On a different note, I'm writing a game engine similar to Klik'n'Play, but games for it are C++ DLLs. How can I sell something like this?
------------------
~CGameProgrammer( );
On a different note, I'm writing a game engine similar to Klik'n'Play, but games for it are C++ DLLs. How can I sell something like this?
------------------
~CGameProgrammer( );
It seems like a sweet deal, but I was curious to find out by anyone who has actually contancted or got something published through them.
Thanks for your time,
-OberonZ
If you can get a product sold on its own, and it retails for $15. The publisher will probably sell it for $10 or so, minus distributing fees, say $9. Then the developer would normally get about 10-15% of that, so we'll take 15%, so thats about $1.37 per product.
You can XGames would split this, so you take home about $0.68 per title. Not a lot, but budget titles can sell a lot of units over longer periods of time than big-budget titles (as they are usually off the shelves within a few months and budget games can stay around for years).
So, while you are giving up half your profits, you dont have to learn all of the things involved with the business side of the games industry at once before getting your games into stores. Thats a big deal. Making contacts, dealing with contracts, dealing with negotiations isnt simple or intuitive. So for your first few titles, or more if you like the model, this may be the best way to go.
Im personally in support of anything that will help people starting out get to do what they are trying to, so I see this as a Good Thing.
-Geoff