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Title: Should Biotech sell there games?


Toa Vezorn - April 8, 2007 03:23 AM (GMT)
I think that if you aren't a member either here or on BZP you should have to buy the games? or just try to sell them?

*DWAN* - April 8, 2007 04:09 AM (GMT)
The insurgent will be free. that I know. Aswell as all other BIONICLE based games. We currently don't have the required quality to actually sell games (noone would by them). We are improving steadily though. After the insurgent we MAY make a non BIONICLE based game.
-- *DWAN*

Algernon the infamous - April 9, 2007 12:22 AM (GMT)
I wouldn't recommend it. Jumper 2 is one of the best Gamemaker-based games out there, and nobody wants to pay for that.

Nickbomb - Overkill PMer - April 9, 2007 03:56 AM (GMT)
We will be selling our games when the newer ones start to get more detailed and bigger. While in the mean time we will keep building a foundation for a bigger and better gaming company with(of course) the demos for our games.

Nickbomb B)

Iruini Nuva - April 10, 2007 03:29 AM (GMT)
QUOTE (Algernon the infamous @ Apr 8 2007, 05:22 PM)
I wouldn't recommend it. Jumper 2 is one of the best Gamemaker-based games out there, and nobody wants to pay for that.

You're just jealous. :P

I don't really know. I had toyed with the idea of selling the BAP, or rather releasing it for free but charging for certain other...things (not telling what), but I wisely chickened out. We need to really get ourselves established before we can begin selling anything, so until we have at least a game or two and a decent fan base, you can expect a decent amount of free stuff. Still, selling isn't out of the picture entirely...

wolf waltzing - April 10, 2007 11:36 PM (GMT)
yes, I agree completely that before y'all even think about selling a game to get established in the game-making world.

Nickbomb - Overkill PMer - April 11, 2007 02:19 PM (GMT)
QUOTE (wolf waltzing @ Apr 10 2007, 04:36 PM)
yes, I agree completely that before y'all even think about selling a game to get established in the game-making world.

Yeah, just look at what happened to Dynamix(aka Sierra now) Over about 15 years they went from making low quality high profit games and using that to earn their title over the next decade or so.

Iruini Nuva - April 16, 2007 04:16 PM (GMT)
QUOTE (Nickbomb - Overkill PMer @ Apr 11 2007, 07:19 AM)
QUOTE (wolf waltzing @ Apr 10 2007, 04:36 PM)
yes, I agree completely that before y'all even think about selling a game to get established in the game-making world.

Yeah, just look at what happened to Dynamix(aka Sierra now) Over about 15 years they went from making low quality high profit games and using that to earn their title over the next decade or so.

The funny thing is, I had only heard of Sierra once or twice until a couple months ago. :P

-Zach- - April 16, 2007 04:41 PM (GMT)
Sierra is pretty low grade now actually. lol. Though Yukon trail was fun.

Iruini Nuva - April 16, 2007 04:43 PM (GMT)
QUOTE (-Zach- @ Apr 16 2007, 09:41 AM)
Sierra is pretty low grade now actually. lol. Though Yukon trail was fun.

I dunno, they made FEAR. That wasn't low grade. ;)

Nickbomb - Overkill PMer - April 16, 2007 06:32 PM (GMT)
QUOTE (Iruini Nuva @ Apr 16 2007, 09:16 AM)
QUOTE (Nickbomb - Overkill PMer @ Apr 11 2007, 07:19 AM)
QUOTE (wolf waltzing @ Apr 10 2007, 04:36 PM)
yes, I agree completely that before y'all even think about selling a game to get established in the game-making world.

Yeah, just look at what happened to Dynamix(aka Sierra now) Over about 15 years they went from making low quality high profit games and using that to earn their title over the next decade or so.

The funny thing is, I had only heard of Sierra once or twice until a couple months ago. :P

Man, have you ever heard the game Red Baron?????? O_o o_O O_O o_o

Iruini Nuva - April 16, 2007 06:48 PM (GMT)
QUOTE (Nickbomb - Overkill PMer @ Apr 16 2007, 11:32 AM)
QUOTE (Iruini Nuva @ Apr 16 2007, 09:16 AM)
QUOTE (Nickbomb - Overkill PMer @ Apr 11 2007, 07:19 AM)
QUOTE (wolf waltzing @ Apr 10 2007, 04:36 PM)
yes, I agree completely that before y'all even think about selling a game to get established in the game-making world.

Yeah, just look at what happened to Dynamix(aka Sierra now) Over about 15 years they went from making low quality high profit games and using that to earn their title over the next decade or so.

The funny thing is, I had only heard of Sierra once or twice until a couple months ago. :P

Man, have you ever heard the game Red Baron?????? O_o o_O O_O o_o

No, why?

Nickbomb - Overkill PMer - April 16, 2007 07:01 PM (GMT)
QUOTE (Iruini Nuva @ Apr 16 2007, 11:48 AM)
QUOTE (Nickbomb - Overkill PMer @ Apr 16 2007, 11:32 AM)
QUOTE (Iruini Nuva @ Apr 16 2007, 09:16 AM)
QUOTE (Nickbomb - Overkill PMer @ Apr 11 2007, 07:19 AM)
QUOTE (wolf waltzing @ Apr 10 2007, 04:36 PM)
yes, I agree completely that before y'all even think about selling a game to get established in the game-making world.

Yeah, just look at what happened to Dynamix(aka Sierra now) Over about 15 years they went from making low quality high profit games and using that to earn their title over the next decade or so.

The funny thing is, I had only heard of Sierra once or twice until a couple months ago. :P

Man, have you ever heard the game Red Baron?????? O_o o_O O_O o_o

No, why?

This is completely off topic, PM me.


SO I guess the simple answer to this topic would be: Yes, we will be selling our games in the future.

Nickbomb

Iruini Nuva - April 16, 2007 07:04 PM (GMT)
QUOTE (Nickbomb - Overkill PMer @ Apr 16 2007, 12:01 PM)
QUOTE (Iruini Nuva @ Apr 16 2007, 11:48 AM)
QUOTE (Nickbomb - Overkill PMer @ Apr 16 2007, 11:32 AM)
QUOTE (Iruini Nuva @ Apr 16 2007, 09:16 AM)
QUOTE (Nickbomb - Overkill PMer @ Apr 11 2007, 07:19 AM)
QUOTE (wolf waltzing @ Apr 10 2007, 04:36 PM)
yes, I agree completely that before y'all even think about selling a game to get established in the game-making world.

Yeah, just look at what happened to Dynamix(aka Sierra now) Over about 15 years they went from making low quality high profit games and using that to earn their title over the next decade or so.

The funny thing is, I had only heard of Sierra once or twice until a couple months ago. :P

Man, have you ever heard the game Red Baron?????? O_o o_O O_O o_o

No, why?

This is completely off topic, PM me.


SO I guess the simple answer to this topic would be: Yes, we will be selling our games in the future.

Nickbomb

It's not entirely off topic. We're discussing the success of another game company and examining its causes. Don't backseat moderate the Admin. :P

Heck, I'm willing to sell them now, I just don't think it'd be wise.

Nickbomb - Overkill PMer - April 16, 2007 07:10 PM (GMT)
QUOTE (Iruini Nuva @ Apr 16 2007, 12:04 PM)
QUOTE (Nickbomb - Overkill PMer @ Apr 16 2007, 12:01 PM)
QUOTE (Iruini Nuva @ Apr 16 2007, 11:48 AM)
QUOTE (Nickbomb - Overkill PMer @ Apr 16 2007, 11:32 AM)
QUOTE (Iruini Nuva @ Apr 16 2007, 09:16 AM)
QUOTE (Nickbomb - Overkill PMer @ Apr 11 2007, 07:19 AM)
QUOTE (wolf waltzing @ Apr 10 2007, 04:36 PM)
yes, I agree completely that before y'all even think about selling a game to get established in the game-making world.

Yeah, just look at what happened to Dynamix(aka Sierra now) Over about 15 years they went from making low quality high profit games and using that to earn their title over the next decade or so.

The funny thing is, I had only heard of Sierra once or twice until a couple months ago. :P

Man, have you ever heard the game Red Baron?????? O_o o_O O_O o_o

No, why?

This is completely off topic, PM me.


SO I guess the simple answer to this topic would be: Yes, we will be selling our games in the future.

Nickbomb

It's not entirely off topic. We're discussing the success of another game company and examining its causes. Don't backseat moderate the Admin. :P

Heck, I'm willing to sell them now, I just don't think it'd be wise.

Ahem, the topic's name is "Should Biotech sell there games?" not "Overview of successful companies". There's a big difference between the two ;)

I know, thats why I said the "future" of our company ;)

-Zach- - April 16, 2007 07:31 PM (GMT)
It's exploring topics of relevance to the ability of Biotech to sell games.

Nickbomb - Overkill PMer - April 16, 2007 07:39 PM (GMT)
QUOTE (-Zach- @ Apr 16 2007, 12:31 PM)
It's exploring topics of relevance to the ability of Biotech to sell games.

Ok, thanks Zac. That clears it up

-Zach- - April 16, 2007 07:53 PM (GMT)
QUOTE (Nickbomb - Overkill PMer @ Apr 16 2007, 12:39 PM)
Ok, thanks Zac. That clears it up

As if a four letter name is too long to type. >_>

Nickbomb - Overkill PMer - April 16, 2007 07:59 PM (GMT)
QUOTE (-Zach- @ Apr 16 2007, 12:53 PM)
QUOTE (Nickbomb - Overkill PMer @ Apr 16 2007, 12:39 PM)
Ok, thanks Zac. That clears it up

As if a four letter name is too long to type. >_>

Whats that? Josh? No. "Zach"

Iruini Nuva - April 24, 2007 01:52 AM (GMT)
So for a game like The Insurgent (the new one), what do you think a good approximate price would be? I know many of you haven't played the new one, but even basing it off the screenshots would work...

*DWAN* - April 24, 2007 02:40 PM (GMT)
WEEELLL...

The insurgent is a bionicle game...

SO

we couldn't sell it...

UNLESS

You force me to sprite a human version of the insurgent and continue the bionicle insurgent

BUT

People may just download the bionicle version for free....

UNLESS

We add somethings to the human version that couldn't be in the bionicle one.

BUT

I have no idea what that coul be...

SO

...
-- *DWAN*

Iruini Nuva - April 24, 2007 03:16 PM (GMT)
QUOTE (*DWAN* @ Apr 24 2007, 07:40 AM)
WEEELLL...

The insurgent is a bionicle game...

SO

we couldn't sell it...

UNLESS

You force me to sprite a human version of the insurgent and continue the bionicle insurgent

BUT

People may just download the bionicle version for free....

UNLESS

We add somethings to the human version that couldn't be in the bionicle one.

BUT

I have no idea what that coul be...

SO

...
-- *DWAN*

Notice that I said like The Insurgent, not necessarily the game itself. I'm just meaning the general genre and quality of the game. How much would you pay (if anything), for something like that? Once again, I know most of you don't have much interaction with the game, so I'm just looking for a rough estimate.

-Zach- - April 24, 2007 04:12 PM (GMT)
QUOTE (*DWAN* @ Apr 24 2007, 07:40 AM)
WEEELLL...

The insurgent is a bionicle game...

SO

we couldn't sell it...

UNLESS

You force me to sprite a human version of the insurgent and continue the bionicle insurgent

BUT

People may just download the bionicle version for free....

UNLESS

We add somethings to the human version that couldn't be in the bionicle one.

BUT

I have no idea what that coul be...

SO

...
-- *DWAN*

Were you having that chicken again?

:P

I don't know. Cell phone games are usually $4-$7.

wolf waltzing - April 24, 2007 10:59 PM (GMT)
I'm a penny-pincher/coupon-cutter/blood from turnips kinda gal. I would wait for a free game or two, or just wait for my bro to throw his money at ya and play on his compy. That's just me, though. The rest of you continue on with conversing about taking over the world $4 at a time...sry, I'm cynical today.

Algernon the infamous - April 25, 2007 02:44 AM (GMT)
If you sold anything, you'd have to replace any sprites that you got from outside sources.

'B' - April 25, 2007 07:13 PM (GMT)
which we haven't >_>

Iruini Nuva - April 25, 2007 07:57 PM (GMT)
QUOTE (Algernon the infamous @ Apr 24 2007, 07:44 PM)
If you sold anything, you'd have to replace any sprites that you got from outside sources.

Considering that the graphics are pretty much all custom as it is, I don't think there'll be much of a problem.

Nickbomb - July 16, 2007 02:25 PM (GMT)
QUOTE (Algernon the infamous @ Apr 24 2007, 07:44 PM)
If you sold anything, you'd have to replace any sprites that you got from outside sources.

What? Is that what you do? :P

Algernon the infamous - July 17, 2007 04:16 AM (GMT)
QUOTE (Nickbomb @ Jul 16 2007, 07:25 AM)
QUOTE (Algernon the infamous @ Apr 24 2007, 07:44 PM)
If you sold anything, you'd have to replace any sprites that you got from outside sources.

What? Is that what you do? :P

Do what? Replace sprites?

There are a few problems with selling gamemaker games, though. Nobody will buy it unless it's extremely professionally done and highly recommended- this means that you'll have to be a better game developer than the entire game maker community, because all of the other games can be downloaded for free.

Personally, I'd recommend making the games free and earning income with the revenue from advertisements.

While it's a good idea to have money in your pocket, but you'll be lucky to sell a single copy if you're marketing to a community that's used to downloading their games for free.

Iruini Nuva - July 17, 2007 04:21 PM (GMT)
QUOTE (Algernon the infamous @ Jul 16 2007, 09:16 PM)
QUOTE (Nickbomb @ Jul 16 2007, 07:25 AM)
QUOTE (Algernon the infamous @ Apr 24 2007, 07:44 PM)
If you sold anything, you'd have to replace any sprites that you got from outside sources.

What? Is that what you do? :P

Do what? Replace sprites?

There are a few problems with selling gamemaker games, though. Nobody will buy it unless it's extremely professionally done and highly recommended- this means that you'll have to be a better game developer than the entire game maker community, because all of the other games can be downloaded for free.

Personally, I'd recommend making the games free and earning income with the revenue from advertisements.

While it's a good idea to have money in your pocket, but you'll be lucky to sell a single copy if you're marketing to a community that's used to downloading their games for free.

Personally I wonder more about his sounds.

First tip for selling GM games: Don't say it was made in GM. For whatever reason, once someone finds out about that, it instantly drops the quality in the player's mind, regardless of the validity of that feeling. I've found some workarounds that actually work beautifully, but I only use them when the issue comes up. No need to give the customer more info. than they want (with a few exceptions I suppose).

ShellBlast (I believe that's what it's called) is being sold, though obviously it's not your average noobish game. Then again, neither are ours. We're capable of doing pretty much anything he's got in that. For example many of the lighting effects can be done with simple blending techniques. You can also do it via Surfaces/Primitives (actually I think it's faster that way). Our disadvantage is simply that we don't have the manpower to churn it out in a relatively brief amount time. However, I'm unsure of how well it's doing in terms of sales.

I'm personally not a large fan of ads. Sure they're nice, but perception goes down because of them (I prefer an adless site over one with ads for example). They're used when they have to be, such as for this forum, but I prefer not to place them all over. I'm still annoyed at our host for deciding to instate them on its sites. Biotech also has found other revenue streams.

I've been doing marketing research for the past few months, come to think of it it's actually coming closer to a year, wow, and I've been discussing it with several media developers and marketing folks. The GM community isn't necessarily our end target audience.

To summarize: Selling is possible, but like said before not probable for some time. And doing your homework often helps selling as well.

Algernon the infamous - July 17, 2007 10:35 PM (GMT)
QUOTE (Iruini Nuva @ Jul 17 2007, 09:21 AM)
QUOTE (Algernon the infamous @ Jul 16 2007, 09:16 PM)
QUOTE (Nickbomb @ Jul 16 2007, 07:25 AM)
QUOTE (Algernon the infamous @ Apr 24 2007, 07:44 PM)
If you sold anything, you'd have to replace any sprites that you got from outside sources.

What? Is that what you do? :P

Do what? Replace sprites?

There are a few problems with selling gamemaker games, though. Nobody will buy it unless it's extremely professionally done and highly recommended- this means that you'll have to be a better game developer than the entire game maker community, because all of the other games can be downloaded for free.

Personally, I'd recommend making the games free and earning income with the revenue from advertisements.

While it's a good idea to have money in your pocket, but you'll be lucky to sell a single copy if you're marketing to a community that's used to downloading their games for free.

Personally I wonder more about his sounds.

First tip for selling GM games: Don't say it was made in GM. For whatever reason, once someone finds out about that, it instantly drops the quality in the player's mind, regardless of the validity of that feeling. I've found some workarounds that actually work beautifully, but I only use them when the issue comes up. No need to give the customer more info. than they want (with a few exceptions I suppose).

ShellBlast (I believe that's what it's called) is being sold, though obviously it's not your average noobish game. Then again, neither are ours. We're capable of doing pretty much anything he's got in that. For example many of the lighting effects can be done with simple blending techniques. You can also do it via Surfaces/Primitives (actually I think it's faster that way). Our disadvantage is simply that we don't have the manpower to churn it out in a relatively brief amount time. However, I'm unsure of how well it's doing in terms of sales.

I'm personally not a large fan of ads. Sure they're nice, but perception goes down because of them (I prefer an adless site over one with ads for example). They're used when they have to be, such as for this forum, but I prefer not to place them all over. I'm still annoyed at our host for deciding to instate them on its sites. Biotech also has found other revenue streams.

I've been doing marketing research for the past few months, come to think of it it's actually coming closer to a year, wow, and I've been discussing it with several media developers and marketing folks. The GM community isn't necessarily our end target audience.

To summarize: Selling is possible, but like said before not probable for some time. And doing your homework often helps selling as well.

The sounds? RS0 had a completely original score, as will Schism.

VERY true that pointing out the use of GameMaker damages credibility, although, in the case of the GM community, being obscure in that area breeds a feeling of distance.

I doubt ShellBlast is doing very well, but I don't really know, so I can't say.

Ads can work fine if they're intelligently integrated- and I can assure you that most players would choose a website with ads over a website with 20$ games.

Yeah, the GM community isn't- and that's why it's a good idea to keep the games free. I don't know many teenagers these days that DON'T go to AddictingGames.com or MiniClip.com- I'm going to a summer camp, and that's all they do during break.

Marketing folks? Are these GAME marketers? Because there's a large difference between the videogame world and your average stapler company.

Selling is always possible; I'd just highly recommend avoiding it.

Iruini Nuva - July 17, 2007 10:43 PM (GMT)
QUOTE (Algernon the infamous @ Jul 17 2007, 03:35 PM)
QUOTE (Iruini Nuva @ Jul 17 2007, 09:21 AM)
QUOTE (Algernon the infamous @ Jul 16 2007, 09:16 PM)
QUOTE (Nickbomb @ Jul 16 2007, 07:25 AM)
QUOTE (Algernon the infamous @ Apr 24 2007, 07:44 PM)
If you sold anything, you'd have to replace any sprites that you got from outside sources.

What? Is that what you do? :P

Do what? Replace sprites?

There are a few problems with selling gamemaker games, though. Nobody will buy it unless it's extremely professionally done and highly recommended- this means that you'll have to be a better game developer than the entire game maker community, because all of the other games can be downloaded for free.

Personally, I'd recommend making the games free and earning income with the revenue from advertisements.

While it's a good idea to have money in your pocket, but you'll be lucky to sell a single copy if you're marketing to a community that's used to downloading their games for free.

Personally I wonder more about his sounds.

First tip for selling GM games: Don't say it was made in GM. For whatever reason, once someone finds out about that, it instantly drops the quality in the player's mind, regardless of the validity of that feeling. I've found some workarounds that actually work beautifully, but I only use them when the issue comes up. No need to give the customer more info. than they want (with a few exceptions I suppose).

ShellBlast (I believe that's what it's called) is being sold, though obviously it's not your average noobish game. Then again, neither are ours. We're capable of doing pretty much anything he's got in that. For example many of the lighting effects can be done with simple blending techniques. You can also do it via Surfaces/Primitives (actually I think it's faster that way). Our disadvantage is simply that we don't have the manpower to churn it out in a relatively brief amount time. However, I'm unsure of how well it's doing in terms of sales.

I'm personally not a large fan of ads. Sure they're nice, but perception goes down because of them (I prefer an adless site over one with ads for example). They're used when they have to be, such as for this forum, but I prefer not to place them all over. I'm still annoyed at our host for deciding to instate them on its sites. Biotech also has found other revenue streams.

I've been doing marketing research for the past few months, come to think of it it's actually coming closer to a year, wow, and I've been discussing it with several media developers and marketing folks. The GM community isn't necessarily our end target audience.

To summarize: Selling is possible, but like said before not probable for some time. And doing your homework often helps selling as well.

The sounds? RS0 had a completely original score, as will Schism.

VERY true that pointing out the use of GameMaker damages credibility, although, in the case of the GM community, being obscure in that area breeds a feeling of distance.

I doubt ShellBlast is doing very well, but I don't really know, so I can't say.

Ads can work fine if they're intelligently integrated- and I can assure you that most players would choose a website with ads over a website with 20$ games.

Yeah, the GM community isn't- and that's why it's a good idea to keep the games free. I don't know many teenagers these days that DON'T go to AddictingGames.com or MiniClip.com- I'm going to a summer camp, and that's all they do during break.

Marketing folks? Are these GAME marketers? Because there's a large difference between the videogame world and your average stapler company.

Selling is always possible; I'd just highly recommend avoiding it.

More along the lines of effects than the score.

Having not been very active on the GMC, I can't say I've ever had the need to avoid disclosing the fact that it's been made in GM. I'm not really sure that I ever would either, it's kind of a "No duh" that just about everyone there uses GM.

Never said I'd be selling for $20. But when you compare two identical sites with the single difference being ads, guess which one most people will inherently choose? Obviously there are exceptions to the rule, but I tend not to see a preferance for ads. *shrugs*

Oddly enough, never been to Miniclip and only been to AddictingGames once from when NB linked me there. I've looked into them a little around the web, but I suppose I should look into them more.

Media. Two of them having particular expertise when it comes to the web. The stapler company wouldn't be so helpful, plus I don't have any connections to one. v_v

Algernon the infamous - July 18, 2007 02:53 AM (GMT)
QUOTE (Iruini Nuva @ Jul 17 2007, 03:43 PM)
QUOTE (Algernon the infamous @ Jul 17 2007, 03:35 PM)
QUOTE (Iruini Nuva @ Jul 17 2007, 09:21 AM)
QUOTE (Algernon the infamous @ Jul 16 2007, 09:16 PM)
QUOTE (Nickbomb @ Jul 16 2007, 07:25 AM)
QUOTE (Algernon the infamous @ Apr 24 2007, 07:44 PM)
If you sold anything, you'd have to replace any sprites that you got from outside sources.

What? Is that what you do? :P

Do what? Replace sprites?

There are a few problems with selling gamemaker games, though. Nobody will buy it unless it's extremely professionally done and highly recommended- this means that you'll have to be a better game developer than the entire game maker community, because all of the other games can be downloaded for free.

Personally, I'd recommend making the games free and earning income with the revenue from advertisements.

While it's a good idea to have money in your pocket, but you'll be lucky to sell a single copy if you're marketing to a community that's used to downloading their games for free.

Personally I wonder more about his sounds.

First tip for selling GM games: Don't say it was made in GM. For whatever reason, once someone finds out about that, it instantly drops the quality in the player's mind, regardless of the validity of that feeling. I've found some workarounds that actually work beautifully, but I only use them when the issue comes up. No need to give the customer more info. than they want (with a few exceptions I suppose).

ShellBlast (I believe that's what it's called) is being sold, though obviously it's not your average noobish game. Then again, neither are ours. We're capable of doing pretty much anything he's got in that. For example many of the lighting effects can be done with simple blending techniques. You can also do it via Surfaces/Primitives (actually I think it's faster that way). Our disadvantage is simply that we don't have the manpower to churn it out in a relatively brief amount time. However, I'm unsure of how well it's doing in terms of sales.

I'm personally not a large fan of ads. Sure they're nice, but perception goes down because of them (I prefer an adless site over one with ads for example). They're used when they have to be, such as for this forum, but I prefer not to place them all over. I'm still annoyed at our host for deciding to instate them on its sites. Biotech also has found other revenue streams.

I've been doing marketing research for the past few months, come to think of it it's actually coming closer to a year, wow, and I've been discussing it with several media developers and marketing folks. The GM community isn't necessarily our end target audience.

To summarize: Selling is possible, but like said before not probable for some time. And doing your homework often helps selling as well.

The sounds? RS0 had a completely original score, as will Schism.

VERY true that pointing out the use of GameMaker damages credibility, although, in the case of the GM community, being obscure in that area breeds a feeling of distance.

I doubt ShellBlast is doing very well, but I don't really know, so I can't say.

Ads can work fine if they're intelligently integrated- and I can assure you that most players would choose a website with ads over a website with 20$ games.

Yeah, the GM community isn't- and that's why it's a good idea to keep the games free. I don't know many teenagers these days that DON'T go to AddictingGames.com or MiniClip.com- I'm going to a summer camp, and that's all they do during break.

Marketing folks? Are these GAME marketers? Because there's a large difference between the videogame world and your average stapler company.

Selling is always possible; I'd just highly recommend avoiding it.

More along the lines of effects than the score.

Having not been very active on the GMC, I can't say I've ever had the need to avoid disclosing the fact that it's been made in GM. I'm not really sure that I ever would either, it's kind of a "No duh" that just about everyone there uses GM.

Never said I'd be selling for $20. But when you compare two identical sites with the single difference being ads, guess which one most people will inherently choose? Obviously there are exceptions to the rule, but I tend not to see a preferance for ads. *shrugs*

Oddly enough, never been to Miniclip and only been to AddictingGames once from when NB linked me there. I've looked into them a little around the web, but I suppose I should look into them more.

Media. Two of them having particular expertise when it comes to the web. The stapler company wouldn't be so helpful, plus I don't have any connections to one. v_v

What about the effects, then?

Well, the thing is, if you just kind of post a link to an EXE file and say "look i made game" people will worry about viruses and spyware, which is rife in places that pretend to market free games.

Once again, don't underestimate how slickly ads can be integrated- and most users are used to seeing ads on free sites by now, so it's not much of a turn-off. That said, I imagine that the initial impression received when the user views the site with no ads will disappear once he/she realizes that they have to pay to have any fun on your site.

I haven't been to either until recently. But that's because we're not webgamers, we're webgame developers, and we rarely have time to cruise the internet for fun games to play- those who do probably visit AddictingGames.com daily.

Ah, well, that's a good connection to have. Although I would ensure that they really know what they're talking about before acting on their advice- it's not uncommon for small businesses to die because of impulse decisions.

Iruini Nuva - July 18, 2007 03:39 PM (GMT)
QUOTE (Algernon the infamous @ Jul 17 2007, 07:53 PM)
QUOTE (Iruini Nuva @ Jul 17 2007, 03:43 PM)
QUOTE (Algernon the infamous @ Jul 17 2007, 03:35 PM)
QUOTE (Iruini Nuva @ Jul 17 2007, 09:21 AM)
QUOTE (Algernon the infamous @ Jul 16 2007, 09:16 PM)
QUOTE (Nickbomb @ Jul 16 2007, 07:25 AM)
QUOTE (Algernon the infamous @ Apr 24 2007, 07:44 PM)
If you sold anything, you'd have to replace any sprites that you got from outside sources.

What? Is that what you do? :P

Do what? Replace sprites?

There are a few problems with selling gamemaker games, though. Nobody will buy it unless it's extremely professionally done and highly recommended- this means that you'll have to be a better game developer than the entire game maker community, because all of the other games can be downloaded for free.

Personally, I'd recommend making the games free and earning income with the revenue from advertisements.

While it's a good idea to have money in your pocket, but you'll be lucky to sell a single copy if you're marketing to a community that's used to downloading their games for free.

Personally I wonder more about his sounds.

First tip for selling GM games: Don't say it was made in GM. For whatever reason, once someone finds out about that, it instantly drops the quality in the player's mind, regardless of the validity of that feeling. I've found some workarounds that actually work beautifully, but I only use them when the issue comes up. No need to give the customer more info. than they want (with a few exceptions I suppose).

ShellBlast (I believe that's what it's called) is being sold, though obviously it's not your average noobish game. Then again, neither are ours. We're capable of doing pretty much anything he's got in that. For example many of the lighting effects can be done with simple blending techniques. You can also do it via Surfaces/Primitives (actually I think it's faster that way). Our disadvantage is simply that we don't have the manpower to churn it out in a relatively brief amount time. However, I'm unsure of how well it's doing in terms of sales.

I'm personally not a large fan of ads. Sure they're nice, but perception goes down because of them (I prefer an adless site over one with ads for example). They're used when they have to be, such as for this forum, but I prefer not to place them all over. I'm still annoyed at our host for deciding to instate them on its sites. Biotech also has found other revenue streams.

I've been doing marketing research for the past few months, come to think of it it's actually coming closer to a year, wow, and I've been discussing it with several media developers and marketing folks. The GM community isn't necessarily our end target audience.

To summarize: Selling is possible, but like said before not probable for some time. And doing your homework often helps selling as well.

The sounds? RS0 had a completely original score, as will Schism.

VERY true that pointing out the use of GameMaker damages credibility, although, in the case of the GM community, being obscure in that area breeds a feeling of distance.

I doubt ShellBlast is doing very well, but I don't really know, so I can't say.

Ads can work fine if they're intelligently integrated- and I can assure you that most players would choose a website with ads over a website with 20$ games.

Yeah, the GM community isn't- and that's why it's a good idea to keep the games free. I don't know many teenagers these days that DON'T go to AddictingGames.com or MiniClip.com- I'm going to a summer camp, and that's all they do during break.

Marketing folks? Are these GAME marketers? Because there's a large difference between the videogame world and your average stapler company.

Selling is always possible; I'd just highly recommend avoiding it.

More along the lines of effects than the score.

Having not been very active on the GMC, I can't say I've ever had the need to avoid disclosing the fact that it's been made in GM. I'm not really sure that I ever would either, it's kind of a "No duh" that just about everyone there uses GM.

Never said I'd be selling for $20. But when you compare two identical sites with the single difference being ads, guess which one most people will inherently choose? Obviously there are exceptions to the rule, but I tend not to see a preferance for ads. *shrugs*

Oddly enough, never been to Miniclip and only been to AddictingGames once from when NB linked me there. I've looked into them a little around the web, but I suppose I should look into them more.

Media. Two of them having particular expertise when it comes to the web. The stapler company wouldn't be so helpful, plus I don't have any connections to one. v_v

What about the effects, then?

Well, the thing is, if you just kind of post a link to an EXE file and say "look i made game" people will worry about viruses and spyware, which is rife in places that pretend to market free games.

Once again, don't underestimate how slickly ads can be integrated- and most users are used to seeing ads on free sites by now, so it's not much of a turn-off. That said, I imagine that the initial impression received when the user views the site with no ads will disappear once he/she realizes that they have to pay to have any fun on your site.

I haven't been to either until recently. But that's because we're not webgamers, we're webgame developers, and we rarely have time to cruise the internet for fun games to play- those who do probably visit AddictingGames.com daily.

Ah, well, that's a good connection to have. Although I would ensure that they really know what they're talking about before acting on their advice- it's not uncommon for small businesses to die because of impulse decisions.

Nothing.

Yeah, it's kind of annoying when others cast a bad reputation on things. It forces you into certain corners. To an extent, that's where the website comes in. A sleezy site subconciously triggers a warning regarding a site's content. Of course, there are plenty of viral sites that look great too, but users are inherently less worried (and thus get caught). Like I said, I don't have to say it was made in GM to validify it. Simply saying that it was made using GML can help make it appear more legitimate, without using the buzzword "Gamemaker" (provided they don't ask what GML stands for :P).

And also once again, I agree entirely that ads can look great when used right, I just tend not to see that very often. *shrugs* For example I'm not particularly pleased with the ads that our host recently decided to place on our site. Bright white and flashy ads don't look so good on a dark backdrop, but I don't have any way to change them. <_<

Probably something we should look into more. It's usually good to actually examine your target's habits. I keep looking into why and where they go, but not at the place itself. >_<

Heh, I was actually just discussing the whole impulse decision concept yesterday. 'tis rather hard to find the balance between taking potential risks and hiding complacently where it's safe.

BG - August 28, 2007 02:05 AM (GMT)
The problem with selling is, you have to make a really big name for yourself. So far, you guys, nor us, have done that, so that's out of the question for the both of our companies for the time being, at least in my opinion.
I'll elaborate more on my opinions later...I gotta get up at 5:40 next morning. Junior year sux.

wolf waltzing - August 28, 2007 08:25 PM (GMT)
QUOTE (BG @ Aug 27 2007, 07:05 PM)
The problem with selling is, you have to make a really big name for yourself. So far, you guys, nor us, have done that, so that's out of the question for the both of our companies for the time being, at least in my opinion.
I'll elaborate more on my opinions later...I gotta get up at 5:40 next morning. Junior year sux.

Exactly what I've been trying to say! Well, not about junior year though.



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