Quote:Original post by Trapper Zoid
Quote:Original post by QuantifyFun I support your passion. My thoughts...
If you won't even be able to support your own living expenses, than you're not really creating a business plan. What you're doing is plotting your move into your grandma's basement and mooching off of her while you try and build a business that may eventually be attractive to others (only if it makes money and gets you out of your grandma's basement).
Business plans are typically used to generate investment capital and if you're not making money for yourself it means you're not making money for anyone else either, and no Angel Investor or anybody else with risk capital is going to put money into a venture like that.
Think it through. You'll only ever be in a position to support a full-time business if you make money. What exactly are you doing that means you don't expect to make money, and how do you expect that to change after one or more games? |
Heh. The mooching off relatives by moving into their house might be a bit apt at the moment (just moved interstate, needed a place to stay). [grin]
My business plan is for my own benefit rather than as a tool to attract investment, but that's because I'm planning to operate out of my own pocket. I can work on this part-time while I work other jobs to pay the bills, or I can dip into the capital I've saved up over the last few years - I live very frugally and my indie plan will work on a shoestring budget, so I can survive off my own resources for year or two.
Moving back on topic: I'm planning my first year to be the startup phase, and as such I'm expecting to lose money while things get established. All the data I've seen suggests that even the most organised indies don't make a profit (read: pay for the time to make the game) on their first game. You've got to build market awareness so they know you exist, and you'll be making some unforeseeable mistakes that you can't avoid until you've dipped your toes in the water.
I'm thus budgeting for the likelihood that my first few games won't make many sales. This won't be a business failure if I've planned for them to lead to games that do make enough sales in the future. In a sense, the first games are indeed aiming to make money - but not necessarily through the sales figures associated with their name. It should be fine if I plan my time and resources so I don't spend them all on the likely-to-sell-poorly first game.
To sum up - the business plans to make money, but not necessarily through each individual game. |
There are barriers of entry to every market. The fact that people can now make small indie games and get them on an iPhone or on XBLA is awesome, but that marketplace is going to see some serious competition as it grows, and you need to be prepared for that.
Example: when there are 100 free-to-play micro-transaction-based MMOs out there, which one will you play? Probably the one that's go the best review scores and that you actually know about (i.e. the most heavily marketed). What that means is that eventually you're going to be competing against EA or Activision for consumer dollars, and they're going to (at least) have the resources to make better games, spend 10X more than you making them, and they will market their games into oblivion.
I'm not trying to discourage you at all! Instead, what I'm trying to do is give you just a bit of advice by suggesting that even the indie or casual or small games markets are very quickly becoming hit-driven, and so unless you're planning on playing with the big boys, it's going to be difficult for you to drive this as a business, even in the long-term. You might create some awareness with a few good games, but they are going to create a whole lot more, and the one drawback to digital distribution is that there is no shelf-life, so your games will always be in competition with theirs. A consumer is always going to have to make a choice between your game and theirs when they decide they have some money they want to spend.
At least think about that :-)