TIGSource Forums

Developer => Business => Topic started by: Bonker on September 25, 2009, 01:10:55 AM



Title: Flash games, effort and money
Post by: Bonker on September 25, 2009, 01:10:55 AM
What's the point of making a flash game with polished to death graphics, maximally tweaked and dozens of levels included? I can see many flash games around, that have been in development by small teams in few months and even more, which I think it just doesn't pay off as it should. A more polished game usually means more money, but this linearity at flash market quickly ends. 

It somehow surprises me that devs can't exploit this big, quality flash games better, for instance splitting a game in light web-based part for promotion and deluxe download, much more money via this route.


Title: Re: Flash games, effort and money
Post by: Eclipse on September 25, 2009, 01:39:07 AM
it pays. you can get up to $10.000 for a very polished game


Title: Re: Flash games, effort and money
Post by: I_smell on September 25, 2009, 01:46:26 AM
And that's not including ads. Some of my games have like 2-3 million plays and they're not even that great.


Title: Re: Flash games, effort and money
Post by: Bonker on September 25, 2009, 02:00:16 AM
it pays. you can get up to $10.000 for a very polished game

Talking about sponsorship or revenue share?


Title: Re: Flash games, effort and money
Post by: Cokho on September 25, 2009, 02:36:52 AM
it pays. you can get up to $10.000 for a very polished game

Talking about sponsorship or revenue share?

Yeah or even donation ! I'm sure that you have many way to  make money by flash or freeware games!
I think there is already a topic on this...


Title: Re: Flash games, effort and money
Post by: Eclipse on September 25, 2009, 03:07:46 AM
it pays. you can get up to $10.000 for a very polished game

Talking about sponsorship or revenue share?

even only sponsorship


Title: Re: Flash games, effort and money
Post by: grapefrukt on September 25, 2009, 04:51:18 AM
And that's not including ads. Some of my games have like 2-3 million plays and they're not even that great.

a lot of plays does not necessarily equate lots of money for ads.
i've had about 550k impressions on a flash game running mochiads and that has so far made me a whopping $82 which is just appallingly bad. it would take something like ten million plays to get anywhere near a reasonable return.

BUT this game was very early to use mochi so it might pay slightly better now.


Title: Re: Flash games, effort and money
Post by: Craig Stern on September 25, 2009, 09:23:33 AM
Sponsorships tend to pay much more money than ad revenue in my experience, but still not enough if you're producing a game that takes more than a few months to finish (not enough to pay the bills where I live, anyway).

But Flash lets you export your game as a standalone executable, the same as Game Maker or any other game design tool, so you can just sell your game directly to consumers the old-fashioned way. And obviously effort matters there!