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Costs for this particular kind of game are mostly content costs: Writing, gameplay scripting, art. The engineering effort doesn't carry over a great deal from o
by triplefox 18y ago
Costs for this particular kind of game are mostly content costs: Writing, gameplay scripting, art. The engineering effort doesn't carry over a great deal from one game to another. As well, downloadables get lower market penetration than browser-based games. All those factors go a long way to explain why he's only breaking even.
If you want a hope of success in games, either do a low-asset kind of game, do a game where big assets are matched with big marketing, or involve the users in creating content. I think there's still lots and lots of room for the third.