Making a business out of a game is hard work. It takes great design,
unique mechanics, creative marketing and some serious dedication to
build a successful game. Turning this successful game into a business
requires all of the above, plus a large amount of users that are willing
to give you their money. And, if you want to give away access to your
game or app for free, as many game makers now do, you will need an even
larger number of total users to derive your paid user base from.
The problem with virtual goods is that you need millions of users in
order to reach $1M in revenue, especially with free-to-paid conversion
rates for most social games being in the single digits and average
revenue per user (ARPU) often hovering around $1. I wrote a in-depth
blog post about this (read it here:
http://betab.ly/qAe4Vr) and would love some
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so your solution to the problem is add gambling to the game, theres
something not moral about this at all man.
why dont you make money by actually making something worthwhile… no
I don’t think gambling is immoral, especially if the people hosting the
gambling enforce responsible practices. Not everyone in the gambling
industry has to be a shark.
I dont think its imoral either though in some states and countries
gambling is illegal. So you may have some legal issues to deal with. A
possable way to get around it is offer ingame currency for real
currency, also Id make the “games of chance” limmits so it amounts penny
poker. Ya dont want your players losing their homes over your game.
Something like this added to a good game would be very inovative.
Personally, I think it would be better to dispense with all the gimmicks
and have an annual fee. Let them try it for a month free, then a small
charge per year like maybe 30 dollars.
TylerBetable, at the time of this post, the link to you blog,
http://betab.ly/qAe4Vr, is broken. Therefore I
cannot comment on the “gambling solution”.
On the subject of “making a business out of a game,” check out the 6
Mistakes of Indie Game
on Edy Zahid’s blog.
It makes several good points. Especially consider Mistake 5 about not
taking initiative to build community around the game project.
Basically, start small and grow the business and content over time.