this unit is about games as a money-making venture
some ways of generating profit are:
mircro-transactions
provides immediate satisfaction
designed for a longer duration of play
designed for "new" audiences
integration of mechanics and analytics
easy to understand and usually low friction
(e.g item available upon unlock; the barrier to getting what the player wants is as low as possible) (high friction is something like cancelling a subscription)
many players supported by a few big spenders (aka whales)
core game loop driving longterm monetary involvement
expansions/DLCs
figurines/toy-to-life
upfront payment
subscriptions
demo-to-premium unlock
advertisements (usually on free-to-play games)
donation model
Global Games Report is a good way to monitor industry trends from year to year
YoY means year on year growth - e.g. +7.8 YoY growth means a 7.8% increase from the year before
the Middle East and Africa are beginning to emerge as a region on the Global Games Market
countries that have weaker currencies (comparative to game sell currancy, e.g. USD) are more likely to pirate games
a good solution is to price games to include those countries
it's also worth remembering that if someone is willing to go to all the effort of pirating a game, they are most likely to never buy it at full price
mobile games are usually the biggest sources of profit
the barrier to entry is extremely low
everyone has a mobile phone
people in lower socio-economic areas are more likely to have a phone than a console
the top 10 countries by revenue is a really good way to identify languages into which a game can be translated
Hindi, Spanish, English and Chinese will account for the majority of global population
in terms of apps, upfront payments have decreased significantly whilst in-app purchases are accounting for more and more of the overall revenue)
Core questions to ask when developing a game as a product:
how much am i willing to spend?
how much am i willing to put my ethics aside?
target audience
am i willing to itegrate ads & if so, how many?
how much time am i willing to spend?
what monetization model?
unique seller position
PITCHES IN WEEK 3
- come up with a basic game idea
- research core questions
- put together a hypothetical timeline (ideally a project that can be finished in 13 weeks, but at least need to show how far we could get in that time) and budget (including contracts, salaried pay and legalities)
- put together a pitch deck
The goal is to convince a publisher (Mark & classmates) that a game will be profitable and marketable.
Milestone 1 DUE WEEK 4:
- first-draft GDD
- pitch deck
- ethics report
- production plan
- reflections