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Retail Distribution

Started by November 06, 2005 05:50 AM
53 comments, last by Jass 19 years ago
Nice genre, what time is this taking place? I.E. Knights /w swords, soilders /w guns, or robots /w lasers?

Really, though. If you think about it every night before you go to bed and make a list of all the pros and cons as well as the future obstacles, it will give you a clearer insight into you idea and what stands before you. Even though I think you will fail, I still wish you best of luck.

Also, you didn't answer what programming experience you have. Do you have any at all?
Probably knights with swords, although I want to stay away from the elves and dwarves, I believe those races have been exhausted. I know what stands before me but I keep my eyes on the prize. I have about 3 years of programming in VB and about 1 year programming in C/C++. I'm just now learning the OpenGL and SDL libraries.
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Ok, since I'm just such a nice guy, I'm going to give you one more tip.
http://www.ztorm.com

Online distribution, on the grow, they handle everything for you, you'll only pay when you sell something.
From fastlane69's source
Quote: Since this is a small team I hope to give each team member a fair percentage of the earnings based on time and content contributed to the project

Quote: Development costs - Approx. $5000

Quote: 1.) Since the team is still being formed I do not know what kind of developer expenses will be required. If you require frequent compensation for your work then I will see to it that you get it. I would prefer freelance workers that can work for a percentage of the value of their work with royalties included once the game ships

Quote: Let me explain again the financial agreement that I hope some of the developers will agree to. Do their development work for a fraction of their asking price 75% or so, in exchange for a percentage of the game royalties. I don't expect anyone to work for free.

Well, a lot can happen in 3-5 years - perhaps there will be less retail outlets to court if online distribution becomes more of the norm, or some other dynamic distribution methods come about not known at present, either way, good luck if you can manage to do it but, my main worry would be how much you could pay your team to carry out your project successfully.

Do you really expect people to work on low wages with the slim hope of getting a share of royalties once it's selling?. How do you expect to keep them interested for up to 5 years on a project which, at the moment, you have no idea whether it will be successful enough to warrant royalties in the first place?.

You should bear in mind that it's not only yourself you should be thinking of when masterminding your new project but your prospective fellow workers also imo, regardless of whether they're freelancers or not.

I'll be interested to see how you get on though..... :)
Plus Game Store won't say, yeah, hello, give me a game we'll sell it for you. There is no quarentee these stores will want to sell your games...

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