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coisox

Ipcc 2008 Grant Winner

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Me too.. :lol:

Apa kata kita bincangkan model business yang sesuai kat sini. Kalau ada rujukan boleh jadi panduan berguna dalam merangka marketing strategy dan lain2.

Buat masa sekarang ni lar yang aku dapat tengok kebayakkan orang buat :

1. Advertisement- Buat benda free untuk tarik traffic

2. Subscription - People pay for the content and the update

3. Selling Product - Ni model yang paling asas dlm business.

4. Hybrid Advertisment, Subscription/Selling Product

Bagi aku yang paling popular pada masa sekarang ni ada Advertisement. Dengan kemajuan teknologi internet sekarang, rata2 kita banyak menghabiskan masa secara online tak kira lar untuk bekerja atau berhibur. Lagi pun kita dapat tengok sendiri kejayaan Google, diaorg boleh jadi antara syarikat yang terbesar dengan memberi perkhidmatan secara percuma dan generate income dari Advertisment. Orang suka benda free2 ini dan biasanya akan datang balik :)

Kalau nak lebih agresif boleh hybridkan antara dua business model. Kita still kasi orang guna/main secara percuma tapi kalau orang tu subscript atau beli dia akan dapat extra content atau update :)

Untuk inpirasi korang boleh baca tentang Runescape nyer pencipta : http://www.edge-online.com/search/node/runescape

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Advertisement

Cara tarikan pengunjung ke laman-laman web dengan menyediakan permainan percuma. Model pemasaran sebegini jika kita baru nak start memerlukan satu portal dengan niche yang digemari oleh gamers. Pada pendapat aku, nak memulakan konsep pemasaran sebegini memerlukan sumber kewangan yang agak banyak dan kerja penyelenggaraan web yang memakan masa bagi seorang rookie developer. Tapi once dah berjaya tarik ramai pengunjung, paling penting ialah maintenance dan tambahnilai portal berkenaan. Dari sudut iklan, kita juga terpaksa mencari pengiklan2 yang berkaitan untuk menampung kos selenggaraan dan sebagainya.

Selling Product

Ini semua orang telah maklum bahawa product berkenaan dijual kepada pengguna sama ada secara terus mahupun melalui agen2 jualan yang lain. Tapi bagaimana untuk menjual game yang telah dihasilkan? Terdapat beberapa cara seperti:

(1) Menawarkan trial version sebelum membeli product penuh di laman2 web pengiklan.

(2) Menjual secara traditional iaitu secara pengedaran dengan CD-ROM (biasanya kos yang agak besar diperlukan).

Dah ada gambar masa pitch aritu.... hehehe

image001.jpg

Untuk maklumat lanjut... masuk SINI

Edited by LanoX

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Dalam gambar tu, aku yg paling kiri :D

Great link zealios. Really appreciate you shared it.

Gambar ko yang kat paling belakang tu... senget kepala... hehehe.

Bagus zealios... berguna betul slide tuh... lagipun Ada Chen nie lawa gak orangnya.. kekekeke :D

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Aku ada baca satu article pasal casual game ni. Dia punya cerita memang bagus. Dia kata kalau bole casual game dev janganlah jadi hamba kepada game portal. Banyak game portal yg memberi keutamaan kepada brand nama dia je dan bukan game yg company casual game yang buat game tu. Tujuannya adalah untuk memperhebatkan lagi branding dia org untuk tarik ramai lagi user melalui game org lain. Ada yang yg agreement yang merepek-repek macam 70% game portal dan 30% game developer itu punya profit. Memang tak adil. Author itu cakap lagi baik casual game developer itu sendiri yg buat bende-bende marketing dan service tuk product dia sendiri dan dpt 100% keuntungan. Dia kata lagi casual gaming market ni is all about loyatly customer kpd market itu sendiri. So we don't need middle man (game portal) ni tuk suck our hard work money.

Di sini aku nak beri cadangan, mungkin ini satu project agak besar belanjanya. Lihat ini http://www.instantaction.com/ model business dia aku tgk bagus. Dia buat web base game. Dia nak tarik consumer dengan subscribe kpd game channel dia dan bole main game yg ada kat site dia secara multiplayer dgn ramai org dlm komuniti tu. Bagi aku kalau korang citer pasal nak bagi org main free dan dpt profit dari advertisment itu bagus. Kire buat cam business model InstanAction ni tapi bagi org main free. Duit dpt dari advert. Aku rasa kalau tuk budget permulaan tu korang cuba lah usahakan mintak grant dari MOSTI ke. Aku dgr badget 2009 hr tu paklah nak tambah lagi suntikan wang tu business. So mesti peluang itu ada.

Ini cuma suggestion aku la..Selamat maju jaya. ^_^

Edited by Dark Crow

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Memang laa portal kita dapat sikit. 70% tu pun, bukan diorang untung banyak sangat. Sebab nak tanggung managemnt, marketing punya org, promotion (BigFish selalu buat promotion utk ahli berdaftar dari 10%-60%).

So even kita cuma dapat 30%, tapi kena consider 30% tu utk berapa juta visitors. Kalau nak banding kita punya 100% yg mana hanya beberapa ciput je yg tau. Memang betul diorang akan tukar jadi logo company diorang. Adat laa business.

Kat overseas, memang ramai yg dah mula baralih daripada portal. Sebab diorang tau marketing sendiri. Tapi bagi aku, better serahkan kat portal dulu. Lepas 2-3 tahun establish dan takde masalah nak submit kat memana portal, baru laa mula sikit2 jual sendiri.

Berkenaan advertisement plak, pun bukan senang. Sebab nak ramai gile visitors baru berkesan. So nak invest utk promosi lagi, nak invest utk exchange link, then nak cari sponser. Banyak peringkat keje.

Kalau aku, aku prefer jual lum sum kat publisher. Pehtu, lantak laa publisher tu nak jual camne. Berapa dia untung kemudian, kita dah tak perlu ambik tau.

Nie aku nak kongsi satu forum (admin sila jgn ban demi kebaikan semua pihak) http://forums.indiegamer.com/. Banyak gak antara diorang yg sependapat seperti Dark Crow kata tu (better jual sendiri). Pelbagai permasalahan dalam industri gamedev diorang discuss. Jangan lupa masuk sektion Art Portfolios. Meleleh aku nak dapatkan artist camtu :P

Edited by Coisox

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Ada pro dan contra nyer kalau kita gunakan middle man. Tapi bagi aku lar, kalau untuk kita yang baru2 berjinak2 ni better serahkan pada yang pakar dulu. Bila pengalaman dah cukup baru mula langkah sendiri. Kalau korang nak tau apa jenis license yang selalu digunakan oleh casual game developer terutama Flash boleh tgk2 website ini : http://www.flashgamelicense.com/view_libra...e=license-terms

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hmm... rajin gak kau study pasal gamedev. nie mesti kau dah ada a few game yg kau dah buat along the learning process. Email laa kat aku mana2 game yg kau dah buat. Bleh aku update database blog aku tu.

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hmm... rajin gak kau study pasal gamedev. nie mesti kau dah ada a few game yg kau dah buat along the learning process. Email laa kat aku mana2 game yg kau dah buat. Bleh aku update database blog aku tu.

Casual games a 2.25 billion market, says report

Solitaire and Tetris are most popular casual games

The casual game industry is a USD 2.25 billion a year market, currently growing by 20 per cent annually, according to the 2007 market report released by the Casual Games Association.

Among other things, the report found that men made up 48.3 per cent of casual gamers, although women accounted for 74 per cent of paying casual game players. Those paying consumers average 7 to 15 hours of online play per week, primarily between the hours of 7 and 9pm, or between 11am and 2pm.

"The Casual Games Report offers some of the most interesting insight ever on the industry," said Jessica Tams, managing director of the Casual Games Association.

"Already more people play casual games than any other type of video game and the industry continues to grow at a very healthy rate."

The report also found that casual games were usually played for a short period of time, from 5 to 20 minutes, although it was common for people to have played one game after another for many hours.

The majority of online portals feature catalogues of over 1,000 games and add 75 to 300 new games annually. Solitaire, Tetris, and Bejeweled are the most popular casual games, according to the report.

The 2007 report will be sent to all members of the Casual Games Association, and is also available for public purchase.

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Distribution

The games are all distributed in different ways, such as:

Portals

Some of the portals offer paid subscriptions and others work on a per

download basis, while others base revenue on ad sales and offer free play. The most interesting model is free play with the ability to buy in game items such as rims for your race car.

Consoles

Xbox and Wii both offer online play to members. Microsoft launched

XNA, which allows developers to create and launch content as well as share in revenue earned by their games.

Handsets

Cell phones such as the iPhone and the Blackberry are exciting mediums for developers. However, it seems that porting of games to different handsets and cell phone provider controls are making this area more of a niche.

Distribution

A lot of developers are taking their games to traditional distribution in retail locations. One such player is Sandlot, whose offerings can be purchased at many retailers throughout the US and Canada, for the cost of renting 2 movies in some cases.

Revenue models

There are also a variety of revenue models for developers. Among the must common are:

Work for Hire

Usually common in smaller games or adver-games. The developer sells the game outright.

Partnership

Developer will receive funding in exchange for exclusivity. Revenue is usually shared.

Distribution

Developer creates a game for syndication on multiple sites. Revenue is most often shared, and in some cases, billing is handled by the developer.

Affiliate

The developer hosts the game, handles billing, and customer support. A portal may ask for segregated lobbies and some branding. Most MMOs operate this way and contract terms vary.

Development Platforms

Development platforms vary based on the game:

Flash

best for online games

easily accessible

some security risks

strong supports

C++

downloadable

longer development cycle

more secure

Other (such as XNA)

usually tailored to specific portals

Potential Market

A breakdown of the potential and current casual games market, as provided by Big Fish Games. The information came from a partnership between Big Fish Games and NPD Group and was gathered from an online survey of a random US NPD panel of 2,611 participants.

90% play casual games

68% play core games

58% of gamers play both casual and core games

Business Overview

The game market is a very complex one with a multitude of business models, segments and platforms. Below is a listing of some of them.

Types of Business models

Pay-per-play

Try-and-buy

Multi-game subscription to own

Multi-game subscription to rent

Advertising supported

Advergames

Micro-transaction item sales

Single game subscription

Skill game wagering

Brick and Mortar sales

Arcade

Platforms of delivery (not an exhaustive list)

PC

Mac

Mobile Phone

Touch Phone

PDA

Xbox 360

XBLA

Playstation 2/3

PSP

Wii

Gameboy

DS

Wiware

IPTV

In-flight entertainment

Basic Browser

Social Networks

DVD

Source: Flash Magazine

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Bagus, teruskan posting camnie. Senang org nak refer.

Orait... kalau ada source yang aku rasa menarik, share kat sini nanti. :D

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hmm... rajin gak kau study pasal gamedev. nie mesti kau dah ada a few game yg kau dah buat along the learning process. Email laa kat aku mana2 game yg kau dah buat. Bleh aku update database blog aku tu.

Aku sekarang tengah buat satu game shooting yang gunakan musik sebagai RNG(random number genarator). Agak slow skit progress sebab aku sibuk ngan kerja :) nanti dah siap akan akan maklumkan. Perlukan beta tester sebelum aku pergi cari sponsor.

Untuk kali ini aku nak linkkan satu artikel buat panduan dan pembakar semangat. Biar bertambah ramai orang malaysia mahu ceburkan diri dalam industri game ini : http://mochiland.com/articles/the-filler-s...ribution-rights

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TIPS TO AVOID GAME REJECTION

This isn't really much of a tutorial but just a few tips on how to avoid game rejection:

1. Don't Submit Crappy, Unoriginal Games

If you submit a game with no preloader, no menu, and barely any actiopnscript, you aren't going to get far in the Flash game world. Use your imagination! Don't submit crappy mouse avoiders, no-effort platformers, ect. Try to submit a game that has a concept nobody has thought of yet.

2. Don't Just Copy and Paste Code

If you just copy and paste codes from tutorial sites, you aren't learning anything. Try to code the game yourself and use the tutorial codes for references.

3. Post "How Do You Like My Game" Threads

These kinds of threads are great for constructive criticism. You can learn a lot from other people's feedback. These are also good for beta testing. If you fixed some bugs, but aren't sure you fixed them all, post a thread like this. The more eyes, the better.

4. Get Your Game Sponsored

If possible, try to get your game sponsored. If the sponsor likes your game, you get tons of money and recognition. It also is a good test to see if your game is "Top 10 worthy".

5. Take a Break Once in a While

Don't try to work on your game 24/7. It's okay to take a break. If you try to finish your 1 week game in one day, it's probably going to suck. This is because your brain needs time to rest. If you sleep on your gaming problems, a solution might come to you. Trust me, I've done this and it works.

6. Use Detailed Instructions in Your Game

Always have detailed instructions at the start of your game. If you don't, the players won't know what the heck is going on, and fail the game. This will also confuse the sponsors; and, if your game is of high quality, you don't want that happening.

Source.. Triquitips

50 Ways to Make Us LOVE Your Flash Game

1. Make it funny

2. Give it an intriguing title

3. Make an interesting storyline

4. Let us customize our experience

5. If it’s hard or confusing, make a walkthrough for us

6. If it’s complicated, write some good documentation

7. Keep track of all our statistics so we can see how well we’re doing

8. Add Easter Eggs (If you do, tell us so we can look for them)

9. Add an awards system

10. Give your game some personality

11. Have different difficulty levels

12. Keep It Simple, Stupid!

13. Give us unlimited possiblities

14. Base it off of a current event (like the election)

15. Give us clear instructions

16. Make menu navigation easy and simple

17. Don’t put ads anywhere

18. Give us tips

19. Have a great soundtrack

20. Make great art, but not too detailed

21. Make the gameplay fast paced

22. Increase difficulty as we go along at a realistic rate

23. Keep it original

24. Make it unpredictable

25. Keep us on the edge of our seats

26. Add a personal touch to it

27. Continually update it after its release

28. Don’t make it too easy or too hard

29. Give it a reasonable frame rate (20-30 fps)

30. Make it multiplayer

31. Give us a clear description of the game

32. Add a crazy twist

33. Have a nice color scheme

34. We love making fun of famous people

35. Implement high score API’s as much as possible

36. Add alternate controls if possible

37. Make a “Fun Level†without limitations or restrictions

38. Create lively animations

39. Don’t worry about how realistic it is, as long as it’s fun

40. If we lose, make it easy to restart

41. Make it addictive

42. Get it sponsored. If a sponsor likes it, then other people will like it

43. Leave us craving for more

44. Keep everything consistent (art, difficulties, storyline, etc)

45. Keep it polished

46. Give us an incentive to leave positive responses

47. Optimize your code

48. Compress your music

49. Understand how we think

50. Make it good

Source.... mrsunstudios

Edited by LanoX

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Memandangkan banyak sangat point yg si LanoG nie cut and paste :P, aku nak highlight a few yg popular dan boleh diulas:

4. Let us customize our experience

Nie memang laa susah. Memang satu key point yg sangat kuat tapi camne nak cakap ek... nasib laa kalau korang boleh dapat idea utk bab nie.

9. Add an awards system

Nie point yg tak susah sangat nak buat tapi membawa impact besar. So dont miss it. Casual gamers suka tengok koleksi piala/star/pingat. So kalau korang apply konsep pingat gangsa/emas/perak utk tahap pencapaian, diorang berkemungkinan akan main semula level tertentu utk memperbaiki score. Sebab diorang nak koleksi pingat emas je semua.

12. Keep It Simple, Stupid!

Kalau korang developer tapi juga adalah hard core gamers, memang laa susah nak hayati benda nie. Utk casual game, jgn buat yg susah2. Biar game tu sape2 boleh menang tapi tak terlalu senang. Kalau user kena restart level sampai 3-4 kali baru boleh menang, diorang mudah give up. Casual players bukan macam hard core players yg sanggup habiskan masa 3-4 jam mengadap PC. Kalau kalah 2-3 kali, diorang stop. Tapi kalau level 1 sampai 10 boleh settle dalam seminit, diorang stop jugak.

14. Base it off of a current event (like the election)

Aku tak pasti mana si LanoG nie dapat article nie. Tapi bab nie memang menarik. Kat luar sana (US laa kot), kalau buat game pasal kerajaan, ramai gak peminatnya. Entah apa yg best. Nie contoh game yg top http://www.campaigngame.us/

23. Keep it original, Make it addictive, Keep it polished, etc...

Yg nie toksah cakap laa. Semua org tau. Masalahnya nak buat original bukan senang. Kalau hanya pikir nak original and creative baru nak buat game, tak jalan laa.

30. Make it multiplayer

AKu nak hurai dari sudut yg berbeza; buat game yg menggalakkan chatting antara players. Buat game di mana lelaki and pompuan akan suka main (kiranya game yg menggalakkan hubungan cyber :P). Kadang2, game bodoh pun, tapi kalau menggalakkan chatting, boleh popular. Pepandai laa korang pikir mana yg baik dan buruk.

34. We love making fun of famous people

Game nie bagi aku biasa je laa. Tapi maybe boleh memberi peluang utk org melepaskan geram kat org yg diorang tak suka http://www.miniclip.com/games/presidential-paintball/en/

35. Implement high score API’s as much as possible

Bagi yg tak tau, nie konsep arcade. MochiAds ada API utk high score. BAku tak study lebih mendalam, tapi based on sekali imbas, kita boleh guna API dia utk system high score kat server kita sendiri walaupun tak letak iklan MochiAds.

49. Understand how we think

So camne nak understand? Nie antara pandangan utk panduan:

Casual gamers bukan hard core gamers. Fikiran diorang agak jauh berbeza. Kalau korang hard core gamers, cuba terbalikkan fikiran. Apa yg korang suka adalah kemungkinan apa yg diorang tak suka. But of course, semua org suka grafik yg lawa. Kita bukan cakap pasal grafik / music tapi game play.

They like Organize, Clean, Manage. Diorang nie suka benda2 yg tersusun dan kemas. Tak macam hard core gamers yg mana PC diorang penuh nagn sampah2 makanan dan air (aku tokok tambah je :P). So, buat satu game di mana memerlukan diorang berkemas. Misalnya susun barang, cuci pinggan, kemas dapur, hantar barang, menepati masa, etc.

Satu contoh game yg summarize point2 kat atas:

Buat satu game di mana rumah bersepah, suruh user berkemas dlm masa yg ditetapkan, kalau dah siap kemas bagi piala "suri rumah terbaik". Pehtu boleh upload highscore utk compete ngan org lain. Tambah kucing dan anjing utk selerakkan rumah tapi bagi option utk pukul dengan penyapu. Tapi bila dah pukul jgn buat kucing tu terberak! Buat laa dia pening2 kuar gambar bintang. As for the level, dah siap kemaskan rumah, suruh plak user kemas kan bangunan. Last2 kemas kan air port. Benda camnie laa yg casual user suka.

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Buat satu game di mana rumah bersepah, suruh user berkemas dlm masa yg ditetapkan, kalau dah siap kemas bagi piala "suri rumah terbaik". Pehtu boleh upload highscore utk compete ngan org lain. Tambah kucing dan anjing utk selerakkan rumah tapi bagi option utk pukul dengan penyapu. Tapi bila dah pukul jgn buat kucing tu terberak! Buat laa dia pening2 kuar gambar bintang. As for the level, dah siap kemaskan rumah, suruh plak user kemas kan bangunan. Last2 kemas kan air port. Benda camnie laa yg casual user suka.

Macam menarik jer nih... jadikan game bagus gak. Macam jenis game puzzle lekat2 gambar tu... :D

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QUOTE(Jason Chong @ Nov 15 2008, 05:03 AM) <{POST_SNAPBACK}>
Aiya.. no need to give a damn about IPCC.


Just self-fund your game from working part-time and other projects like I did.

I gave up on these external funding long ago because it's all about connections.


http://www.stratobit.com


Check out Gunbolt and enjoy another game from Malaysia's Independent game developer.

Really.. hmm, yeah.. lets us prove that... without fund from gov, we can also develop great game... a complete good game! LOL.

"Just do it"... biggrin.gif

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QUOTE(LanoX @ Nov 15 2008, 03:37 PM) <{POST_SNAPBACK}>
Really.. hmm, yeah.. lets us prove that... without fund from gov, we can also develop great game... a complete good game! LOL.

"Just do it"... biggrin.gif



Yes, I can do it, SO CAN YOU!

Saya hanya Satu Mamat aje.

Don't tell me you all 2-3 man team can't do better?!

Come on! Let's do it!

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QUOTE(Jason Chong @ Nov 15 2008, 03:58 PM) <{POST_SNAPBACK}>
Yes, I can do it, SO CAN YOU!

Saya hanya Satu Mamat aje.

Don't tell me you all 2-3 man team can't do better?!

Come on! Let's do it!

One suggestion to Jason. Your website looks more attractive if you can use better template. In my opinion, you need to give a good first impression to the visitors.

Just my 0.2 cent opinion. biggrin.gif

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Nice game Jason. Well done! I'm going to add your game in my blog (you wouldn't mind would you?).

In case you haven't know, let me introduce myself. I'm the collector of malaysian indie games. what i mean by "indie" is something that is made by non big company (apprx 2-5 peoples involved). So here's my blog Malaysian Indie Games and please feel free to visit smile.gif

BTW, would you mind to share with us (and my blog's readers of course) on what kind of middle ware that you used for the Gunbolt?

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QUOTE(Coisox @ Nov 16 2008, 09:20 PM) <{POST_SNAPBACK}>
Nice game Jason. Well done! I'm going to add your game in my blog (you wouldn't mind would you?).

In case you haven't know, let me introduce myself. I'm the collector of malaysian indie games. what i mean by "indie" is something that is made by non big company (apprx 2-5 peoples involved). So here's my blog Malaysian Indie Games and please feel free to visit smile.gif

BTW, would you mind to share with us (and my blog's readers of course) on what kind of middle ware that you used for the Gunbolt?


No problem, feel free to add to your blog.

Here's what I used.


1. Delphi 5.0 (old)
2. DelphiX engine. (modified) http://www.yks.ne.jp/~hori/index-e.html
3. Bass Music engine. http://www.un4seen.com/

That's about it, the rest of the tools all internally developed.

My previous games were written in C/C++ but I challenged myself to do it in other languages.

I am going back to C/C++ or Flash for next project.

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QUOTE(Jason Chong @ Nov 16 2008, 10:47 PM) <{POST_SNAPBACK}>
No problem, feel free to add to your blog.

Here's what I used.


1. Delphi 5.0 (old)
2. DelphiX engine. (modified) http://www.yks.ne.jp/~hori/index-e.html
3. Bass Music engine. http://www.un4seen.com/

That's about it, the rest of the tools all internally developed.

My previous games were written in C/C++ but I challenged myself to do it in other languages.

I am going back to C/C++ or Flash for next project.

Wow.. I saw your portfolio and you've a lots of experience in game industry. Perhaps you can share with us or your opinion on how to be a successful independent game developer. biggrin.gif

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