|
If ever there was a Flash developer whose business model
depends on multiple revenue streams, it's indie studio PixelJam Games, the
brainchild of co-owners Miles Tilmann in Seattle
and Rich Grillotti in Eugene, OR.
But that wasn't the duo's original strategy when, at the end
of 2004, they launched their first game in the retro, low-res, big-pixel style
of the Atari 2600 and Super Nintendo that would become their signature look.
"Our plan had been to quit our jobs as illustrators and
designers, spend six months making a game, and live off the donations that we
hoped gamers would send us because they liked our game so much," recalls
Tilmann. "I guess you could call our plan 'Hope For The Best.' In
retrospect, I'd say we were kind of naïve."
When money didn't start pouring in, the pair tried a
different tack, this time securing an exclusive sponsorship for their second
game, Rat Maze 2, which took them a month to build.
"We got $5,000 in upfront money which we thought was
great at first," says Tilmann, "until we realized that that was all
the money we were ever going to see from the game. And that $5,000 for two
people working a month wasn't going to keep the business going."
The two quickly recognized their business model needed
modifying. The resultant strategy of using multiple revenue streams was what
made their game Dino Run their most successful, even though it took them
seven months to build.
"We went from zero advertising and all donations to
sponsorships to our present strategy," explains Tilmann, "which
incorporates three separate revenue streams, none of which we could get by on
alone. But, together, they support our business quite nicely."
PixelJam Games' Dino Run
Stream one involved micro-transactions. While Dino Run
is free to play, a small donation gives gamers a code that enables them to
customize their dinosaur, perhaps change his color or put a hat on him. Some
gamers send a penny, others have sent as much as $100. "We let people
decide what the game is worth to them," comments Tilmann.
Micro-transaction donations generated about $4,000, lifetime to date all told.
Step two involved advertising -- a combination of Google ads
on the PixelJam pages (generating about $4,000 in total thus far) plus pre-load ads from MochiAds
(generating about $1,500) and revenue shares with other sites (generating about
$6,000).
The third -- and most successful -- revenue generator
involved licensing, which brought in about $22,000.
"For games the size of Dino Run, licensing is
the best way to go," notes Tilmann. "They are paying you for the
right to put your game on their site and you have the ability to sell as many
licenses as you'd like. In fact, we got two really good deals through
FlashGameLicense.com."
Bottom line: The three revenue streams have brought in
approximately $40,000 for seven months' work with more still trickling in.
"We chose not to go the proprietary sponsorship
route," says Tilmann, "because we couldn't secure one that would
cover the seven months it took us to build the game.
Sponsorships tend to make more sense when a game only takes
two or three weeks to make."
|
Step 2: ???
Step 3: License games.
Step 4: PROFIT
But seriously, this is a really interesting article detailing what kind of money is out there for indie developers and how they might get their hands on some of it. I'm glad websites such as the one they discuss in the article are out there.
;) a bit biased, I know.
Honestly, though, this is the best article I have read about Flash games and how to earn money from them. I have read other articles after being interviewed and thought that this industry may be a little too complicated to fit into a short article, but Paul has proven that you can definitely get the gist across in at least 3 pages.
The major benefit to being an indie web game developer is the fact that you get to retain your IP. Being able to 'sell' a game and keep the rights to all of your characters and story lines etc is something that is hard to attain in other industries and it allows you to leverage your brand in the future (Sean points this out well in the article).
Ads are everywhere and the biggest and easiest form of revenue. It may not be the most profitable unless you have tons of hits every day.
Merchandising is quite profitable if you have a recognizable brand. t-shirts with fans favorite games and characters are a great way to make money. Posters, mouse pads, hats etc, call all make you money. But only if your brand has a following.
Licensing is a pretty new one for me. General web development doesn't lend itself to licensing like games do. I like the idea and have toyed with it for some game ideas I have. Certain genres of flash games lend themselves more towardsthis than others.
One that wasn't really touch but briefly in the article is advergaming. One can make a fair amount of money by marketing yourself to the advergaming crowd. You may not be able to build brands and franchises from it, but it can provide a steady revenue stream, especially if you have a good network or businesses.
The site offers a lot of opportunity for community feedback as well. You can get feedback from other developers if you like and ultimately help make your game even better and thus more likely to bring in greater revenue.
I'd like to see some of these 'casual' flash game brands make the leap to a maple-story-like persistant game. They do pretty well out of microtransactions after all.
Its like writing a article about music business featuring Madonna, Michael Jackson and Britney Spears. The theme: look, you can make money with music! Yes, thats true but honestly, how many artists in reality are gaining such mountains of cash?
Overall, there's distinct parallels with the music industry - specifically the singles market. By themselves, singles rarely make much money: the key is to get them picked up for radioplay (aka loaded onto portals) and have them picked up for use in adverts, TV and movies (i.e. embedded advertising/branding).
There is one key difference: the cost of producing music has stayed fairly static - and even dropped, thanks to the evolution of computer-based tools. The cost of game development has risen dramatically over time, thanks in no small part to the cost of producing the assets - and for all that flash games are relatively low-cost at present, the need to remain competitive amid a sea of "free" games means that those costs will rise...
1) I don't know flash.
2) I haven't got a noteworthy game made in flash to market.
and
3) I don't know flash.
It is interesting to see that as an indie web developer i could pull out good money
This article gave me a good idea of what kind of marketing I should do.