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sales numbers for tactical games

Started by October 12, 2007 03:41 PM
12 comments, last by VladR 17 years, 4 months ago
[attention]Sales Stats: Tribal Trouble

"Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better." --Samuel Beckett
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Original post by tsloper
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Original post by lopenka
oh... I thought that when publisher have some game, he will automatically try to sell as much copies as possible.

Yes. The publisher will try to sell as many as they can.
IF you can sell your game to a publisher.
That is a VERY big if.

The number of copies that a publisher can sell depends on many things. Most importantly, which territories does the publisher sell into, and what platform is the game on.
And what sales model are we talking about - packaged products that sell in stores? Or downloadable products.
You have asked a huge hypothetical question that assumes we understand what you're envisioning, and that assumes the world is black and white with very few shades of gray.


I am sorry my question was so hypothetical :) I am afraid I don't know what publisher will I have (if any) and what will be his strategy. All I can say now is that it will be probably only for windows. So I think you can't help me more than you already did :)


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Original post by Kambiz
[attention]Sales Stats: Tribal Trouble


Thanks, that is interesting. One thing that makes me wonder is, how it is possible that they have over 100.000 downloads for $30 and yet only $60.000 income. Am I missing something? Their expenses weren't that high.

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They only sold 1,500 units. The other number is the number of downloads without paying the full price (either to unlock the full game or to purchase the full game if separate from the downloadable demo).

-- Tom Sloper -- sloperama.com

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Original post by lopenka
I am afraid I don't know what publisher will I have (if any) and what will be his strategy. All I can say now is that it will be probably only for windows.
Of course you don`t know the publisher yet. You won`t get into negotiations until you show them something finished and playable.
As soon as you reach that stage, you gotta find the one who accepts the same type of game that you produce. That just narrowed down the search to selected fews.
Of those selected fews, you have to persuade them, that your game will do better than comparable games and you must have a some pretty good arguments.

Only then, you might try to decide if you accept their offer (little advance or no advance at all).


Quote:
Original post by lopenka
Thanks, that is interesting. One thing that makes me wonder is, how it is possible that they have over 100.000 downloads for $30 and yet only $60.000 income. Am I missing something? Their expenses weren't that high.
Those were just downloads, not the actual sales numbers. But if you went for online portal, it could be actually very similar. Most of portals offer some kind of membership where you buy a game for about $6. As a newbie you won`t be able to negotiate better conditions, so you`ll end up with 25% royalty rate, which equals $1.5 per copy for bigger part of your sales. Now that`s something - $1.5 even though most of the time the game is advertised as costing $20, yet in the end most of the sales usually comes from these membership accounts.

VladR My 3rd person action RPG on GreenLight: http://steamcommunity.com/sharedfiles/filedetails/?id=92951596

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