TeresaS, on 04 Sept 2014 - 03:03 AM, said:
Will examining similar games help with estimates?
I dont think that this will help a lot. Either you make a 1:1 clone (you will have other issues here) or your game will be different (most likely). The difference could result in flop or top. Did Notch have ever thought that Minecraft would be selling like this ? Or if estimation would work, why did THQ go bankrupt ?
If you are able to estimate the game sales of an not yet produced game, then you will earn lot of money by doing just this, estimating the games sales of games not yet finished
It doesn't really, but if you're truly serious about trying to figure out how likely your game is to sell, you can't afford not to do it.
That being said, it's a bit more complex than just looking at similar games. Games, even though they may be similar, have been produces in a different context and you need to identify what this context is before determining how likely these figures are to be similar to yours.
When was the project released? Was it a good / bad time?
What kind of hype did the project have? Was it part of a brand that has recognition? (did it get labeled "Castlevania"?)
What exposure did it get? How much of it was from actual marketing vs press being interested? (roughly helps you identify the marketing budget). Is it similar to what you intend on spending?
How much press attention did it get? Was it at PAX? How are you faring with these interviews pre-release? Is that in-line with what they had?
How "original" was their concept when it was released? How original is it now?
Who is the developer? Are they known? Do they have something unique that you don't?
How does you target audience differ from theirs? Is is the same game (clone) or did you go in a different direction with art, gameplay, etc.?
Be honest about how your game's quality compares with your reference title. The fact you're impressed with what you've achieved doesn't mean you come even close to beating your reference material. Apply that modifier to your final numbers.
Now, balance your estimated costs with your expected sales. If it's your first, second, third or fourth project, don't expect to be out of the red. Most developers break even by their 5th commercial venture.