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publishing tutorial community thread
#116565
03/11/07 13:11
03/11/07 13:11
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Joined: Aug 2005
Posts: 1,012 germany, dresden
ulf
OP
Serious User
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OP
Serious User
Joined: Aug 2005
Posts: 1,012
germany, dresden
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as damocles suggested in the german morbius thread dealing with making games as your main job it would be a good idea to make something like a publishing thread. so lets get started here.
what i think would be good is to discuss the pros and cons of the different publishing models here and when the thread is finished translate it into a german/english tutorial summarizing the collected ideas.
it would be very nice if some of those who already finished and published a game with 3dgs can throw their experiences in.
damocles had 4 good points.
#1 how to make advertisements for your project. how much to invest for that. where to put the ads?
#2 payment systems. wich are the best for customers. wich work with 3dgs, wich 3dgs version do you need for that.
#3 where can you upload your demo to. wich casual game portal is best suited.
#4 what legal issues do you have to take care of including licenses, taxes, laws and so on.
i think it would be good if anyone who wants to contribute answers those 4 questions so we can discuss.
ill just start and see what happens next...
#1 set up a game site with short but good information about your game. register a domain with your product name (of cause after you know the name is okay for the publisher;) put few but good screenshots there or offer a demo/video (video should be available in youtube too). optimize your site - keyword SEO put ads on your game site in a prominent place.
costs ~ 5€ hosting per month + 2 weeks setting up the site.
#2 i cant currently say what work with 3dgs and how much they cost you. i only know you need them to put your game on casual portal sites. i also know that demonica and other little games made with a6 pro run under one of those DRM systems.
#3 where can you upload your demo to?
download.com gamershell.com 3dgamers.com demonews.de ...
#4 i know that there are exclusive and non exclusive contracts. its probably better to look for more non exclusive so you keep a door open. maybe you should sign an exclusive contract if you get offered a good deal and trust the publisher that he doesnt stop advertising or selling your game.
dont sign something where you have to buy back shipped items from stores.
never ever use something 3rd party. always double check that the ressources you use are royalty free. especially sound and music/samples.
thats all i can think of now. please lets discuss this further.
Last edited by ulf; 03/11/07 13:13.
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Re: publishing tutorial community thread
[Re: ulf]
#116568
03/12/07 00:06
03/12/07 00:06
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
download.com gamershell.com 3dgamers.com demonews.de
I'd say submit/upload to as much sites as possible, but I'm not sure if it's a good idea to let sites like for example gamespot judge our games. I'm convinced that if sites like gamespot give low scores to 3dgs games (which they will do almost without exception) that it will influence sales. Wether positive or negative I don't really know though, so don't let me stop you, but still ...
Quote:
- self-publishing takes a lot of time and experience and contact to the right people - a good game will most certainly find a good publisher (if you define "good" as follows: market oriented with large target audience, well implemented with good gameplay) - if you develop a good game there is no need to self-publish, if you product gets rejected better improve it and try it again with the publisher before spending your time with self-publishing
Good points and very true, however we usually do not have say "perfect" games. So .. how do we go about selling them anyway assuming they are only slightly above average and thus not very interesting for publishers? That's basically the question this thread poses, eventhough I'll probably contact you too when my game is finished, 
Cheers
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Re: publishing tutorial community thread
[Re: ulf]
#116569
03/12/07 07:22
03/12/07 07:22
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Joined: Aug 2002
Posts: 681 Massachusetts, USA
Ichiro
User
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User
Joined: Aug 2002
Posts: 681
Massachusetts, USA
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#1 how to make advertisements for your project. how much to invest for that. where to put the ads?Learn how to write a good press release. Learn how to write a good press release. Learn how to write a good press release. (Or hire someone to write one for you.) This advice was given to me some years ago, and it was so good that it's worth pasting three times. A well-written press release sent to the right parties is worth its weight in gold; we've had magazines, television shows, and newspapers talk about us in the past, and it's all because of these doofy one-page bits about our games and our studio. Here's a good place to start: http://www.dpdirectory.com/1howtowr.htmOf course, writing a press release can be difficult. I've been writing the draft of the Galaxy Rage announcement release for 33 years, which is longer than I've been on the planet. So far, I've got, "Dejobaan Games announces Galaxy...", but I'm not sure what comes after "Galaxy." Someone suggested "Rage," but that's silly.
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Re: publishing tutorial community thread
[Re: Ichiro]
#116570
03/12/07 15:40
03/12/07 15:40
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Joined: Jul 2005
Posts: 187
lostzac
Member
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Member
Joined: Jul 2005
Posts: 187
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From my experience most of the larger portals will offer non exclusives, but they usually require at least 75% of the cut. With Retail and wholesales we have had more luck with profits, but its a hard sale to them.
John C Leutz II
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Re: publishing tutorial community thread
[Re: Nardulus]
#116572
03/12/07 19:04
03/12/07 19:04
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Joined: Aug 2005
Posts: 1,012 germany, dresden
ulf
OP
Serious User
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OP
Serious User
Joined: Aug 2005
Posts: 1,012
germany, dresden
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great information really, i have added a link to the thread to my Blog too. iam trying to find out some legal information soon, especially for germany.
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Re: publishing tutorial community thread
[Re: ulf]
#116573
03/13/07 09:56
03/13/07 09:56
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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Then it would be better to start a thread in german. How would you define "Umsatzsteuervoranmeldung" or "Industrie und Handelskammer" in english?  There are to much specific laws in different countries.
no science involved
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Re: publishing tutorial community thread
[Re: fogman]
#116574
03/13/07 15:11
03/13/07 15:11
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Joined: Mar 2003
Posts: 4,427 Japan
A.Russell
Expert
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Expert
Joined: Mar 2003
Posts: 4,427
Japan
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If you are going shareware (which from the nature of your question would seem to be the case), advertising is expensive, and you can't compete with the publishers. Don't spend a lot of money advertising on the download sites. They'll ask you when you submit your software to them. Most people will buy directly from your web-site, so make sure you submit it to as many search engines as possible. Certainly, send a PAD file to every download site you can, but mainly as a way to get more links back to your own site and be easier to find on Google. Download.com gets about as many downloads as all the rest put together, so if you are going to spend money advertising on any download site, that would be the one. Good articles and reviews are a much better bet, and don't cost you anything. Listen to Ichiro. Remember to post your product on any news groups or forums that might be interested as well. For payment systems, Paypal is more popular than credit card. There are hundreds of download sites you can upload to. Make sure you create a PAD file: link: http://www.asp-shareware.org/pad/ .There is also software that you can use to auto-submit. For example: http://www.develab.net/For legal issues, you should look for legal advice in your juristiction. You might be able to get free legal counsel at a local community centre or office. And good luck. Throwing your software out as shareware can be like throwing it in the bin. It's also very hard work. Go for corporate/ publisher funding, that way not only will you probably make money, you won't have to worry about marketting and distribution either.
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