Making a successful commercial game?

A place to discuss things that aren't specific to any one creator or game.
Forum rules
Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
Post Reply
Message
Author
User avatar
LadyOfGatsby
Veteran
Posts: 327
Joined: Wed Jul 23, 2014 5:25 pm
Projects: Ethereal Creatures
Skype: vall3rie
Contact:

Making a successful commercial game?

#1 Post by LadyOfGatsby »

Any tips or first hand experience on going commercial? I have no experience with commercial and want to try it in the future. Of course I'm still trying to finish my first game first and have more experience. The whole managing and budgeting worries me.
ImageImage

User avatar
firecat
Miko-Class Veteran
Posts: 540
Joined: Sat Oct 25, 2014 6:20 pm
Completed: The Unknowns Saga series
Projects: The Unknown Saga series
Tumblr: bigattck
Deviantart: bigattck
Skype: bigattck firecat
Soundcloud: bigattck-firecat
Contact:

Re: Making a successful commercial game?

#2 Post by firecat »

managing and budgeting are only the start, you also have to know about certain laws about selling and so forth. that kind of stuff gets covered with the help of the site you picked, other times you have to double check. always expect your first game to be not successful but good way to learn, things like getting to Steam, GOG, Xbox are sites to help you with uploading your game not a way to gain popularity. lastly kickstarter is to help finish a game not build one, don't build a demo that last up to 10 minutes people expect more from you.
Image


Image


special thanks to nantoka.main.jp and iichan_lolbot

SundownKid
Lemma-Class Veteran
Posts: 2299
Joined: Mon Feb 06, 2012 9:50 pm
Completed: Icebound, Selenon Rising Ep. 1-2
Projects: Selenon Rising Ep. 3-4
Organization: Fastermind Games
Deviantart: sundownkid
Location: NYC
Contact:

Re: Making a successful commercial game?

#3 Post by SundownKid »

I would agree that Kickstarter is a good way to gauge interest in a game. If you can't raise money on Kickstarter then you may not be able to raise money selling the game.

Although I disagree that a 10 minute demo is too short... if it's an incredible 10 minute demo it can still probably sell your kickstarter. I think the important thing is just self funding a demo to demonstrate how good your game is... and running the game past some truthful beta testers who can give their feedback. Getting real feedback from random people is important even if you have to pay for it, otherwise you may not know what you are doing wrong.

As far as managing and budgeting... the only way you can get real experience with that is to make some small game from start to finish to figure out exactly how much something like that would cost. I wouldnt start immediately with a massive 8 hour game or something.

User avatar
potouto
Veteran
Posts: 309
Joined: Sun Aug 03, 2014 5:21 am
Projects: (งツ)ว
Organization: MOONBBIT☆
Contact:

Re: Making a successful commercial game?

#4 Post by potouto »

I can't believe I have something to pitch in because I actually have no commercial experience before. But I studied some economy at school and I think here's some useful tips in general.

Study your market, your audiences. The people you aim to attract. These are the ones you need to pay attention to because not only they will buy your products, they potentionally share and advertise your game for you. It's very useful when it comes to going commercial because more exposure means more players. Social media is also important, you need to spend time boosting your game and hooking the audiences' interest in order to make it sells.
Know your game, study other games, especially successful commercial title. They will bring you more information about what you should and shouldn't do. A lot of research will be required before you make a decision. Understand the amount of cost needed for the assets and how much you are willing to pay for them. Remember, some are more expensive than others for the right reasons. You need to play it safe while taking the risk, hiring trustworthy people with a more expensive cost is a good idea.
As others said, start small, manage your budget at a lower rate first before going to do something that would probably take a real studio to work on for years. And expect failure, not all first games are immediately famous. Try not to shove down too much pressure for yourself but remember to polish your game at least to commercial level. And make sure your motivation sits with you along the way.

Good luck!
status: zzz

yeah well | commission | website

User avatar
LadyOfGatsby
Veteran
Posts: 327
Joined: Wed Jul 23, 2014 5:25 pm
Projects: Ethereal Creatures
Skype: vall3rie
Contact:

Re: Making a successful commercial game?

#5 Post by LadyOfGatsby »

Thanks so much!
ImageImage



Post Reply

Who is online

Users browsing this forum: Google [Bot]