3 ms·
In order to be really successful on iOS you have to make an extraordinarily excellent game (which is hard to do), license some intellectual property that your a
by gyardley 16y ago
In order to be really successful on iOS you have to make an extraordinarily excellent game (which is hard to do), license some intellectual property that your audience is already familiar with, or have a large marketing budget you can use to buy your way to prominent placement.
On Android there's a bit more opportunity - if you move quickly, you can do alright by ripping off iOS game concepts that haven't been ported over yet. Monetization is still pretty bleak vs. iOS.
Funding's available to companies who've already had some successes (although in that case you really shouldn't need to take it) or to new teams with a track record at other companies.
There are a ton of people doing this - you'll face a lot of competition. I wouldn't let that stop you if you're super-passionate about the field and your ideas.
I know of one YC company doing exactly this and doing well, although they got there after a pivot - they were accepted on the basis of something completely different.
- nhannah 16y agoThis is really excellent insight. I think we are going to build one game first to see how our development and success rate go and if there is any traction there we will look toward an incubator. I feel like being involved with incubators such as YC gives a sense of legitimacy that would allow us to build games for larger companies or license material that would otherwise be unavailable to us as a startup. I am not familiar with licensing though so I could be wrong.
- gyardley 16y agoThe biggest issue with licensing is the upfront - generally the people you're licensing from will want a guaranteed minimum paid in advance against future royalties. The second biggest issue with licensing is dealing with the people you're licensing from, who are rightly concerned about the impact of your game on their brand. Third biggest issue is the legal fees - you'll need a lawyer who knows their way around such contracts. I've got no idea whether Y Combinator's reputation would help with content licensing or not.
- nhannah 16y agoIn all honesty I would be happier making my own games. I am just thinking other possible directions if people don't take to the games I create as a way to stay in the field. So far writing game code is the most fun I have had programming. I also don't want to join a studio as I see little benefit to not being part of a founding team when it takes such small groups to create games with the newest tools.