4 ms·
We have a game that's currently in review by Apple that hopefully will give a sense of just how good these games can be:) The median for games on the App Store
by jvrossb 14y ago
We have a game that's currently in review by Apple that hopefully will give a sense of just how good these games can be:) The median for games on the App Store is also a lot higher than $200 - in the thousands of dollars. I think we'll break even fine on plenty of games and by virtue of opening up iOS game development to so many potential talented developers we'll have the opportunity to publish real gems.
Only time will tell whether the model works. I'm curious - what cut would you say we should take?
- pfisch 14y agoI'm not sure how much you provide beyond art, also an sdk? It sounds like you are essentially a publisher. Since you are giving a royalty advance in the form of art, software support, handling distribution and possibly marketing. You are then giving devs a royalty rate of 70%. My understanding is that publishers usually take more than 50% of revenue. I don't know if you should take that much or restructure your payment system, and honestly I don't think being a publisher for tiny xblig like games makes sense.
- jvrossb 14y agoNoted. Check out http://itunes.apple.com/us/app/elemental-fury/id532042459?mt=8 http://itunes.apple.com/us/app/elemental-fury/id532042459?mt..., we just released it, is this the type of game you mean when you say xblig like games? It's an honest question I'm not particularly familiar with xblig.