Overview
* Live as of September 01 2006.
* Purpose: Build a viable path to market for independently developed games
* Primarily by direct download
* Become the place for gamers to find "the best of the rest," the games they won't find at GameStop
Typical Deal Terms
60% of revenues to developer.
Developer retains all IP.
Non-exclusive--sell via other channels as you wish.
Types of Games We Carry
1. Existing niche audiences--wargames, adventures, 4X, etc.
2. Niche MMOs
3. Non-US games without US distribution
4. Quirky, innovative titles
5. "Serious games."
6. Not casual games.
Death to the Game Industry! Long Live Games
Today, the game industry insists on budgets so high and royalties so low that independent developers are trapped in a never-ending search for the next project, with little to no chance of ever recouping their advance or achieving economic stability.
Today, the narrowness of the retail channel is such that ever-spiraling budgets are mandatory, and the risks of development so high that virtually nothing but franchise titles, licenses, and "me too" imitations of last year's hit can possibly achieve funding.
Today, Myst, Civilization, and The Sims wouldn’t have been funded.
As the Scratchware Manifesto says, "An industry that was once the most innovative and exciting artistic field on the planet has become a morass of drudgery and imitation." We plan to change that.
It is Time for Revolution
Manifesto Games's mission is to create a world in which developers, and innovation, can prosper. Yes, we are dreamers, but we are also hard-headed business people, and we believe that today's technology and market realities make it possible.
A typical game store has 200 facings and a typical game has an on-sale window of 2 weeks. We sell online, and have neither inventory nor time limits.
A typical publisher actively avoids engaging with gamers. We provide a community-rich site, engage with them constantly, and enlist their enthusiasm to make them advocates for the games we offer.
A typical publisher passes on, after retail discounts and MDF, what amounts to ~10% of the consumer dollar. We pass on 60%.
A typical publisher wants a clone of some other game that already sells. We want innovation.
We all entered this industry because we love games. Join us, and help ensure that the future will provide games that remain worthy of our love.
What Sorts of Games Does Manifesto Want?
Games of existing styles that retain a following but now struggle at conventional retail: wargames, adventures, flight sims, 4X, turn-based fantasy, sim/tycoon, unusual sports games, as well as serious games
Games that are developed for other markets that are unlikely ever to see US distribution because of the economics of conventional publishers and the narrowness of the retail channel.
Games that are quirky, innovative, and offbeat.
Games for smart people.
Games that seek to inform as well as entertain.
We avoid only two things: casual games and back catalog from major publishers.
Why Partner with Manifesto?
Conventional publishers provide three things: development funding, marketing, and distribution. Broadband helps solve the distribution challenge; at lower budgets, funding is less of an issue; but marketing remains a challenge, and it's not a core competence of most developers. That's where Manifesto adds value: marketing is our focus, and where the bulk of our revenues will be spent. We will provide substantial incremental sales beyond what you can achieve on your own.
GAMERS OF THE WORLD UNITE!
YOU HAVE NOTHING TO LOSE BUT YOUR RETAIL CHAINS!
See if they want to sell your game.
http://www.manifestogames.com/dev_info