3 ms·
Selling the game to a single, publisher-like entity through negotiation seems like a pretty old-fashioned way to do it and an especially bad fit for a low-budge
by shangaslammi 14y ago
Selling the game to a single, publisher-like entity through negotiation seems like a pretty old-fashioned way to do it and an especially bad fit for a low-budget indie game.
It would have been interesting to compare numbers if some of the teams would have thrown their project to e.g. Kickstarter or sold it directly to consumers via Steam or similar service.
- dsirijus 14y agoThat would require much bigger production and creative quality.
- zaguios 14y agoIf all of their other games are flash games like High Vaultage then it makes sense to use the normal sponsorship model. The only other real ways of monetizing in the flash industry include ads and non-exclusive licenses which generally both make considerably less than a primary or exclusive license of the game. There is no way first time game developers could get their games on steam. If High Vaultage was their best game then they would be laughed away pretty quickly judging by how it scored on the popular portals such as Kongregate and Newgrounds. As an experienced flash game developer myself I have managed to make a game in a day that scored better on both those sites and probably also received more plays overall. In order for Kickstarter to work properly for a game you need to have a pretty huge following. First time developers have no following; so unless they strike a chord with the gaming community, it would be fruitless.