Nina Freeman, "How to Develop Indie Games With Tiny Teams in Your Spare Time"
State of the indie games industry so far....
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Transcript of State of the indie games industry so far....
• Introduction – who am I?
• What´s an indie game developer?
• Indie games perception
• 2 Challenges!
• Takeaways
1997 JanOkt1998
Jul2000
Apr2002
Jan2004
Okt2005
Jul2007
Apr2009
Jan2011 2012/13
1/8/20041/1/1997
Retail business:
PC / console
Online/ Mobile
Games
2012/15
Business
Miramagia (2012) (New Business)
Rail Nation (2012) (New Business)
Travian (2011) (New Business)
Goal United (2011) (New Business)
Crash Time III (2009) (New Business)
Football Genius: The Ultimate Quiz (2009) (New Business)
Crash Time II (2008) (New Business)
RTL Biathlon 2009 (2008) (New Business)
Winter Sports 2: The Next Challenge (2008) (New Business)
Mystery of Whiterock Castle (2009) (New Business)
Ion Assault (2009) (New Business)
Knigge: Spielend zum guten Benehmen (2009) (New Business)
Winter Sports 2: The Next Challenge (2008) (New Business)
World of Goo (2008) (New Business)
Marketing
RTL Racing Team Manager (2008) (Product Management)
WorldShift (2008) (Product Managment)
Anno 1701: Dawn of Discovery (2007) (Marketing)
Biathlon 2008 (2007) (Product Management)
Crash Time (2007) (Product Management)
Winter Sports: Ultimate Challenge (2007) (Product Management)
1701 A.D. (2006) (Marketing)
Public Relations
Anno 1701: Dawn of Discovery (2007) (PR)
1701 A.D. (2006) (PR)
ParaWorld (2006) (PR & Marketing)
Quality Assurance
RTL Racing Team Manager (2008) (Add.Testing)
1701 A.D. (2006) (QA Testers)
ParaWorld (2006) (Testers)
Knights of Honor (2004) (Testers)
Chaser (2003) (Testers)
Die Gilde: Gaukler, Gruften & Geschütze (2003) (Testers)
http://www.mobygames.com/developer/sheet/view/developerId,139870/
Inclusive way:
“Small team OR self-funded/not backed by a major
publisher OR adhering to the established indie
aesthetic”
“Snobby definition”:
“Small team AND self-funded/not backed my a
major publisher AND adhering to the established
indie aesthetic”
https://greymattergaming.wordpress.com/2013/07/17/the-publisher-developer-money-go-round-and-the-boom-of-the-indie-industry-part-ii/
http://blog.monumentvalleygame.com/blog/2015/1/15/monument-valley-in-numbers
http://bit.ly/1grGeZB
http://thegamebakers.com/money-and-the-app-store-a-few-figures-that-might-help-an-indie-developer.html
http://pixel-pub.de/post-mortem-katzenjammer-wie-kitty-jumpr-im-appstore-unterging/
„Bis zum heutigen Tag haben wir sagenhafte 167,52 € Einnahmen durch Verkäufe generiert. Durch
Einblendung von Werbeanzeigen wurden 2,95 € generiert, dabei muss jedoch erwähnt werden dass
wir zur Zeit nur Werbung in der kostenlose Android-Version anzeigen und das auch noch sehr
sparsam. Dem gegenüber stehen Ausgaben in Höhe von ca. 345 € für Softwarelizenzen, Assets und
Kleinkram.“
http://www.gamasutra.com/salarysurvey2014.pdf?_mc=AD_HS_LE_G14MRKEE04
7.344.819
5.637.175
5.467.522
5.343.619
5.251.485
4.391.968
4.078.405
3.900.148
3.858.968
6.857.156
Pokemon Omega Ruby and Alpha Sapphire (3DS)
Call of Duty: Advanced Warfare (PS4)
Dairantou Smash Bros. for Nintendo 3DS (3DS)
Grand Theft Auto V (PS4)
FIFA 15 (PS4)
Destiny (PS4)
Mario Kart 8 (WiiU)
FIFA 15 (PS3)
Call of Duty: Advanced Warfare (XOne)
Minecraft (X360)
http://en.wikipedia.org/wiki/List_of_best-selling_PC_games
100.000
125.000
300.000
300.000
600.000
1.500.000
2.440.076
3.858.968
3.900.148
4.078.405
4.391.968
5.251.485
5.343.619
5.467.522
5.637.175
6.857.156
7.344.819
Rules!
World of Goo iPad
Ridiculous Fishing
Shovelknight
Legend of Grimrock
Sword & Sworcery
Monument Valley
Call of Duty: Advanced Warfare (XOne)
FIFA 15 (PS3)
Mario Kart 8 (WiiU)
Destiny (PS4)
FIFA 15 (PS4)
Grand Theft Auto V (PS4)
Dairantou Smash Bros. for Nintendo 3DS (3DS)
Call of Duty: Advanced Warfare (PS4)
Minecraft (X360)
Pokemon Omega Ruby and Alpha Sapphire (3DS)
4 $
5 $
15 $
3 $
5 $
3 $
15 $
http://forums.tigsource.com/index.php?topic=35689.0
http://blog.monumentvalleygame.com/blog/2015/1/15/monument-valley-in-numbers
http://www.ludicious.ch/friday-19-september-2014-day-one/
• Retail (Assassins Creed X, CoD X,
etc.)
• Digital Distribution (Steam)
• In-Game Advertising (Fifa)
• Advertgames (Americas Army)
• “Try Before you Buy” / Trialware /
Shareware,
• Episodic Entertainment (Telltale),
• Skill-Based Progressive Jackpots
(Poker),
• Subscription Model (WoW)
• Micro-Transactions (Travian, etc.),
• Sponsored Games / Donationware
(serious games, games for good,
charity games),
• Pay per play / Pay as you go / Pay
for Time,
• Player to Player trading of Virtual
Items (Steam Trading),
• Sell Access to your Players (like
lead generation, special offers etc.),
• Freeware (get lots of users),
• Loss Leader (focus on your real
goal),
• Peripheral Enticement
(Skylanders),
• Player to Player Wagering
(GameDuell),
• User Generated Content (letting
users make endless new content),
• Pay for service (Storage, Private
server, Cloud stats: CoD Elite,
Minecraft Realms),
• Rental,
• Merchandise (Angry Birds),
• Pre-Sell the Game to the Players
(Prison Architect, Minecraft).
Overview of (actual) business models
http://venturebeat.com/2015/03/03/crossy-road-earns-3m-in-revenue-from-unitys-video-ads/
http://powellgroupconsulting.com/2014/11/14/discoverability-its-not-just-for-app-stores-any-more/
https://docs.google.com/presentation/d/153Rz_TPwZ36HVg9-Mhvej7gSuWM5BTv3VKxRWYTTZHM/edit#slide=id.g3a2bac6a8_015
http://de.slideshare.net/reinouttebrake/product-overview-getsocial-gdc15
Solve these two problems while developing game ifyou want to stay independent!
• Care about monetization in the beginning!
• Think about discoverability and your community!
And don´t forget: You always have to make an awesome game to be successful at all!