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MJK

Possibly Insane

Registered
  22/03/2006
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22nd January, 2009 at 19:04:30 -

I've always wondered how poorly click game developers usually promote their games and don't take the most out of them. It's often a big effort to make a game and then it's mainly downloaded only here, commented a few times and that's it. Game lifecycle is very very short for many click games, even though there's potential for much more. It doesn't have to be an exceptional game to spread widely in the internet - it just needs to be average or above average and supported very well by the developer after the release. For many, game making stops when the game is released, but that's just where the fun really begins.

Since I started clicking, somewhere in the Ancient Times, and releasing games (some very poor ones), I've been closely following download figures, magazine CD circulations (where the games have been included) and other stats, and by counting all sources together, I can quite confidentally say that my games have been distributed for more than 4 million copies since I started. That's a kind of pessimistic estimate, the real figure is likely to be well above 6M. So everything is possible, though nowadays it's getting harder as many good software distribution sites have pretty good business models in place and visibility comes with a price tag. That wasn't the case in around 1999-2000 when one of my earlier games got 100k downloads in about one week time at the biggest download directory website in the internet due to - nothing more than - well chosen (free) search words. That can't happen anymore, but magazine CDs are as active as ever.

On the other hand, often you don't even know that your game is actually being downloaded and played as much as it is. Sometimes it just happens in the background. An example is one adequate mini-game of mine, Shoot It Sharp, which I really didn't push too much. Just one day checking the online highscore stats and sorting out individual players (based on player names) from the db, I noticed there had been 11,000 unique players.

 
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AndyUK

Mascot Maniac

Registered
  01/08/2002
Points
  14562

Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
22nd January, 2009 at 19:07:29 -


Originally Posted by -Adam-
But isn't it all to do with personal preference? Some people may prefer smaller games, I'm certainly starting to.



Well there is always a certain amount of personal preference but each game isn't totally different for each person. But it's still the same game whoever plays it. Also a smaller game isn't going to be more enjoyable just because it's small. Thats ridiculous.

I like to be objective anyway, so instead of judging a game on what I like I try to judge it on the game itself. Also when i'm reviewing a game i try to avoid being subjective. I mean being subjective is pretty pointless because you're saying nothing except I like this game.

Edited by AndyUK

 
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Muz



Registered
  14/02/2002
Points
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24th January, 2009 at 03:13:30 -

Lol, MJK, 4 million distributed copies isn't surprising for someone with 4 GOTW wins

Haha, yeah, good point, though. I remember making games back in the ancient times as well. My website got quite a few hits and many, many links, despite having only a few games and none of them were as good as the average TDC game. Actually, come to think of it, games today are getting too good, lol.

You klikers today a bit spoiled - those of you who expect a site to provide a devlog, downloads, free hosting for your game, and then reap fame and fortune

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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