$$$ Sales Figures $$$

BlueFanStudiosBlueFanStudios Member Posts: 77
edited November -1 in Working with GS (Mac)
Anyone care to post links to their games and their sales to date? or maybe an estimated yearly income? Id love to see whats working at whats not.

Comments

  • BackUpAndDownBackUpAndDown Member Posts: 685
    All successful games fall into either one or both of these categories.

    1. A high quality product with fun gameplay and awesome looking graphics

    2. Made by someone who genuinely loves making games and isn't in it for the money.

    If you listen to the interviews of the makers of games like Minecraft and Angry Birds the one thing in common they all have (other then making over 100million) is their answer to the question "Did you have any idea your game would be this successful?". 100% of the time they say "No". They never say "Of course I did! It was just a matter of replicating what works for other people.". In a way the game development industry is one of the few careers that the less research you do the better. Just make a game you would genuinely want to play and make it the best you can. Thats the only way to find true success.
  • quantumsheepquantumsheep Member Posts: 8,188
    BackUpAndDown said:
    All successful games fall into either one or both of these categories.

    1. A high quality product with fun gameplay and awesome looking graphics

    2. Made by someone who genuinely loves making games and isn't in it for the money.

    If you listen to the interviews of the makers of games like Minecraft and Angry Birds the one thing in common they all have (other then making over 100million) is their answer to the question "Did you have any idea your game would be this successful?". 100% of the time they say "No". They never say "Of course I did! It was just a matter of replicating what works for other people.". In a way the game development industry is one of the few careers that the less research you do the better. Just make a game you would genuinely want to play and make it the best you can. Thats the only way to find true success.

    I 110% agree with you.

    QS :D
  • outasiteoutasite Member Posts: 417
    BackUpAndDown said:
    Made by someone who genuinely loves making games and isn't in it for the money.

    Day by day, I feel like I am falling into this category. Its almost like an elite club.

    I'd feel rewarded just being in it.

    Michael
  • imGuaimGua Member Posts: 1,089
    BackUpAndDown said:
    Just make a game you would genuinely want to play and make it the best you can. Thats the only way to find true success.

    I this video Rovio guy said, that before Angry Birds, they had made over 50 games. And all of those was game for themselves, and Angry Birds was from the start "game for everyone" altho they in the enjoy playing it. But one of things they advice is to make game not for yourself, and try to make games for everyone.

    And they did research before making Angry Birds.

    (32:36)
  • SpriteAttackSpriteAttack Member Posts: 524
    imGua - 'Angry Birds' did copy what worked and wrapped it up in a nicer and more mainstream way... Armor games had their castle games out in flash and they did well online... but no-one had done it for the iOS devices... Smart move... but still just copying another game idea... It worked well for other gamestudios - 'diner dash' made big bucks while the original 'betty's beer bar' was an indie game with limited success...

    As an indie gamer maker you have a choice of trying to make your unique game - happens to be successful in rare occasions - or go with the mainstream and do something that has been done in another medium or for another platform before and enhance & alter it enough to make it your own... Then again, you won't be the only one doing it (looking at all the angry birds clones) and it's still risky (with patent's being the hip thing amongst game studios - even the word doodle and the doodle art style being patented now)...

    Be pationate about your game... get feedback early in the development cycle... spend time to polish gameplay, artwork and sound... pay attention to detail (consistency, UI, app store icon)... and hope for the best...

    As the app store is a crazy and very uneven playing field your chances as an indie developer with limited financial backing lie in a feature and some good reviews with the popular portals...
  • imGuaimGua Member Posts: 1,089
    I know what Rovio did. I just mean that "Just make a game you would genuinely want to play and make it the best you can." Isn't the only way to success.
  • dreamZdreamZ Member Posts: 103
    hi imGua, Thanks for the youtube's link. One thing that this guy mention on the presentation he did said that while they were trying to fix some bug or improve the game...sometime they will just stay there and play for like 15 minutes..It's just fun...The creator themselves couldn't even stop playing the games..That's what all about..
  • GamesDrinkGamesDrink Member Posts: 17
    Angry Birds = made by Studio of 12 people, 51st game, big budget (compared to ours)
    Tiny Wings = made by 1 person, 1st game, little to no budget

    Both the above iPhone games have gone on to make Millions of $$$. Yet the only similarity between the 2 apart from the Bird theme is they are highly addictive fun games. A great game + a few decent reviews + break through a few charts = BOOM your on your way to iOS legacy.

    ... now if only it was that simple because I also believe an amount of Luck is also needed...

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