Clearly, there’s a line in these. We’ve seen Quake and Pac-Man. How about Super Mario, Joust, M.U.L.E., Defender, Chu-Chu Rocket, and Command & Conquer next please?
No, not top sellers like Braid. Ordinary indies that don’t manage to hit the top of the charts or land an XBLA deal — the stuff that comes and goes on the web portals, made by a guy or gal in the evenings working on it, often churning out hidden object games or another match-3 game because they have to.
Cliffski, of Positech Games, made $189,423 in 2008 from direct sales…
Princec of Puppygames posted his direct sales figures and they told a very different story. He has made $11993 from 1073 units sold in 2008.
Siread of New Star Games posted his Direct Sales stats of $43246 and 2545 units.
SteveZ of Blue Tea Games shared his direct sales figures for 2008 of $1299 and 72 units sold… This then prompted a surprise turnaround from SteveZ who posted his Big Fish Games royalty report from November 2008. It showed $20837 in royalties in just a single month!!
Separately, but prompted by that post, we see the CEO of Anawiki Games posting
My sales stats for 2008: $21,650.09 and 1152 units. I have released 6 games so far on PC, Mac and Linux (not all of them have Linux versions). Two of them have been released in 2008.
One takeaway here — it’s hard work, and for most, you can’t quit your day job. But there’s plenty of opportunity if you are determined and skillful.
Seumas McNally Grand Prize:
* Blueberry Garden
* CarneyVale Showtime
* Night Games
Some great stuff on the lists in all categories!
I promise, I will get to my “faves of 2008″ post soon!
The Experimental Gameplay Workshop has issued its call for submissions for 2009. Jonathan Blow says
It’s a two-hour showcase of unusual and cutting-edge game designs. Each designer gives a ten- or fifteen-minute presentation of each game, including a live demo.
We’re now looking for submissions for the 2009 workshop, which will be happening in March. If you make unconventional kinds of games, I encourage you to apply. Or, tell your friends. Or do both.
For me “telling your friends” means blogging it, so I did.
There are games about games. Then there’s games about gaming. And then games about how we live our lives. Rara Racer is one of those latter ones. I think. Astonishing considering it was developed in 48 hours for an indie games competition. Don’t be misled by the screenshot.
May your days be merry and bright!
I don’t have a list of my own to offer, but The Offworld 20: 2008’s Best Indie & Overlooked is a pretty good list!
As many of you know, my friend Dan Cook does game prototyping challenges wherein he creates and gives away art and a base game design, and then invites whoever wants to pick the the challenge to make a full game.
Often, the art from these pops up in unexpected places — there’s certainly a few worlds on Metaplace that are using the tilesets that Dan has donated to the community!
Well, one of those challenge games has gone commercial and seems to be doing fairly well in terms of popularity on Newgrounds. A Web developer dove headlong into Flash and created a lovely an atmospheric version of the “Fishing Girl” challenge. Dan then encouraged him to commercialize it.
It’s elegant design, and quite beautiful as well. Auditorium.
The Escapist’s new issue has an article about why I never found those t-shirts from the Experimental Gameplay Project at Target.
You know, alternate distribution methods like these are still a very good idea. But jumping straight to Target is challenging. Might the shirts have done better if they started out at something like Comic-Con instead? As of right now, few games have fandoms to the degree that they will follow a brand to a different store (my son’s Guitar Hero shirt was much admired at Cub Scout camp this weekend, but most games are not Guitar Hero).
To get crossover retail presence, the games are going to have be lifestyle brands to some degree, and be broadly recognizable enough to at least help get across tribal affiliation.
“In the Sandbox with Raph Koster” is IndieCade’s take on the talk. It’s interesting to see it getting a different slant from Ben Medler’s — part of what happens when you deliberately give a diffuse talk, I suppose!