why do people create free games ?

Discussion in 'Public Game Developers Forum' started by kii, Jan 15, 2011.

  1. K?!

    K?! Well-Known Member

    Nov 5, 2010
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    alea iacta est
    You could add a long play mode, a story mode, a local multiplayer mode for the iPad, a local wifi mode, an infinite mode, a 3D graphics mode, and a speed run mode. Clearly not all these are applicable for every game and your game may indeed not need any more modes but trying to apply that as an overarching rule for all word apps in unimaginative.
     
  2. mr.Ugly

    mr.Ugly Well-Known Member

    Dec 1, 2009
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    Berlin, Germany
    i agree with k?! here.. the only limit is your imagination.. there is tons of different thing one can do... but i just checked letter slide.. and then i would agree with you meh.. if glow just adds a new theme and gc mp then this one is better of "done".

    but we slide offtopic..
     
  3. u2elan

    u2elan Well-Known Member

    Nov 8, 2010
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    iOS Developer
    Portland, OR
    Here's how I've looked at every app I've ever shipped: I fully expect to only make enough money to pay for the cost of the Apple Developer program for one year, $100.

    Anything higher than that, and you're setting your expectations too high.

    I'd be willing to bet that less than 5% of the indie devs on this forum make enough to make a living off of. For most of us, what we do here is something we do because we love doing it, and the cash we make helps fund our Apple hardware addiction.

    Take that into consideration before you dump a whole bunch of money into this thing. Consider starting small to test the waters. At least then, you'll come out of your first project with more knowledge of how software engineering works, in addition to the tricks of the trade when it comes to the App Store.

    You'll probably save five figures in development cost for your next dream project that you take more seriously.
     
  4. ThunderGameWorks

    ThunderGameWorks Well-Known Member

    Nov 14, 2009
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    The problem with some developers (those aren't making enough to pay living expenses, as you've mentioned.) is that they don't look at the AppStore as a business. If you want to run a successful business here, you need to treat it as a business.

    We launched Trenches as a brand new 'brand/franchise' on the AppStore and treated it like launching a new product. We took cost, marketing, outreach, art, etc. into consideration to make it successful, but we are still an indie company with only a few people doing stuff but still have over 2,000,000 downloads from our games.
     
  5. u2elan

    u2elan Well-Known Member

    Nov 8, 2010
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    iOS Developer
    Portland, OR
    Yeah, I agree to treat it like a business and take it seriously. Put your best foot forward and make sure you're shipping a quality product.

    It's just that there's a cost associated with that. The point I was trying to make, as the original poster seemed to lack some awareness of App Store idiosyncrasies that seem like second nature to many of us, was to start by taking a smaller risk.

    You can save a lot of money by learning how to facilitate much of the app submission process on your own compared to paying your developer $100 an hour to do it, for example.

    I think that if I hadn't spent a year doing app development independently and for clients that our game wouldn't have turned out as well as it did, partly because I took smaller risks that didn't have larger financial implications.

     
  6. Noodler

    Noodler Well-Known Member

    Dec 25, 2010
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    Wwf

    I cannot see Words with Friends doing many game upgrades!

    Yet they have been raking in cash, apparently
    However I can do a few upgrades to a premium version.
     
  7. Little White Bear Studios

    Little White Bear Studios Well-Known Member
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    Aug 27, 2008
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    Words with Friends doesn't need to do upgrades to make money. They're free Scrabble. It sells itself.
     
  8. mehware

    mehware Well-Known Member

    Nov 22, 2008
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    That's why I said Letter Slide Glow was complete feature wise earlier. Its got everything it needs right now.

    - Matt
     
  9. Noodler

    Noodler Well-Known Member

    Dec 25, 2010
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    WWF paid

    I dont have an Iphone rght now.
    I cannot understand Words with Friends free and paid?

    http://itunes.apple.com/gb/app/words-with-friends/id322852954?mt=8


    Only thing I can think of is the ads disappear into a little box with the paid version?

    Anyone can help me on that?

    As I want to follow that exact model and also use my couple of premium game upgrades costing a dollar each upgrade.
     
  10. Little White Bear Studios

    Little White Bear Studios Well-Known Member
    Patreon Silver

    Aug 27, 2008
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    You don't own the device you're planning to spend a lot of money developing for?

    There are two apps. The free one shows an ad after each move. The paid one doesn't show an ad.
     
  11. Noodler

    Noodler Well-Known Member

    Dec 25, 2010
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    Sales?

    Are ads that bad people pay?

    How many paid sales to now anyone know?

    Another dilemma I have is use British English or American English?
     
  12. Little White Bear Studios

    Little White Bear Studios Well-Known Member
    Patreon Silver

    Aug 27, 2008
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    Okay, hold on a sec. You want to spend a large amount of money to develop a game for a platform you haven't even used before? And you haven't even played the game you keep mentioning as your role model for success?
     
  13. Moonjump

    Moonjump Well-Known Member

    May 17, 2010
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    Game designer
    Lincoln, UK
    Use both. Set your native version as standard for the app and have the other as a localisation.
     
  14. Noodler

    Noodler Well-Known Member

    Dec 25, 2010
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    #54 Noodler, Jan 18, 2011
    Last edited: Jan 18, 2011
    English

    Very nice man but, How will the game work when USA people are playing UK people? For instance! Do you mean the app converts to the countries language automatically?
     
  15. mehware

    mehware Well-Known Member

    Nov 22, 2008
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    My Brain Hurts...

    - Matt
     
  16. Astraware

    Astraware Well-Known Member

    Jan 22, 2010
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    Games Studio
    UK
    That's up to you to figure out what you include in the dictionary for your game. Whatever you include will be what the game recognises as a valid word, so if you want American and British English in there, you'll need to include 'color' and 'colour', whether you'll accept slang words or colloquialisms etc.
     
  17. Bakumens

    Bakumens Well-Known Member

    Oct 22, 2009
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    Such a huge rish in doing so.


     
  18. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

    Dec 1, 2009
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    #58 AssyriaGameStudio, Jan 19, 2011
    Last edited: Jan 19, 2011
    My only advice would be, however much you spend making the game, have 2X that amount spare for marketing it... I took £10k of Venture Capital investment recentally and it's making things FAR easier in terms of getting to the point of generating quality revenue...

    If that means using some money from your house sale then I'd say use it, but use it with some caution... Dont spend it all at once, spend $200 in each of the various possible marketing methods, see what works, then invest more heavily into that area...

    Don't spend $10,000 developing the product and release it in the vain hope Apple feature it, or it magically takes off... Far better spending $3000 on development and marketing with $7000...
     
  19. Ovogame

    Ovogame Well-Known Member

    Sep 25, 2010
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    Game Developer
    Morestel, France
    How do you market an App then?
    Let's say I do have 10k for marketing (BTW I don't :) ) where do you spend it?

    JC
     
  20. Noodler

    Noodler Well-Known Member

    Dec 25, 2010
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    Singe

    Good advice but how does thd single individual get Capitol Investment?



     

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