputation were in any way offensive to me or could be offensive to the people I'm trying to contact.
 

phoenix_rossy

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Personally, I'd want to see the difference a game made with or without your help.  If you could take a game with mediocre sales and prove that you impacted their sales it'd be worth a thought, but as is I don't see anything you're offering that would be worth a portion of my revenue.

I'd also like to point out that your studio name, while moderately funny would cause a lot of RM developers to not want to be associated with it.  Most RM games target a younger audience and "studio 69" has a very sexual connotation.
I think it's very juvenile to assume that Studio 69 has sexual connotations. That's your own assumption. Not that it matters in this case, because, the Publishing name would be '1000 Monkeys.'

I don't think this is an idea to be knocked. Indy, this is pretty much what Joe Lieberman used to do (still does?) and it was very helpful getting the first Aveyond off the ground. If it's done well, I think this would be VERY useful to startups who don't have the time, knowledge or desire to do the marketing stuff. But as I said, I'd want to see what you've done for others first, and how successful it was.
Precisely, I'm not saying that I can do a better job than you at marketing your game. However, if you don't have the time/inclination/idea where to start, then I'd be offering you my services. My honest advice to anybody hoping to get into serious commercial game development to DIY, as it were.

I'm sure there are plenty of people out there who would love to go Commercial, and just don't have the confidence?
 

Gigglemoo

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Phoenix, if you decide to go along with your plan, you'll need to market yourself & your services better to prove that you can market games as well.

I don't think this is an idea to be knocked. Indy, this is pretty much what Joe Lieberman used to do (still does?) and it was very helpful getting the first Aveyond off the ground.
Yuppers. I saw him working with the Guns of Icarus Online team a little while ago. There's quite a few people who do this, but almost all of the good ones are by referral only.
 

cosmickitty

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I think it's very juvenile to assume that Studio 69 has sexual connotations. That's your own assumption. Not that it matters in this case, because, the Publishing name would be '1000 Monkeys.'
Not sure that's a lot better.... that's basically calling your studio "Dumb Luck"... I don't think it's juvenile to realize that certain phrases have sexual connotations.   I also highly doubt you just picked a number at random and that just happened to be it. 
 

phoenix_rossy

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Not sure that's a lot better.... that's basically calling your studio "Dumb Luck"... I don't think it's juvenile to realize that certain phrases have sexual connotations.   I also highly doubt you just picked a number at random and that just happened to be it. 
Two reasons I went with Studio 69 Games. Primarily, my father was born in 69. Secondly, it abbreviates well - S69. In terms of logo design, the visual alliteration (is that a thing?) is attractive. 

And getting noticed in this industry relies heavily on dumb luck :p
 
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Andar

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I'd also like to point out that your studio name, while moderately funny would cause a lot of RM developers to not want to be associated with it.  Most RM games target a younger audience and "studio 69" has a very sexual connotation.
I think it's very juvenile to assume that Studio 69 has sexual connotations. That's your own assumption. Not that it matters in this case, because, the Publishing name would be '1000 Monkeys.'
Phoenix, if you decide to go along with your plan, you'll need to market yourself & your services better to prove that you can market games as well.
Not sure that's a lot better.... that's basically calling your studio "Dumb Luck"... I don't think it's juvenile to realize that certain phrases have sexual connotations.   I also highly doubt you just picked a number at random and that just happened to be it. 
Phönix, it is your duty as the marketing expert to make sure that the customer doesn't accidentally choose a name that might have the wrong associations in the target area. That's an area where even big companies have failed in the past (chosing a good-sounding name for a car from a language dictionary without realising that that name had a (sexual) secondary meaning in the language of the target country - that really happened).

Using such a name with secondary meaning yourself - no matter how you got it - is telling your customers the wrong message.

If you really selected that without realising it's sexual connotations (or even if you did realise that and chose it anyway) doesn't matter - by choosing that name for something that has nothing to do with sexual content is a failure as a marketing expert.

That is what Gigglemoo is trying to tell you - if you want to work for others, then you have to convince them that you are able to work for them and to make things better for them. That is something you have to proof first, before anyone will risk their own reputation by letting you market their game.

Because if you are hired to market a game, and approach the distributor with ill-chosen names, then not only your reputation will be blackened, but also the reputation of the game and the developer that you were trying to sell.
 

phoenix_rossy

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An entirely fair, and well-said post. 

The Pajero 4x4 right? Has a rather rude meaning in Spanish (nearly).
 

Zeriab

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Nice idea, but I'd want to see a pretty good history of what you've done and how successful it's been.

Might be a bit risky offering to test games for people though - from my experience, you can give a game to 20 testers for a month and still have bugs missed. You wouldn't want to be held responsible for ANY bugs that make it to the release version.
Having the right mindset about bugs helps. You can give a game to 1000 testers for two yours and they definitely miss bugs.

Bug-free games is a nice dream, but it is ludicrous to think you can achieve it. Instead be practical about it. Accept that are going to be bugs in your games, so you should decide how you want to support the game. In terms of a publisher consider how bug reports can flow to the developer and how bug-fixes can flow to players.

Of course you must test the game. It takes time to increase the reliability of the game and working towards that will probably have periods of negative progress. From a commercial perspective it costs time and the price typically ends up becoming exponential compared to the increase in reliability.

In other terms. Use the right amount of time. There is no reason to go nuts with formal verification and aiming at some silly mean time between failure. Remember we are dealing with games. The worst that can reasonably happens is the computer crashes, more likely are the annoying simple game crashes or data corruption issues. It's not like people are getting physically hurt or killed.

Having an unreliably mess of a game will turn people away so it is an issue about balancing costs.

As a publisher I would personally play through the games and get a feel for it. I would try to estimate the quality of the game. The developer will be responsible for the quality and game troubleshooting. It's only natural with the developer knowing most about the technicalities of the game. The publisher selects the game so the quality of the presented games will naturally reflect somewhat on the publisher. I think I would consider published in a better/worse light depending on the presented games if I were in the position of a portal.

*hugs*
 

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