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Plan for David Myers

Plan for David Myers
Name:Dave Myers
Date Posted:Feb 08, 2005
Rating:Not Rated
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Blog post
Giving away the farm?
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This is mirrored on my blog if that's the sorta thing yer into: www.lumpygames.com/madrantz
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I had a thought today which I'm still mulling over. On the one hand, I have every confidence in Lumpy getting sellable games out the door over the course of the next couple of years. I have to find the right people to get the job done, but I'm not too concerned about that.

On the other hand, there is something to be said about putting out a very small game to put Lumpy on the map, so to speak. I'm not really enthused about putting together another bubble-popping clone to compete with the likes of Popcap and Gamehouse, though. I'm thinking instead that I make a bubble-popping clone that I simply give away.

There are a few interesting reasons to attack things in this manner. One that stands out for me is that I get some familiarity with the upcoming T2D engine. I believe that Lumpy will use this engine to create it's first sellable game, at the very least. I don't plan on necessarily being the principle programmer for the studio in the long run, but I do know that I will be doing at least some of the programming going forward.

A second reason would be the viral marketing angle of the game. It's a freebie, so if it's half-way decent, it stands to reason that people will pass a link to it to people they know. Put up a web-enabled version of it like the guys in Bravetree did with Think Tanks. Let other sites put up a web-enabled version of it. Slap a big Lumpy Games logo on it and a button or hyperlink to visit my site. Of course, the only downside is that right this second I have (a) no logo and (b) nothing else to really sell them once they get here. The first is a minor issue, but the second makes me pause.

Another reason is quite simply giving Lumpy a bit of legitimacy in two or four months with a "mini-game" versus one year or more with a larger game, which could lead to other possibilities. This most likely is the best reason of all.

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Joshua Dallman   (Feb 08, 2005 at 23:02 GMT)
I considered giving away my first game as well, because I'm more interested in people playing and enjoying the game than I am in monetary gain. However, a good piece of advice is "You can't give what you don't have." Meaning, I can't REALLY afford to give away the game, becasue I spent a decent coin on it, and more importantly I need funds to make my 2nd, 3rd etc games and be able to pay the team decently for those. So it makes sense at least for me to definitely charge for the game, for what it's worth. Still, a much smaller game (like a 2d bubble popper as you throw the idea around) might be an interesting way to "get on the map," but I'd still ask if you can truly afford to do so (even a $5 registration would be nominal and give you some kick-back). Good luck.

Melv May   (Feb 09, 2005 at 08:53 GMT)
David,

... and if there's anything I can do to help, I will.

Good luck.

- Melv.

Dave Myers   (Feb 09, 2005 at 14:19 GMT)
Thanks Melv - I will be pinging you very soon I imagine.

Joshua: There is already a payoff in this for me, however. The idea is to spread the game far and wide, and the best way to do that is make it free I think. I wonder if I shouldn't maybe do some old-school shareware registration nag screen though...ask them to send me a check for $5 like you say. Even $20 a month would be something - I can get dinner! ;)

Seriously, though, the plan is to make the focus very tight and not waste much time. I already have a game design pretty much prototyped, so I won't need much time there. I will ping someone in the community to do so freebie visuals (SHOUTING NOW: ya hear me you artists? will be needing a few graphics soon! ;) ). No music, free sounds from a library, no DRM.

Now, if the game spreads well and is well-received, well, then maybe I go back and make a full-blown version. I look at it like this: it's essentially similar to how Popcap first creates a freely-playable web-version of their game before releasing a full-blown version for sale. The only difference is that I would simply release the freely-playable web-version into the wild.

Again, I'm not 100% convinced to charge nothing, but I'm leaning towards it.

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