Quote: "To me it doesn't really matter if I get 80% or only 20% for myself from a publishing deal. If the portal who gives 80% doesn't make any sales it's zero dollars for you. 20% of 10.000 sales is way better than 80% of nothing. That is why digital stores like Steam count. They have millions of users and therefore potential to actually sell something.
There are of course still potential in smaller niche portals that have a very specific set of users. If you publish something appealing to them you might have a sleeper hit."
Absolutely agree Scurvey Lobster - I think your bang on the money on this one. I would like to know if Leebo has identified a niche for his website...
Quote: "you can get your game on the shelves of stores if you wanted to, its plainy eaisy to do."
Daniel, I'm sure it is possible to get a game on a few store shelves, particularly local stores, but it is not necessarily easy. In the case of gameshops it would be, at best, a headache for the manager to add your game unless you went through their head office first and in so doing you will come head to head against the big publishers who are competing for large amounts of shelf space. In order to get into a chain I dare say you would need to speak to a chain's buyer and convince them that your product would actually sell. You could give them the best game in the world to play but most managers/buyers won't have time to play it and even if they did, so what? Most retail customers won't have played the game in advance, how will they know it's an amazing game? If you instead pitched your game with competent artwork and packaging showing there was a market for it then, yeah, a store or store group might decide to sell it - but for them to make a significant order you'd have to show a significant amount of buzz or interest surrounding your game.
For example - you could line one shelf in your store with copies of Final Fantasy XIII which you sell for £39.99. In Britiain the retailer probably takes away about £6-8 from the sale a single copy (it's been a few years since I worked in retail so I'm not 100% sure - it's possibly as high as £9.90 if the margin reaches 25% but that's probably a bit much). A game with such a large amount of buzz, combined with advertising materials, etc, might see a single store move around 500 copies in week one resulting in around £19,995 in revenue and £4000 in profit (based on 20% margin estimate).
For a game from an independent developer with no track record or significant buzz would be a totally different proposition. First, there is likely to be no real shelf space for your game to fit on - it's certainly not going to line a single shelf with the front cover facing out. Game publishers often (though not always) have to bid or come to a specific arrangement for a prominent space at retail. If a game store did accept your game it is likley they would only take 2-3 copies which would be filed away among the mass of PC games with only the spine of the case visible to the consumer. In this case your game is in the store but it would be difficult to find even if someone knew it existed. In this kind of arrangement you could really only hope to sell copies as impulse buys for people searching for a PC bargain but even then your game will up against known and trusted brand names. But, if the game was priced well (around £5) it would fall into the impulse buy category and probably would get picked up sporadically. But in this case the gameshop has made only a tiny amount of money from your product - the question is why would they bother taking it and going through the hassle of paying you, preparing tax statements etc, for such a tiny return?
Of course you could say, why won't it be placed at that nice big "new release" stand at the front of the store? Afterall, lots more people will see it and it will likely sell far better as a result - you would certainly be right. But game retailers save this space for titles that people are looking for, titles that will sell in volume, and titles with high margin/turn over potential. Even at the front of a gameshop for one week an unknown title probably wouldn't sell many copies - IMHO you would be lucky to shift 20 copies - I've worked in an electronic retailer and though we sold a spectrum of products we also sold games and the average title wouldn't get through 20 copies in one week. I'm assuming a dedicated retail channel would move more but even then it would be £200 in revenue for a £10 game, maybe resulting in £40 profit for the store. But an extra £40 is better than nothing surely? That's not how stores will look on it - stores weigh the amount of shelfspace they have against the turnover and profitability they intend to generate. For example, if a shop has 300 metres of shelf spacing which generates a total £3,000 in a day they are going to look to make that same space generate £3,500 in the near future. If they dedicate space to a product that underperforms, and the total profit of the shelf space hits £2,500 then the underperforming product will be removed and replaced with something that make that shelf space (retail real estate) more valuable. To cut to my point - if your game is given enough room to have two covers facing out at the consumer and it generates £40 the game store would be more interested in putting up a title that would generate anything above £40 from the same space - a single that sells just 5 copies will equal the profitablity of your game and even if it doesn't sell an extra copy it has cost them less to store (fewer space required for fewer copies). If that game instead sells 10 games, just half of the number yours sold, it would double the profitability of that shelf space.
Quote: "people will steal your game, then you loose in the end. if you make your dvds or cds to where they can not put the media on the hard drive your in good for the future.Im setting this up now for my game"
People will always steal your game. Whether you sell it at retail or online if its worth stealing people will find a way. Guys, seriously, the big companies spend serious $$$$$$$ trying to combat piracy and they've yet to find a solution that works or doesn't annoy the legitimate user. Don't get me wrong, piracy really gets me annoyed but, at the very least, it means people are interested in your product and it is not impossible to attempt to get people who pirated your software to attempt to support future releases. I actually have an (unoriginal) idea on how to do this which I might bring to the community shortly.
Quote: "go to every store you know of that sells pc games and drop off a free coppie to every store manager in town. then if its a great game I do guarinty one of them will be calling you to put it in there stores. "
This is a good idea - if you really want your games in store this might very well work but you need to be realistic in your expectations. First, it is likely to be local stores only who are interested in your title - you're not going to get the volume so you're not likely to make any money. That said if I was very interested in getting local coverage I would take the game to my local paper - get them to talk about it, either in a review or a story (most local papers will probably be willing to help you out) and then take the game to the shops - tell them you got an article/feature coming in the local paper and you want to tell the newspaper which local stores will be supporting the game. If you do this the local stores might give you some serious self space as it would tie them to a local interest story and work as good local PR - they might even put the article, etc in their window, but all of this really depends upon the individual whim of the store managers. To increase my chances of success I would avoid the shops dueing busy periods but instead focus on getting the game out in the summer when the number of new releases is reduced meaning the shops are likely to be quieter and more willing to entertain this idea. It is certainly possible to get your game into some shops, but easy I don't think it is.
Pioneering: Explore the Early American West - Website: http://www.thehistoryforge.com