Hey everyone,
While having a lively discussion about what Windows 8 means to Unity developers the topic of how to monetize your game came up, and I wanted to give it a space where people can throw their ideas and experience out there, without completely derailing the original thread.
One topic that was debated is how valuable is the web player functionality to a developer and are there ways to monetize it? So far, I can come up with only one example of this from my personal experience. Rocksolid Arcade publishes games under a “free teaser/pay for access to full game via web app” model. You can find them here:
http://www.rocksolidarcade.com/
They started this with their Robokill title, and seem to have kept it up since then. They’re charging $9.95 for access via web to a flash game, which would probably make them some of the more expensive flash game content on the web. All the same, it seems they make enough money of this to be worth their while as they have followed the same business model a second time.
Another thing that came up was how worth while ad revenue was. I have no experience with embedded ads, and would love to hear from someone who does. Is this even a source of money that is worth while to bother with?
In the Flash world, some of the game aggregator sites such as Armor Games, Kongregate, etc. will pay developers a certain advance for high quality games if they have a window of exclusivity. In fact, there is at least one community site that is dedicated to matching flash game developers up with people willing to pay to host the game:
http://www.flashgamelicense.com/
Does anyone know if anything similar exists for Unity developers, or if the aggregator sites will pay advances for high quality Unity games?
Of course there is the option to put your game on the Android marketplace (aka Google play) or the Apple app store, but the main barrier to overcome there seems to me to be publicizing your game in a very crowded marketplace. Since I have not published a game I can’t personally comment on strategies that would aid success in these venues, though I do have some ideas for what might be “best practices” or at least close to them as I have published other media products in the past. My thoughts on this (and I would very much love to hear from someone with actual experience in this field) would run along the following lines:
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You need to have a presence on all the usual social media sites: Facebook, Google+ (especially since they publicly admit to biasing their search results to favor those on G+), Twitter, etc.
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You must have a professional quality web site that can generate familiarity with and excitement about your product with the ability for customers to buy from you directly there. If you look at the example of Rocksolid arcade, this seems to be where the bulk of their money comes from. When I was producing children’s learning videos, we made almost as much profit from website buys as we did from any single distributor. This had mainly to do with the fact that the distributors bought at wholesale, while anyone who bought through our website paid retail. Amazon was our single most profitable venue however which leads to the next thought:
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Don’t limit yourself to where you put you product up for sale. Get it out on both app stores, get it on amazon, publish for the Nook, heck, if you can, get it into retail stores (though this involves serious overhead you may not want or be able to deal with).
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Consider giving away a freebee. Got a great game you want to publish on the Android marketplace? Consider making another, simpler game and giving it away for free. Sure, you can place ads to it to get some revenue out of it, but the main benefit to the developer here is when someone downloads your free game (which I know a lot of people do download apps strictly because they’re free, so why not?), you will pop up in the “Other games by this publisher” space at the bottom of their marketplace window. If not that, it seems reasonable to take a leaf from Rocksolid Arcade and give away a teaser for free (the first few levels in their case) to get people hooked on the game and get them to buy from you.
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Once you have a product out on the market, you need to spend as much energy publicizing it as you did producing it. Sadly, in business, creating a product is usually the relatively easy part. The hard part is getting people to even notice it, much less buy it. In the case of we indy developers, my thoughts on how to drum up publicity would be to talk to bloggers who blog about games and have them try yours. Hopefully they’ll give you a good review. Perhaps they would want to interview you (love free advertising for you and content for their blog). Again, this is primarily focused on the Flash world, but http://jayisgames.com/ would be an example of someplace to send your game to and try to get talking about you. Anyone who has similar sites that focus on Unity games or other niches that Unity developers might fill, please list them, it would help us all!
If you can manage to get mentioned or even reviewed in a magazine without the backing of a huge publisher, even better, but good luck doing it. The write ups in most magazines go to those who buy copious amounts of advertising from the mag, something out of budgets of most indy developers. This does however bring up another good point: Do buy the advertising you can afford. Google adwords has been a cost effective solution for a lot of different businesses I have either been involved in or have known the inner workings of. Though I have no experience advertising with Facebook, it might be worth the while (of course you need a good Facebook page first!) so long as it is cost effective. The big boys spend large dollars on advertising because it works, not just because they have piles of money laying around with nothing better to do with it. The old saw that you have to spend money to make money is still very true. The good news is, now days you have to spend LESS money to make money.
Ok, so take all the above with a grain of salt, as I openly confess I have not yet published a game. My background is in video and television, though I do suspect much of the above will transfer over well. Would all the more experienced developers please throw in their two cents worth? What have you done to monetize your work? How well has it worked for you? Is there anything you have considered trying but haven’t yet that you think is worth sharing? Thanks for the input everyone.