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I'm also interested in doing that, but with windows/mac/linux & possibly browser games. The problem is that people seem to be somewhat averse to paying for a b
by ido 18y ago
I'm also interested in doing that, but with windows/mac/linux & possibly browser games.
The problem is that people seem to be somewhat averse to paying for a browser based game (like a Java applet or webstart app), even when they'd have no problem paying for the same game as a standalone program (literally simply using a JPanel instead of a JApplet, or providing an installer to a local version instead of a webstart link).
Of course browser games still get a lot more hits than locally installed ones.
- mparent61 18y agoYeah, I noticed that as well. Originally I was working on a Flash game, but decided that it was almost impossible to make any money (unless you are Desktop Tower Defense).
- ido 18y agoHow about Android? Seems to be a less saturated market than the iPhone.
- mparent61 18y agoI'd be curious as what people thought about this. From what I've read, Android's market share is still very low. However, I suppose that means there are less games/competition. http://seekingalpha.com/article/132665-mobile-ad-market-share-android-catches-up-to-palm-iphone-still-king http://seekingalpha.com/article/132665-mobile-ad-market-shar...
- mtinkerhess 18y agoI'm not sure the Android market is any less saturated. The rough numbers I found show fewer apps per device and a higher attach rate for iPod / iTouch: iPhone + iPod touch sales: 37,000,000 iTunes Apps: 25,000-35,000 Apps downloaded: 1,000,000,000 Device to App ratio 1,480:1 - 1,057:1 Attach rate: 27 G1 sales: 1,000,000 Android Apps: 2,300 Device to App ratio 434:1 Attach rate: 10-15? (hard to find good data) http://www.leaderpost.com/Technology/store+BlackBerry+Google+hold/1523234/story.html http://www.leaderpost.com/Technology/store+BlackBerry+Google... http://www.pcworld.com/article/163671/ipod_touch_iphone_sales_total_37_million_units.html http://www.pcworld.com/article/163671/ipod_touch_iphone_sale... http://www.techcrunch.com/2009/04/24/most-g1-owners-love-apps-but-not-all/ http://www.techcrunch.com/2009/04/24/most-g1-owners-love-app...
- ido 18y agoThe thing is, Android is a platform that many companies are currently developing hardware for. In less than a year's time a ton of android handsets are planned to enter circulation. The iPhone is just Apple. So I'm guessing we have yet to see Androids peak of popularity.
- mtinkerhess 18y agoI hope you're right -- I'd be happy to be developing for a more open system.
- EvilTrout 18y agoI run a moderately popular browser game. We have over 175k registered users and get millions of requests a day. Our conversion rates are low, but we've managed to get enough people playing to sustain itself, one full time employee (me!) and a few contract employees. It's been a lot of fun. If you are passionate about games I highly recommend it since it can definitely be sustainable. Having said that, I'm not sure it's necessary a lucrative path for most people.
- ido 18y agoCool! Care to provide a link?
- EvilTrout 18y agoOh I thought the HN standard way was to provide a link in your profile instead of spamming up comments. The site is http://www.forumwarz.com http://www.forumwarz.com
- lacker 18y agoWhen I saw that Mafia Wars was one of the most popular games on Facebook, I went to check it out, and before long thought "Wow, this is just like forumwarz except with mafia." Apparently html rpgs are now a viable genre. Have you ever considered making more games that are essentially gameplay clones of forumwarz but with different themes? That seems to be a lot of what Zynga has done with their facebook games - Mafia Wars, Vampire Wars, Zombie Wars, etc. Also have you considered social network integration yourself. I hate to suggest such un-innovative strategies but it might work.
- robotron 18y agoZynga has one trick, that they don't always do well. I would suggest NOT emulating them.
- wlievens 18y agoI'll understand if you don't want to answer this question: do you manage to live off your game? i.e. make enough profit to not have to have a day job? I'm asking because I run a webgame myself, of much smaller scale and niche purpose, and I'm wondering if I should invest the effort it takes to scale it up.