Interesting… Chillingo (one of the largest growing iPhone game publishers) visits our forums interested in finding great Unity made iPhone games and nobody wants to step up? You’re all wusses
I’m trying to figure out why one would want to go with a publisher for a Unity iPhone game.
In the traditional game publishing model, the publisher puts up the cash, and hires the studio, which covers the development of the game, then when the game is published they make a revenue split.
Publishers are necessary because its difficult to get into retail stores or get distribution. Plus they put up cash.
The iPhone combined with unity seems to solve the two primary problems: Unity makes it much less expensive to develop a game, and the app store is dead simple to get distribution thru.
So, what is chillingo bringing to the table? This is not clear.
The Appstore is as crowded as a Beyonce concert and getting the edge marketing wise will help your product not get lost in the Chaos I met Chris the CEO and a Ex Sega representitive who has recently joined there team his name escapes me at the moment anyway they seem like stand up guys recommend any devs with potential heavy titles to talk to them …
Back in the day bands were struggling all over the place to get ‘published’ much like bedroom/indie coders are doing today. In those days bands would do anything to get noticed and music companies took advantage of that; got them to sign over rights, took high percent of returns, etc. much like ‘publishers’ such as Chillingo and I’ll mention one more from personal experience: ‘ngmoco’, do today.
To Neo’s point you don’t need Chillingo to publish your game. Apple will be the first to tell you that. If your game is good (highly subjective) then it’ll get noticed and sell well. No amount of advertising is going to force a weak game into the top tiers of the app store. If you want to get noticed start a little early and involve the community at Touch Arcade. If it ‘hits’ with that crowd it’s only a matter of degrees (Six degrees of separation - Wikipedia) to the top. Chillingo, etc. are only along for the ride on your back.
i remember an interview with a guy who founded major publisher. in it, he bragged about how easy it was to take advantage of the “kids” making video games. sure, there are a few bad apples and no, i’ll never do biz with him. don’t let that spoil the bunch.
publishing on the iphone IS easy but i don’t think hooking up with a publisher is innately bad. in fact, in the link i posted above Adam stated it’s been a positive experience for them.
publishers don’t just ride your back. they get paid to perform a function. if they don’t perform then they shouldn’t get paid. read the contract before throwing it in the garbage. if it’s bad then throw it out.
If a publisher takes care of advertising, merchandising, client support and other administrative stuff, then I think it can really worth the money.
Actually, making a game involves making a good game. So with a bit depth of gameplay and social networking, all those features are really a pain in the ass to take care of alone.
I’m still not sold on getting a publisher for iPhone market.
Marketing? Well, if you dont know anything about marketing and how to promote your game, then you can go with a publisher. Or, you can educate yourself in marketing and save 50%+ of your royalties and fund your own games.
iPhone market is setup the way you dont need a publisher. If you have a crappy game, no publisher will save you.
But a publisher really wants you because if you make a hit game, your money will be split between you (small part) and the publisher (bigger part).
Besides, the AppStore will show the publisher name and it will not help you in the long run - you dont create your own name.
Have you ever seen a happy developer story using any publisher? I haven’t. The scary stories about lost royalties, low margin royalties, forgotten royalties when a publisher acquired by a bigger fish…
If you have a successful title, will you need to go with the same publisher for a sequel? I see a way for you to get your name out there, especially if the game is good, but now you’re stuck, always begin the name of the publisher, even though you have a successful title now.
The fact is not to know how to market, but to do it.
And it takes a lot of time and effort to be really efficient.
That is true, and I do agree with you. An iPhone publisher’s first goal is to drain money from a success, let’s face it.
And for iPhone indies who stand as one-man armies, it’s not a benefit at all to have their names erased by the publisher’s brand, especially in this crowded appStore where you only have this name to be recognized properly.
This is all true, but some devs can find some kind of security behind such big publishers.
It’s very difficult to establish contact with a human at Apple. Can you put your game in front of the iTunes marketing team? Because many iPhone publishers can…