ஒழுக்கின்மை (Paul Eres)
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« Reply #5 on: May 23, 2012, 07:48:46 AM » |
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i'd also add a few points to that tutorial
- don't use a shared host, use one that costs a bit more, otherwise your game will crash on launch day. make sure it has enough bandwidth, and no, "unlimited" bandwidth is not enough because it is a lie
- host the demo of the game on your own site, not some third party site. it's unprofessional to direct someone to download.com to download your demo
- to distribute your game, use an installer, not a zip file. it's okay to offer a zip file as a second option, but most people prefer installers, even though most technically oriented people prefer zip files
- don't use DRM, as it doesn't work anyway, but if your game shows up on a file sharing site (not a torrent site, but one of those sites where people upload directly, you can email them to get your game taken off of it. use the specific format they require (e.g. all the information about the game, your name/address, the link on their site, what external page links to it, etc.), you may have to do this repeatedly on the same site. you can't do anything about torrents usually though, so don't worry about them
- when you promote your game, focus on promotion methods that don't cost more than you'll get back from them. i'm not saying not to advertise at all, but many advertising methods cost more than they're worth. you need to track it, so that if you make a google text ad, you can track how many people actually bought the game from using that ad, and compare that to how much you paid for that ad. even if it just evens out, it's worth it, since it increases your customer base, but if it costs you significantly more than you get back (like 10x as much), it's not worth it
- when you design your site, make sure the demo download is on the first page, as well as the buy button; don't make them click lots of stuff to get to the game. make it hard to miss, because most people will only be on your site for about 30 seconds (if that), so you want to make sure that someone totally new to your site design and style can find everything on it in less than 30 seconds.
- have the place where people can sign up to the newsletter also be visible; possibly ask them if they want to sign up to the newsletter right after they download the demo. the newsletter is in a way the most important thing to build, because it's a list of everyone interested in your games and a way to contact them. every time you release a new game, its sales will be proportional to how good (not how big, but how good -- how many of its members are actual fans of your game) the newsletter list is
- work with other indie game developers who also sell games direct from their site; get to know a few of them so you can ask them questions, don't try to do it entirely without knowing anyone else who also does it. knowing others can help you in a lot of ways, such as doing affiliate sales of your game on their site if your game is similar to theirs
- copyright is automatic, you don't need to "copyright" your game. you also don't usually need a business license or an actual company registration, although this varies by country and even by state so do some research on this. you really can just start selling games immediately without doing any paperwork. you pay taxes as self-employment tax (if you live in the US; not sure about other countries)
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