![]() ![]() Have a look at this summary on GameSpot or this even better one by Untold Entertainment (the World of Goo / Fez talk is about halfway down). Give interviews, do podcasts, meet people, etc"). Some good points in their presentation (#1 being "Don't spend money – just talk. World of Goo ist ein kinderfreundliches Rätselspiel für viele. If you don't know what Fez is (it's only due to be finished sometime this year, after all) have a look at this video: ![]() Fez and World of Goo developers talk about promoting your game without a budgetĪnother extremely interesting one, this time with Kyle Gabler (World of Goo) and Phil Fish (Fez) talking about how to drum up hype for a game on the usual marketing budget of the indie game developer (zilch of course!). Nice to see the big numbers! Read the full summary here. "I'll go out on a limb and say a ten-to-one ratio of investment to earnings is good," joked Wardell. $1.2 million budget (original plus two expansions).Stardock CEO on why hardcore PC games are still totally viableīrad Wardell, the CEO of Stardock (publisher of Sins of a Solar Empire, among others) gave a talk detailing why hardcore strategy games can still do extremely well. Read the full summary now, it's totally worthwhile.Įdit: 2D Boy put their slides from this presentation up on their blog, grab them here. World of Goo now on 5 on Steam Red vs Blue creators take on City of Heroes. They also spill the beans on where all the revenue has come in for World of Goo (Steam vs WiiWare vs others). February NPD - Edge in breakneck sales analysis mega-slap-down Japanese. Independent Games Sales: Stats 101 Ron Carmel of 2D Boy explains what it cost to make World Of GooĪ particularly interesting talk by one of the creators of last year's massive indie hit World Of Goo, where he basically answers the question 'How much money do you need to start an independent game studio?' (Answer: $116,000). Even for newer titles on a day by day basis, stats are impressive: iShoot was #1 in the App Store on January 11th 2009 with 17,000 downloads at $2.99 each – in one day – $35,700 to developer.Īnd here's all his slides as he has kindly uploaded them for our enjoyment. Super Monkey Ball sold 500,000 units as of November 2008 at as high as $9.99 (!!) – MAJOR EXCEPTION due to early adoption A recent interview (March 2009) revealed that early puzzle title Enigmo has now sold 810,000 units (as cheaply as $0.99 for many of them, though) In the first month of sales on the iPad App Store, World of Goo sold 125k copies (thanks to being prominently featured by Apple). Here's my pick of the most interesting ones so far:Ī very in-depth presentation by Simon Carless (chairman of the Independent Games Festival) where he has collated all the sales stats he can find for indie games split across Xbox Live Arcade, Playstation Network, WiiWare, the iPhone, and PC: Unfortunately we're not over in San Francisco right now for the 2009 Game Developers Conference which is happening all this week – maybe next year! However we have been following the coverage – there's been some excellent talks, many of which you can enjoy even if you weren't there.
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