(self) publishing
TRANSCRIPT
aka. “Dreaming of what I’ll do with this awesome idea/prototype before even knowing if people will want to pay for
it.”
(Self) Publishing
#publishing
Table of contents• Who am I
• Before you publish
• Self-publishing
• Finding a publisher
• Summary
• Questions?
#starttalkingalready
Who am I?This is a lecture by
Vlad MicuDid freelance journalism, consulting, event management and
research under own company
VGVisionary.comUsed to be the European editor of
Gamesauce MagazineWrote for many other international outlets including
GMR magazine, Control Magazine, Bashers.nl, Gamert.nl,
CriticalGamer.co.uk, XBLAFans.com, Game Mode Magazine
And now went Indie since April 3rd to work on
Snobli RunThis slide’s design is inspired by
Brandon Boyer @brandonnn
#thatguy
You’re starting a business#answeryourquestionmark
Things change once money gets involved
Step 1: Before you even start
• Build your team
• Decide on agreements, rights and IP ownership
• It’s a business, act accordingly
• Track each other’s contributions
#watchthesocialnetwork
Cover your bases!Money + Friends = Problems
Step 2: Handy legal advice is everywhere
“Online collaborations are a frequent occurrence […]. However, the legalities surrounding this kind
of team building raises a variety of questions. Problems like privacy, jurisdictional issues, and age
all make these relationships potentially problematic. “
- Mona A. Ibrahim (entertainment lawyer)
#dontskipthisstuff
Step 3: Explore your options• Build flash games
• Sell games to portals
• Run a portal
• Sell from your website
• Deal with publishers
• Invent a new model
#whateverfitsbest
What works for others might not work for you!
Casual vs. Indie? Whatever…
#buildexperienceanywhere
“My colleague Mark likes to call [making casual games] 'polishing turds', and likes to
point out that the result of polishing turds all day is that you smell of shit. “
- Nick Tipping (Moonpod)
Step 5: Find your deadline. Finish your game.
#thelast10percentisthetoughest
“When Alec and I were working on Aquaria, the Independent Games Festival submission deadline
forced us to make hard decisions about the direction we were taking and it also forced us to look at our schedule more realistically. Had we
not had that deadline, I’m not entirely certain we would have finished!”
- Derek Yu (Mossmouth)
A finished game gives you more leverage
#notallalphascanbesold
Step 6: Make the right choices
• What do you want?
– Money
– Respect
– Recognition
#fightforyourrighttopary
Basic formula: Income = Game Quality *
Exposure
(Step 7: Dealing with being cloned)
“Sometimes it seems like you’re balancing your creative drive vs your business acumen (both of which my British wit
compels me to admit are things I’m not really very good at) and trying to make very important decisions with zero idea of
where they’ll lead. At what point does cloning impact your bottom line – and at what point does thinking like that start
to undermine your humanity?“– Danny Day (QCF Design)
#clonewars
Self-publishing vs publishers#celebrateyourindependance
“You'll make a number of zeros more money from a bad deal with a big portal, than a good deal with
a smaller portal.” - Nick Tipping (Moonpod)
Self-publishing#theindieway
“So, my recommendation for indies, is a 3 pronged approach - portals, direct sales, and retail. The
hardest of these and the most time consuming, is direct sales, but it's the only thing that grows your business - in the form of community, and customers that will be interested in your future games. I think
that's why many people neglect it, but do so at your peril; I certainly wouldn't still be making indie
games if it weren't for direct sales.”- Nick Tipping (Moonpod)
Finding funding#askyourgrandmother
• Your family and friends
• Investors
• Selling small games
• Crowdfunding
Find Angel Investors#believeinangels
• Around Universities
• Business incubators
• Venture capital clubs
• Angel confederacies
Sell Flash games#flashgamelicensesmakemoney
“Creating Flash games was and is a way for us to earn some funding through an established model - it's a low risk, low resource way of earning money by doing what we love: making games. Sure,
there are some compromises we need to make when we create a Flash game - but you can decide in how far you compromise
anyway. We think it's a great & fun way of earning some starting funds. ”
- Rami Ismail (Vlambeer)
Read Vadim’s blog#vadimisgod
“3 years passed since I left office space. During that time I developed and/or released more than 30 games.
Also few games on EyePhone - by my self and via others. Still I have only one portal and one blog but
we`re working at the new one casual-portal. […] In total I was able to earn - $145,531. The first year was - $40,468, the second - $28,329, the third - $76,734. In average per month - $4042, or $6380 if to count just
last year.”- Vadim Starygin
There’s no time to explain#seriouslythereisnottime
• Clear vision
• Great gameplay
• Awesome trailer
• Brilliant marketing
Let someone else deal with your payments
#sellsellsell
“An order processor collects payments from your customers. For a small percentage, an
order processor will take the payments for your game via credit cards, PayPal, mail, fax, phone,
and camel.” - Amanda Fitch (Amaranth Games, LLC )
Measure everything#statwhore
Advertising#evonymakestonsofmoneythisway
• CPM = for cost-per-mil. In other words, getting 1000 impressions on your banner.
• CPC = cost-per-click. If the CPC is $0.15 and you get one sale per 100 clicks, then a sale costs you $15!
• Challenge: Competing for ad space with big publishers and people with more money. You’re selling a low volume, low cost product.
An example#EAissmart
“Kotaku charges an $8 CPM (cost per 1,000 banner impressions) for their standard advertising banners. Their news post about this PR stunt will likely surpass 40,000
views. To err on the safe side, let's say the total cost of the check and fancy box is $300. Since Crecente burned the
check, EA basically spent the equivalent of a $2.50 CPM for a front page news post on Kotaku. That is an incredible value.
– Cheapy D. (CheapAssGamer.com)
Test different methods for yourself
#advertisinggenius
“The total number of hits generated was quite impressive for the amount spent. […] I wasn’t really
sure what to expect with AdWords, but I was pleasantly be surprised by the results. […]
The free advertising was much harder to measure, as it came from a lot of smaller sources which don’t usually have their own reporting features. The range of traffic was quite varied, with a few surprises as well as a few
disappointments. “ - Phil Newton (Sodaware)
Press release distribution#sendittoeveryone
Finding a publisher#loveatfirstsight
"Although publishers seem redundant nowadays, due to the shift to digital, the
contrary is true. They have vital information about your target market, have the much
needed reach and therefore can take your game to the next level with their arsenal of
marketing." – Maarten de Koning (Green Hill Studios)
The list#gothroughallofthem
Big Fish Bigpoint
Real ArcadeGamehouseGame Fiesta
Game ThoughtsXing Interactive
IdigiconTubro Squid
Playfirst iWin
KongregateSix Waves Superior
InteractiveManifesto Games
Cosmi (Europe)AltenAlten
Jolly Good GamesMerscomEgamesAkellaTake 2
ArcadetownZero-G
GarageGames Alawar Oberon
Greenhouse Plimus
Regnow ShareIt RegSoft
Portals#thecakeisnotalie
Spilgames.comRealMedia
BigFishGames Game du Jour GameHouse Reflexive
GameHouse Yahoo!
iWin Pogo
GameTram Prizee.com
“I'm not anti-portal! I just believe that relying on them is not a guaranteed
way to build up your business. Remember that every sale from your
own web site is another person you can e-mail when you have another game
out.” - Christopher Natsuume (Boomzap Entertainment)
Contacting publishers#justcall
Look for:• Licensing managers
• Partner managers
• Business developers
• Producers
Just call their office, ask the receptionist to forward you and ask their e-mail
How to pitch#youresellingyourteam
“It’s absolutely crucial that you word your pitch as an opportunity […] If you present yourself as having a
good idea, a strong business case and a great team, that for the investor is a chance for them.”
- Seb Canniff (Sony Computer Entertainment Europe)
1. Know everything about the publishers you’re pitching to.
2. Be sharp, don’t bore them.
3. Remove any risk form your project for the publisher (or have it already done).
The day after#whydidntyoucallme
“They made us wait at least 6 months after they said "yes, we'll do business with you" before sending us a
nice little 2 lines email saying "sorry, we are dropping the business deal. If you have other games,
tell us. Have a nice day."
What this tells me is that you should always make sure you have constant conversation with your
publisher and make sure you know what their goal is and if their compatible with yours before dealing with
them.”- Christopher Natsuume (Boomzap Entertainment)
Giving away a piece of the pie
• In exchange for a solid marketing budget.
• Extra workforce, support and other services.
• Guaranteed minimal revenue from the game.
#readthesmallprint
Choose your partners wisely
Before you sign anything• Hire a lawyer, it’s an
investment
• Know your terms
• Don’t be greedy
• Ask others for advice and references!
#readthesmallprint
Choose your partners wisely
Before making any promise#protectyourstreetreputation
Be 100% sure you will ever be able to finish your
game!
Summary• Do your legal
homework
• Find funding
• Finish your game
• Pick your destiny– DIY– Sign a deal
#doallthesethings
References/Further Reading• Most importantly:• http://casualconnect.org/lectures/2010-seattle-lectures/steambirds-postmortem-a-new-take-on-the
-flash-industry/
• http://underdevelopmentlaw.com/ip-enforcement-for-independent-game-developers• http://underdevelopmentlaw.com/collaboration-agreements-and-online-development-teams/• http://underdevelopmentlaw.com/the-business-and-legal-issues-surrounding-team-building/ • http://forums.tigsource.com/index.php?topic=2.0• http://mygaming.co.za/news/news/8745-born-indie-game-Desktop-Dungeons-cloned.html• http://www.qcfdesign.com/?p=376• http://www.next-gen.biz/features/the-cloning-of-desktop-dungeons• http://blog.wolfire.com/2011/02/Counterfeit-Lugaru-on-Apple-s-App-Store-developing• http://www.macworld.com.au/news/game-clone-raises-questions-about-mac-app-store-policing-
23820/• http://makeitbigingames.com/• http://makeitbigingames.com/2009/01/one-way-to-divide-your-company-equity-at-start-up/• http://www.amaranthia.com/downloads/How-to-Sell-your-Game.pdf• http://www.gamasutra.com/blogs/DavidGalindo/20100724/5531/
How_much_do_indie_PC_devs_make_anyways.php
#readitall
Moar Reading!• http://positech.co.uk/cliffsblog/?p=827• http://www.over00.com/?p=819• http://www.positech.co.uk/content/analytics/analytics.html• http://www.wired.com/gamelife/2010/08/indie-games/• http://forums.tigsource.com/index.php?topic=5369.0• http://makegames.tumblr.com/post/1136623767/finishing-a-game• http://www.develop-online.net/news/35631/HOW-TO-Successfully-pitch-your-dream-game• http://www.xblafans.com/machinariums-xbla-refusal-and-more-the-original-interview-with-
amanita-designs-jakub-dvorsky-90.html• http://www.gamesetwatch.com/2011/03/gdc_2011_humble_indie_bundle_c.php• http://www.joystiq.com/2011/03/01/the-humble-indie-bundle-leaving-no-customer-behind/• http://www.andymoore.ca/2011/03/thoughts-on-mobile-platforms/• http://www.entrepreneur.com/money/howtoguide/article52742.html• http://www.kickstarter.com/projects/1296948465/no-time-to-explain-indie-game
#readitall
Contact me• I’m in ur campus, working in ur Gamelabz
• Will be staying in the guest lecturer house at Talo 6 #F28. Look me up there in the evening and let’s play some beer pong.
• Mail me at [email protected]
• @vgvisionary
• Website: www.vgvisionary.com
#imlonely