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Ways To Make Money With Your Games!


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#51 SilentxxBunny

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Posted 29 November 2008 - 04:29 PM

It wasn't really "get them to agree", since I did at about 60% of the work -- creating the site, programming and designing the game, the visual effects and procedural graphics, the sound effects, all of the marketing, testing, balancing, public relations, etc. They created some of the other required resources that I used in the game (the music, the portrait art, enemy sprites, and some of the story game text). I probably could have made the game entirely alone, since I'm not a horrible artist and I could have just bought some royalty-free music or something, and a lot of indie developers do do that and just keep all of the sales, but I figured that since I had talented friends that it's better to make use of their skills, and I think it helped a lot, it probably would have taken me twice as long to make the game (it only took me 6 months) if I had done everything myself, and it wouldn't have turned out as great as it did, since specialization helps.

Okay, cool, I was just wondering about that. It sounds like you put a lot of time and hard work into your game, I am glad it was such a success! Can I PM you about one particular question I have left though?

:rolleyes:
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#52 rinkuhero

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Posted 29 November 2008 - 04:31 PM

Okay, cool, I was just wondering about that. It sounds like you put a lot of time and hard work into your game, I am glad it was such a success! Can I PM you about one particular question I have left though?

:rolleyes:


Sure, feel free to ask, and I'll answer if I can, although you don't have to ask to PM me. And if it's relevant to this thread you could just ask here.
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#53 Southman

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Posted 29 November 2008 - 04:37 PM

Heh, looking at those sites gave me an idea for a game
and 7 and a half freakin thousand dollers!!!
for a gm game!
nice

Edited by bikekid2222, 29 November 2008 - 04:39 PM.

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#54 Dan1995

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Posted 29 November 2008 - 04:46 PM

Hmm... So you sell your game for $15 dollars each? That's a pretty good idea... (I mean, I tend to think around about 5, but, of course, my games aren't really the.... best out there.)

So, anyway, perhaps I missed it somewhere, but did you sell the actual CD's, or did you do a paid download?


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#55 rinkuhero

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Posted 29 November 2008 - 04:51 PM

The price used to be $23, and is only $15 recently. I may change it again, we'll see. Going with really low rates like $5 is terrible, because the fees for the e-commerce services and hosting etc. would take up most of it, and if some is willing to spend $5 they're also usually willing to spend $15, it's not that big of a difference.

Yes, digital download, that's what the e-commerce services are for. You don't really need to put it on CD, I don't know anyone who sells shareware that way (although hpapillon once said it's common in the adventure game genre -- games like Myst etc.).
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#56 Carnivac

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Posted 29 November 2008 - 04:57 PM

and if some is willing to spend $5 they're also usually willing to spend $15, it's not that big of a difference.


It is if you're on a budget.
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#57 rinkuhero

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Posted 29 November 2008 - 05:07 PM

Sure, but that depends on the budget. To most people, $15 is throw-away money. Dozens or hundreds of times I've spent $15 on stuff I didn't really need, such as a book that caught my eye but I never got around to reading, or a game that I never even got around to installing or playing. And I'm pretty poor, I don't make much more than the $5000 mentioned in this thread (although I also do some freelance writing), so if $15 means very little to me it probably also means very little to most others who are wealthier than myself. And if you're really on a tight budget, even $5 wouldn't be expendable for luxury items like games.

I agree that it's probably a lot for kids on an allowance or something or college kids though, but the main audience of shareware isn't people that young anyway (which might also be why most shareware games tend to be casual, they tend to be geared toward 30-50 year olds).

As an aside, I also have a thread on my forum where I say that if someone really can't afford the game and would prefer to pay less than the sale price, email me and it's negotiable. So if someone really thinks the game is only worth $5, and they're not rich, that's fine, I've no problem giving them the game for that if they make arrangements with me. I've even given the game away for free to people who have convinced me they have no way to pay for anything online.
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#58 Carnivac

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Posted 29 November 2008 - 05:51 PM

Sure, but that depends on the budget. To most people, $15 is throw-away money. Dozens or hundreds of times I've spent $15 on stuff I didn't really need, such as a book that caught my eye but I never got around to reading, or a game that I never even got around to installing or playing. And I'm pretty poor, I don't make much more than the $5000 mentioned in this thread (although I also do some freelance writing), so if $15 means very little to me it probably also means very little to most others who are wealthier than myself. And if you're really on a tight budget, even $5 wouldn't be expendable for luxury items like games.


Maybe it's different where you are but most people I know don't feel like just 'throwing away' £10 (which is roughly what $15 is at this current time) especially on a downloaded game with nothing physical to show for it. I go to a car boot sale most sunday mornings (not all cos it's bloody tiring trying to get there for 7am for all the good stuff, when yer neighbours have kept ya up all saturday night) and theres usually a couple hundred people there trying to sell things to raise money, or buyers looking for bargains. Loads of second hand video games usually found there for a few pounds too. People like to get more for their money, so I think they'd be happier to buy three games for $5 each rather than just one for $15. It just looks like a better deal no matter the quality of the game (for example it seems like most parents buying games for their kids don't even know if a game is actually good or not, I'm sure most people have got a game for christmas or a birthday that was crap but had to pretend it was actually really good just to not hurt the present givers feelings).

Personally I'd be happier with paying between £1.99 and £2.99 (maybe the equivalent today would be nearly £4.99) for a nice well made fun little but replayable game like I did when I was a kid browsing through the racks of cassette tape games in my then local computer game store. I didn't mind taking a chance on a game based on the screenshots (usually from a format different to the one I was buying) or a nice piece of artwork on the cover inlay. If the game turned out to be great, then it was a bargain and usually they were fairly decent if not outstanding and felt like good value for money. The ones that turned out to be crap I simply recorded over the tape with whatever pixelling or music work I was doing on my old 8 bit Amstrad CPC back then (man, rewinding and recording data was a long and clumsy thing back then, people today got it way easy with their instant saving) so least I got more storage space for my own projects if not a nice lil piece of gaming enjoyment. Something about the current consoles download services feel like this to me and it's good to see that you can now buy smaller but still good quality games for a cheap price to use on your console if you can't afford the big budget mainstream releases.


I forget what my point was now. Am too tired. Best I just leave this topic for a bit :rolleyes:

Edited by Carnivac, 29 November 2008 - 05:56 PM.

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#59 Tarik

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Posted 29 November 2008 - 05:53 PM

Heh, looking at those sites gave me an idea for a game
and 7 and a half freakin thousand dollers!!!
for a gm game!
nice


Heh, this is exactly the type of replies I was expecting and was talking about in my earlier post Rinku. The information is misleading. 7k sounds like a lot, but it's a period of almost two years, a project 5 people worked on, that cost hundreds of dollars in advertising.

On average, that's close to what an individual person would make at the crappiest job with the bare minimum wage for the youngest age-class in 1-2 months time. For people with your capabilities, education, age, working experience and job opportunities, in a two-year period this was financially a horrible investment of time compared to alternatives.

Now again, you know I appreciate your work and I'm not claiming you did this for the money, nor that it was a waste of time. But I'm again saying, that 7k is not impressive for a 15-20 month period of selling of a project that 5 smart people working together for weeks/months. And that by presenting the first post as you have, instead of showing more of the information you posted on the forums, is very misleading to all those young game makers who could use a reality check for their own good.
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#60 rinkuhero

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Posted 29 November 2008 - 06:02 PM

Those are good points Carnivac, although one thing to consider is inflation -- $5 back in the 80s might be equivalent to $10 or $15 now. I think overall the price of games has gone down over the years. I bought Beyond Good & Evil and Audiosurf for $5 off of Steam (they were on sale at the time), but I wouldn't have minded spending $15 on them either.

The real question though is: would someone get, say, four times as many sales if they went from $20 to $5? Actually they'd need to actually make about six times as many sales, because you keep a lot less of $5 than you do of $20 due to how e-commerce service fees, and credit card fees in general, etc. work. It's possible it'd work, but I haven't seen it succeed too often. Although Gravitron 2 apparently does sell at $5. The Shivah was also $5. Both are great games and I think both are underpriced.

And lower prices do sometimes reduce the perceived value of a game. There was a recent post on Tim W's blog, with a list of a bunch of indie games and their prices, and there were comments like 'I can't believe such and such game is less expensive than this other game, even though it has a lot more content and is a lot longer!' -- this isn't a huge deal, but I think that if you spend less on a game there's the potential to enjoy it less, because you're expecting less out of it. Would I have enjoyed Aquaria as much if it were $5 instead of $30? I don't know, and I suspect I wouldn't have, since the placebo effect is powerful.

In any case I'm not against the idea, I'd be happy to experiment with it one day, I just think that it'd most likely be exactly that, an experiment, because of how much the market currently value shareware at. If it works, great, it's just that when it's been tried it hasn't worked all that well, and I've seen a lot of people try it before. Even $10 doesn't usually result in twice the sales of $20. That doesn't mean it can't work business-wise, just that most attempts didn't work so far, it's possible there's a way to do it that'd work.

Edited by rinkuhero, 29 November 2008 - 06:03 PM.

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#61 Southman

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Posted 29 November 2008 - 06:03 PM

Oh
I didnt know it was that old

Edited by bikekid2222, 01 December 2008 - 10:27 PM.

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#62 rinkuhero

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Posted 29 November 2008 - 06:08 PM

Heh, this is exactly the type of replies I was expecting and was talking about in my earlier post Rinku. The information is misleading. 7k sounds like a lot, but it's a period of almost two years, a project 5 people worked on, that cost hundreds of dollars in advertising.

On average, that's close to what an individual person would make at the crappiest job with the bare minimum wage for the youngest age-class in 1-2 months time. For people with your capabilities, education, age, working experience and job opportunities, in a two-year period this was financially a horrible investment of time compared to alternatives.

Now again, you know I appreciate your work and I'm not claiming you did this for the money, nor that it was a waste of time. But I'm again saying, that 7k is not impressive for a 15-20 month period of selling of a project that 5 smart people working together for weeks/months. And that by presenting the first post as you have, instead of showing more of the information you posted on the forums, is very misleading to all those young game makers who could use a reality check for their own good.


I wouldn't consider it a failure, see. The purpose was not to make money, but to *learn* how to sell shareware. That was the primary goal of selling it, and I think that part succeeded. It started building us up a reputation, and a fan base of people who have previously played or bought our games. As I said in the guide, you aren't going to succeed well with your first game. It usually takes until your fifth or sixth game, when they're all selling simultaneously, that you can make a living at it. It's also easier to sell games to people who have previously played your game than people who never heard of you. Gradually things build up, nobody should expect their first game to be profitable.

Another thing is, I don't like working as an employee, and it's a lot more fun and rewarding to do something you love for a poor living than to do something you hate for a better living. There are people who live on $5000 a year or $10,000 a year, they just live very self-sustainably. Sure, I could probably earn 80k as a programmer if I really wanted to, but the point of life is to live it doing mostly what you love doing, not to make the most money.

But I do see your point about how it can be misleading. I didn't think of that when I wrote it, but I don't think it's all that dangerous, because only one guy (bikekid) read it that way, and he was corrected soon after. I hope most people are smart enough to realize that just because some other game made x dollars doesn't mean their game can make x dollars. If you think it'd be a good idea, I could edit the first post and write something along those lines.

Edited by rinkuhero, 29 November 2008 - 06:16 PM.

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#63 Southman

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Posted 29 November 2008 - 06:25 PM

Still, some money you didn't have before.
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#64 hpapillon

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Posted 29 November 2008 - 06:27 PM

Personally I'm a fan of multiple price-points. This is easiest to do when you have a large number of titles on offer. One major portal, for example, sells most of their games for about $7. But that's not listed as the true price... the "real" price is $20. To get the games that cheap, you have to sign up for a subscription to buy one cheap game every month... and probably end up spending more than you would have otherwise. But getting an awful lot of games for it!

If you started up your own site with games for $7 each, people would probably just think they were crappy games, and it wouldn't be nearly as popular as $20 games discounted to $7. Although it's hard to be sure, people can be weirdly unpredictable.

Anyway, I'm all for discounts and coupons and contests and bundles and ways for those who care about saving a few dollars to do so... while still keeping the default price high so that those who ARE happy to just throw their money in can do so.

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#65 Tarik

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Posted 29 November 2008 - 06:59 PM

Heh, this is exactly the type of replies I was expecting and was talking about in my earlier post Rinku. The information is misleading. 7k sounds like a lot, but it's a period of almost two years, a project 5 people worked on, that cost hundreds of dollars in advertising.

On average, that's close to what an individual person would make at the crappiest job with the bare minimum wage for the youngest age-class in 1-2 months time. For people with your capabilities, education, age, working experience and job opportunities, in a two-year period this was financially a horrible investment of time compared to alternatives.

Now again, you know I appreciate your work and I'm not claiming you did this for the money, nor that it was a waste of time. But I'm again saying, that 7k is not impressive for a 15-20 month period of selling of a project that 5 smart people working together for weeks/months. And that by presenting the first post as you have, instead of showing more of the information you posted on the forums, is very misleading to all those young game makers who could use a reality check for their own good.


I wouldn't consider it a failure, see. The purpose was not to make money, but to *learn* how to sell shareware. That was the primary goal of selling it, and I think that part succeeded. It started building us up a reputation, and a fan base of people who have previously played or bought our games. As I said in the guide, you aren't going to succeed well with your first game. It usually takes until your fifth or sixth game, when they're all selling simultaneously, that you can make a living at it. It's also easier to sell games to people who have previously played your game than people who never heard of you. Gradually things build up, nobody should expect their first game to be profitable.

Another thing is, I don't like working as an employee, and it's a lot more fun and rewarding to do something you love for a poor living than to do something you hate for a better living. There are people who live on $5000 a year or $10,000 a year, they just live very self-sustainably. Sure, I could probably earn 80k as a programmer if I really wanted to, but the point of life is to live it doing mostly what you love doing, not to make the most money.

But I do see your point about how it can be misleading. I didn't think of that when I wrote it, but I don't think it's all that dangerous, because only one guy (bikekid) read it that way, and he was corrected soon after. I hope most people are smart enough to realize that just because some other game made x dollars doesn't mean their game can make x dollars. If you think it'd be a good idea, I could edit the first post and write something along those lines.


See, Rinku, I made sure to specify exactly that it was (in my opinion) a financially horrible investment of time. And I made sure to very explicitly mention that I did not feel you were doing it for the money, nor that it was a waste of time. So please don't misinterpret my post, I would almost feel as if you did it on purpose to have a reason to do the 'I'd rather make less but enjoy doing it' speech, as I frankly very explicitly did NOT say it was a waste of time or a goal of yours to make as much money. - Excuse the near-personal attack, it's the third time I'm trying to put my point forward as the other two wer emisinterpreted and I'm having a bad day. Furthermore I think that quite a few people were to some extent misled, not just bikekid, just read the first topic. Hell, there's likely people who did not post it, but might've taken it the wrong way. As 7k sales from a single game to youngsters here at the GMC is simply misleading, without mentioning in the same post the manhours invested by the several members in period of months and a comparison with working as an employee.

I agree though, it is not particularly harmful, but I hope you also agree with me on the need for some GM users to get a reality check/realistic view of the hardships involved, not just information the amount of money you can make off of it. And seeing as you've documented your research on your forums already, I thought it wouldn't hurt to suggest to show us here as well.
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#66 rinkuhero

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Posted 29 November 2008 - 07:14 PM

I didn't mean it as a speech, I think I just misread what you meant. I edit the first post I guess, maybe I'm giving people too much credit for their intelligence? I don't know. I am surprised at how often people misinterpret things, but I don't think it's the fault of the person they're misinterpreting when they do it, at least not if they weren't intending or didn't expect the misinterpretation. And sure, it's *possible* someone may have misinterpreted it and not posted about it, but I meant that from what evidence we have currently, it doesn't look like a major problem to me. The GMC isn't made primarily of 12-year-olds, despite what I've heard people say about it.

And there really weren't too many things that I would consider hardships. Think of it this way: I worked full time on the game for 6 months, and made $5000 so far, with the potential for more in the long run. The others who worked on it did it part time in spare moments, so they didn't really give up much to do it. 6 months for $5000 is 10k a year, which is actually *nearly* minimum wage ($5 an hour, 40 hours a week, is $10400 a year). And the work was much easier than a minimum wage job would be, because I kept my own hours, I could work on it whenever I wanted, there was no stress or schedule, I didn't have to transport myself to work and back every day, etc. And that is just so far, the game still might earn much more when on portals, etc. I'd probably have had far more hardships working minimum wage for the same period, for about the same money.
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#67 KC LC

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Posted 29 November 2008 - 10:02 PM

And sure, it's *possible* someone may have misinterpreted it and not posted about it, but I meant that from what evidence we have currently, it doesn't look like a major problem to me.

Some members probably DID misinterpret all this, but that's not your fault. You posted what your sales were, and you gave some background on how you achieved it. Most mature members can interpret this information as you intended it.

If some younger/inexperienced members incorrectly interpret it as an "easy path to wealth", that's their problem. No reason to "dumb down" your topic.
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#68 Tarik

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Posted 01 December 2008 - 05:15 PM

No reason to "dumb down" your topic.


On the contrary, I was hoping he would consider providing more information, more details, basically everything he's already done on his forums. (where he's shared with us all of his sales information, advertisement adventures, affects of blog-posting on sales, etc.)

You mentioned that more mature members will interpret it as intended, then I can only conclude that the intention was to show you can make money, which is not anything new. I think we all agreed on that point. It doesn't really add anything to the GMC, unless he'd show us some of the research he's done on his forums which would be really useful to GMC members that aren't familiar with his website.

Anyway, I'm not too particularly concerned with the topic, but I feel some things I said initially keep getting misunderstood so I keep posting. Apart from that, I don't mind too much, I hope I'm not coming across as an angry frustrated man. :whistle:
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#69 rinkuhero

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Posted 01 December 2008 - 05:50 PM

The intention wasn't to show that you can make money, the intention was to show how wacky all those other 'make money' threads are, through parody. Only *after* that did I write the real guide, on request, but that wasn't the original point, and was more of a side-topic for the few that would find that interesting.

The information I have on the forums isn't very detailed, current, or even accurate, there's a lot I didn't post there, so I don't recommend people even read it. That's not a very good thread for someone learning, the guide I wrote in my blog (linked to in the top thread) provides more information than the details in that forum thread. If I thought the forum thread would be useful to people I would have linked to it too.
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#70 Schalk

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Posted 01 December 2008 - 06:43 PM

Using those numbers you can determine the game's conversion rate: the number of people who buy the game per download (typically around 0.5% for average games to 1.5% for very good games). If your conversion rate is below that, you probably need to improve your game some more. If you have a good conversion rate but not many downloads, you need to work more on marketing.

Quoted from here.

This could also be from getting the wrong type of traffic to your site. As you mentioned, you need to get the correct traffic, you don't want someone on your site who is looking for Kitchen Appliances you want someone who is looking for a game. So even if your game per download is low, it could also mean the wrong traffic.

But "you probably need to improve your game some more" is still correct since the word probably was used :whistle:.

Edited by Schalk, 01 December 2008 - 06:44 PM.

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#71 rinkuhero

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Posted 01 December 2008 - 07:03 PM

Actually, when you get the "wrong" traffic what normally happens is not just that they don't buy the game, but that they don't download the game at all. They don't download the game and buy it less often, they just don't download it.
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#72 GuitarL

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Posted 11 December 2008 - 04:56 AM

First, you must be at least 18 and have experience making games! I suggest you make great freeware games first! If you have made a free game with over 50,000 downloads, you could probably be successful selling games too!


do i have to be over 18 or just experienced?
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#73 Fuzion_Creative

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Posted 11 December 2008 - 05:20 AM

Over 18, not because of experience but because it is the law in most places.
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#74 benoit.rouleau

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Posted 11 December 2008 - 05:23 AM

Is this topic for discussing of the different ways to make money with games, or just selling them? If it's the latter, feel free to remove my post...

I'd like to bring another great method on the table if you don't want to sell your games and keep them as freeware: Software Bundling. That means bundling your game/software with other components such as toolbars or various applications. That's how I currently do a decent amount of money with my program Beneton Movie GIF. If you get an interesting number of downloads (over 50 per day), it could be a good idea to add optional software to it... you can earn up to $0.35 per download! You can PM me for contact information.
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#75 Fuzion_Creative

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Posted 11 December 2008 - 05:36 AM

Well this topic was supposed to be one of Rinku's jokes but developed into a topic discussing ways to sell games. Your way sounds pretty interesting but more for programs than games, anyways could you possibly tell use how much you made (and how long you have been doing that), and some more specifics on it. I think it would be good for the whole community to see than just those you PM you. I hope I didn't sound pushy.

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#76 benoit.rouleau

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Posted 11 December 2008 - 05:52 AM

Well I've been doing $30-$40 per day for almost 1 month now, but I have about 300 installs per day haha. But it's still interesting even if you have just a few.

I really can't say much about my ''contact'' publicly, but if you download my software, you'll see that the bundled application is called RelevantKnowledge.
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#77 Fuzion_Creative

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Posted 11 December 2008 - 06:24 AM

Woah that's a lot. And this is from distributing Benton Movie GIF right?
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#78 benoit.rouleau

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Posted 11 December 2008 - 06:27 AM

Yes. :P

It's on many, many download sites.
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#79 jakman4242

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Posted 11 December 2008 - 06:51 AM

Haha, oh wow.

At first I thought you had some sort of incident which partially retarded you. Didn't take too long after that to realize your intended to be humorous.(The second edit... Hah...)

But, yeah. I read your other guide a while ago. It's helped me a lot.
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#80 NakedPaulToast

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Posted 11 December 2008 - 07:20 AM

Over 18, not because of experience but because it is the law in most places.


I really wish people would quit propagating this myth. It's wrong.

It is completely legal to enter into contracts with minors, however a contact with a minor is not legally enforceable.

Basically, If I was 20 and I sold a car to a 16 year old, drew up a contract we signed it, I am legally bound to the contact, but he is not. He could show up at my door, tomorrow, next week or next month and rescind the contract.

This is one of the reasons that Paypal, Credit Card companies, and other institutes require that you be the age of Majority (or have a co-signer that is the age of majority). Not because it's illegal, but because minors aren't legally responsible for purchases. contracts or transactions that they enter into.

Creating a business, or entering contracts while a minor isn't illegal, but because a minor doesn't have the legal obligations. it's prohibitive for others to enter into binding contracts with them, therefore they don't.

The exception is when minors are emancipated, essentially being treated legally as an adult. This is a rare.

Contractual obligations with regard to minors is pretty universal in most western countries, but vary in the details and technicalities.
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If the Bible truly is inspired by God, you would think that somebody as omnipotent and all-knowing would have known to get his message out using TCP instead of UDP.

 


#81 rinkuhero

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Posted 11 December 2008 - 11:46 AM

The main reason you should be 18 is that many e-commerce service providers require that you have a checking account in order to be paid, and I believe checking accounts require you to be 18 (although after a quick search some seem to allow 16 too, depends on the bank). So if you're a prodigy at 16, sure, you can try it out, but I also doubt someone would have the ability to make a commercial-quality game (by today's standards, I mean -- there were commercial games made in the 80s and 70s by minors) at such a young age. But in any case, 18 was part of the joke guide, not the real guide that I linked to in the entry, so feel free to ignore it.

As for spyware-like pack-ins, sure, you can make more money doing shady stuff like that, but it is of questionable legality, and might get your game marked as malware / spyware. You could probably make more money selling drugs too. Generally the more nefarious your methods, the more money you can make quick.
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#82 Zesterer

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Posted 30 June 2011 - 09:55 PM

Proof that it works!!! Here (USD = US dollars $$$! :( ):

Posted Image

Okay!!! Here's a way to make money with your games!

First, you must be at least 18 and have experience making games! I suggest you make great freeware games first! If you have made a free game with over 50,000 downloads, you could probably be successful selling games too!

Second, make a great game! Not just great by Game Maker standards, but a polished game that can compete with the games on sites like http://manifestogames.com!

Third, give your game a website and set up an e-commerce provider like Plimus, BMT-Micro, or eSellerate! They take around 10% of the sale price and in exchange do digital download, credit card transactions, and even mail you a check each month!

Fourth, market!!! There are many ways of marketing, like press releases, offering review copies to reviewers, advertising, forum posts, and hundreds more, use whichever work for your game!

Fifth, constantly learn from others who create also shareware games! A great site to learn from is http://indiegamer.com! Read almost everything on that forum, and ask questions when you're confused!

That's it!

(EDIT: I actually meant to place this in the distribution forum, feel free to move it there, moderators. Sorry for the mistake. Although it's also sort of a comment to the community about the flood of uninformed topics about making money with games in that forum :) )

(EDIT 2: Here's a real guide I wrote up, rather than a joke guide: http://studioeres.co...games-shareware)

(EDIT 3: As Tarik points out, keep in mind this was the work of a team, over a 6-month period, and probably less than minimum wage would have earned. There are people who make a living at this, but you will probably not make a living at it for your first game. I don't think anyone actually would, but just as a precautionary warning, don't quit your day job and decide to make money through Game Maker exclusively or anything.)


Your spelling is awful! But apart from that, good tips. May I add the idea of an online shop, with an online discussion forum with 'latest news' to interest users?
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#83 Morrin

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Posted 15 July 2011 - 10:43 PM

Very interesting.

Edited by Morrin, 15 July 2011 - 10:55 PM.

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#84 mnm_manish

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Posted 24 January 2013 - 02:11 AM

Cant i get more easy ways?? I am shattering here and there
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This is where i belong...

Posted Image

Download Here...
Gautam Buddha was born in Nepal not in India. I don`t know how to put image as link in signature...

#85 Zesterer

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Posted 24 January 2013 - 09:09 PM

Cant i get more easy ways?? I am shattering here and there

Woah, no need to bump such an old post. If you need help, PM me, or someone else who can help, or start a new thread. Please don't bump something this old...
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Fortified - The sword thrusting, castle busting, catapult adjusting new Tower Defense game!

More projects and work coming soon... If you need help on voxels, mesh rendering, physics, perlin noise generation, 3D, mathematics or more just contact me and I'll be happy to help!

Skype: zesterer                Email: barry.of.smith@gmail.com <---- Actually, don't use this address, I never check it.


#86 mnm_manish

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Posted 25 January 2013 - 11:40 PM

Still not getting idea, please help
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Posted Image

Download Here...
Gautam Buddha was born in Nepal not in India. I don`t know how to put image as link in signature...