WOULD YOU BE INTERESTED IN PUBLISHER SERVICES?
Posts
Hey, guys, I didn't know where I should post this, so I just posted it here. I have been thinking about this for quite some time and I was wondering if anyone would be interested in this publishing sorta idea I've had in my mind.
Why give you anything, I can just self publish on Steam!
Technically, this is true. But have you looked at Steam's store recently? It's flooded to the point that it's becoming harder and harder to get even small recognition. All your hard work that you've done, can go entirely missed by majority of people. You will also be competing with other RPG Maker games and major AAA releases. You will literally be fighting for table scraps in already limited niche market.
Okay, but why should I care about you?
I have established store presence and followers. I will start to introduce store bundles and deals that will increase your sales alrerady based on the fact that people already own some games I've released. We will both get more sales and benefit from free synergy between stores.
I will also help you with your store page and help setting things up with you, I will also help market your games.
How do I know my games get visibility when working with you
My first game Save Your Mother has been bought in over 63 countries, which is almost every single country Steam sells to. When sold in bundles together without even doing anything, you'll be shown to all the people who bought any of my games and to those who are looking to buy my games. When I market my games, people will also see your games in the bundles. It's a synergy where everyone involved wins.
What if I've already self published my game but I am interested in working with you?
Steam offers way of changing ownership of packages to their devs exactly for situations like these.
What if I choose you as publisher and later on, want to be my own publisher?
Same as before, Steam offers way of changing ownership of packages. I will simply make you the owner of said package, just the same as you would make me the owner. To avoid flip flopping between owners and publishers and make it confusing to keep track of, no publishing deals can be changed before six months has been due. Changes to said deals by either me or you, would require a notification of month prior to it, to allow all paper work and book keeping to be made accurate.
What about Steam Direct fee?
I will pay the Steam Direct fee.
What about other sites, such as GOG, Humblebundle, etc?
I will look to expand my services to these too in the future.
Why do this?
Us little guys have to stick together if we want to survive in the market, this is meant to benefit everyone involved
IN summary TL;DR
Why give you anything, I can just self publish on Steam!
Technically, this is true. But have you looked at Steam's store recently? It's flooded to the point that it's becoming harder and harder to get even small recognition. All your hard work that you've done, can go entirely missed by majority of people. You will also be competing with other RPG Maker games and major AAA releases. You will literally be fighting for table scraps in already limited niche market.
Okay, but why should I care about you?
I have established store presence and followers. I will start to introduce store bundles and deals that will increase your sales alrerady based on the fact that people already own some games I've released. We will both get more sales and benefit from free synergy between stores.
I will also help you with your store page and help setting things up with you, I will also help market your games.
How do I know my games get visibility when working with you
My first game Save Your Mother has been bought in over 63 countries, which is almost every single country Steam sells to. When sold in bundles together without even doing anything, you'll be shown to all the people who bought any of my games and to those who are looking to buy my games. When I market my games, people will also see your games in the bundles. It's a synergy where everyone involved wins.
What if I've already self published my game but I am interested in working with you?
Steam offers way of changing ownership of packages to their devs exactly for situations like these.
What if I choose you as publisher and later on, want to be my own publisher?
Same as before, Steam offers way of changing ownership of packages. I will simply make you the owner of said package, just the same as you would make me the owner. To avoid flip flopping between owners and publishers and make it confusing to keep track of, no publishing deals can be changed before six months has been due. Changes to said deals by either me or you, would require a notification of month prior to it, to allow all paper work and book keeping to be made accurate.
What about Steam Direct fee?
I will pay the Steam Direct fee.
What about other sites, such as GOG, Humblebundle, etc?
I will look to expand my services to these too in the future.
Why do this?
Us little guys have to stick together if we want to survive in the market, this is meant to benefit everyone involved
IN summary TL;DR
- I will try your game and test that it will start and work on Steam, so the customers will have functional game. I won't be a beta tester, though so I most likely won't play through your game. I won't have the time to be QA person, but if this really takes off I can hire someone to be one.
- Many people have had questions about stuff like Steam achievements and such, I can help setting those up for your game.
- I can do some price valueing in helping determine a good pricing for your product to maximize potential customer base.
- I will advertise your game through all my social channels and will do paid advertisements as well if you wish (though we have to negotiate a price for that and I think dynamic advertisement is more effective)
- As mentioned, I will advertise your games through bundling it with my own games and taking part in sales events that you may not be eglible otherwise, such as Anime Weekends.
I might be interested in this once i get working on my next project.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
- Do you have a lawyer to back up your statements? If not, then how can we hold you accountable for your end of the deal?
- Do you have a publishing company established? Or are you putting your own bank on the line in case any legal issues come up later?
- Give us some numbers. Saying you have a following tells us nothing. Prove to us that the following is substantial enough to take a risk on you.
- Do you have connections to journalists who pay attention to RM games?
- How do we know Save Your Mother wasn't just a fluke? How can you prove that you can CONSISTENTLY gain exposure for anyone looking to partner with you?
- Since you won't be a beta tester, do you have access to people who are willing to work QA for you? Or will you be unable to guarantee the stability of games you publish under your name? A game-breaking bug near the middle and end of a game will reflect very poorly on your services and dissuade others from looking to you.
- "Paid advertisements?" That is the exact opposite of what a publisher is supposed to do. You're already taking 10% of revenue. That's incentive enough for you to do your best to market the game. Putting the full extent of a publishing services behind a paywall is a declaration that you will not do your best to market games.
- Do you plan on continuing game development on your own? If so, how can we be sure games you publish won't get sidelined or forgotten while you go off working on your own projects?
I'm not against you doing this. In fact, I think it's a neat idea. However, there's a LOT more that goes into publishing than what you cover here. A solo dev marketing their own games is almost a full time-job in itself, and you're proposing to do that kind of work for anyone who wants to partner with you.
- Do you have a publishing company established? Or are you putting your own bank on the line in case any legal issues come up later?
- Give us some numbers. Saying you have a following tells us nothing. Prove to us that the following is substantial enough to take a risk on you.
- Do you have connections to journalists who pay attention to RM games?
- How do we know Save Your Mother wasn't just a fluke? How can you prove that you can CONSISTENTLY gain exposure for anyone looking to partner with you?
- Since you won't be a beta tester, do you have access to people who are willing to work QA for you? Or will you be unable to guarantee the stability of games you publish under your name? A game-breaking bug near the middle and end of a game will reflect very poorly on your services and dissuade others from looking to you.
- "Paid advertisements?" That is the exact opposite of what a publisher is supposed to do. You're already taking 10% of revenue. That's incentive enough for you to do your best to market the game. Putting the full extent of a publishing services behind a paywall is a declaration that you will not do your best to market games.
- Do you plan on continuing game development on your own? If so, how can we be sure games you publish won't get sidelined or forgotten while you go off working on your own projects?
I'm not against you doing this. In fact, I think it's a neat idea. However, there's a LOT more that goes into publishing than what you cover here. A solo dev marketing their own games is almost a full time-job in itself, and you're proposing to do that kind of work for anyone who wants to partner with you.
author=Red_Nova
- Do you have a lawyer to back up your statements? If not, then how can we hold you accountable for your end of the deal?
Yes, I have a lawyer and can do a legal contract with them. It's actually what I was going to do, but I was asking people for opinions first.
Of course I'd make a legal document that'd make us both accountable, for both our protection and to hopefully prevent any disputes.
Do you have a publishing company established? Or are you putting your own bank on the line in case any legal issues come up later?
Yes, I am owner and founder of Tuomo's Games. It's a registered videogamemaking business.
Give us some numbers. Saying you have a following tells us nothing. Prove to us that the following is substantial enough to take a risk on you.
I don't understand the question.
Do you have connections to journalists who pay attention to RM games
I have some connections but honestly, nothing out of the ordinary.
How do we know Save Your Mother wasn't just a fluke? How can you prove that you can CONSISTENTLY gain exposure for anyone looking to partner with you?
Strangers of Power sold back its budget within two days and I expect it to also reach just as widespread salels as Save Your Mother (I see a lot of people wishlist, probably waiting for Christmas Sales). Adventures of Dragon already has tons of people put it on wishlist in preparation for the early access. Say what you want about my games, but I am able to consistently make back what they cost me so I know how to turn my games into proffit.
Of course, I can't absolutely guarantee exposure, it's always the same as with any form of a market even if you'd go solo, there will always be chance that your game will not sell well. It'd be literally a lie for anyone to say that they guarantee great sales, absolutely nothing can gurantee that, not even the super huge publishers can.
However, this would increase the chance of said exposure happening a lot more as you add in more factors that allow people to discover said games by either bundles, sale events or such and in this dynamic fashion, your product gets far more visibility as it'll be seen statistically far more than if they'd not be included in any other place but the regular storefront.
If people see a bundle with all the games and sees "Oh, I am missing one more game from my collection and I get 10% off the game's price if I buy it" they'll have a far higher chance of buying the game.
Since you won't be a beta tester, do you have access to people who are willing to work QA for you? Or will you be unable to guarantee the stability of games you publish under your name? A game-breaking bug near the middle and end of a game will reflect very poorly on your services and dissuade others from looking to you.
Do you not have any testers yourself? It's usually not the publisher's job to provide all the testers for the project. Game studios usually have their own inside testing too, not just the publishers. You really shouldn't have to rely all your testing just on me.
I am just one man, I can't do literally everything. I will help as much as I can but it'd be a bit uncalled for to tell me to play through every game, especially if there's many of them or they're really long.
"Paid advertisements?" That is the exact opposite of what a publisher is supposed to do. You're already taking 10% of revenue. That's incentive enough for you to do your best to market the game. Putting the full extent of a publishing services behind a paywall is a declaration that you will not do your best to market games.
What?
I meant paid advertisements as in, buying ad space on Facebook and Google Adwords.
I have played with them before and can help organize good and succesful ad campaigns that are suitable for the budget.
Do you plan on continuing game development on your own? If so, how can we be sure games you publish won't get sidelined or forgotten while you go off working on your own projects?
If this gets really popular, I'll hire helpers as I said. Right now, I am only one person so some stuff will be limited at start.
I'm not against you doing this. In fact, I think it's a neat idea. However, there's a LOT more that goes into publishing than what you cover here. A solo dev marketing their own games is almost a full time-job in itself, and you're proposing to do that kind of work for anyone who wants to partner with you.
I understand your concerns, I really do. Many bad folks have tried to take advantage of RPG Maker users in the past, just few years ago on RPG Maker Web there was a big scam about people claiming they wanted to publish games but that came out bogus.
I also understand the warranted worry that I wouldn't be able to keep up with all of the extra work, which is why I would obviously limit the number of deals I'd take at a time, for starters. It would make sense too, so that I could better focus on each by case by case basis and then, like I said, if I get burried in the work, I'll hire a helper.
If this gets really much attention and starts really making all of us involved nice proffits, I will of course focus more into the publishing and may even become mainly publisher, rather than developer at that point.
author=Tuomo_LGive us some numbers. Saying you have a following tells us nothing. Prove to us that the following is substantial enough to take a risk on you.
I don't understand the question.
Well, for one, saying that you sold your game in 63 countries is not very reassuring. For all we know, each of those 63 countries could account for one purchase each.
Was your game a highly successful investment that can maintain operations as a business on a monthly basis, or did you get sudden influxes from Steam sales (the only time many small developers see their games sell at all)? Because there's a big difference.
You can say your game was successful because it the sales exceeded its budget, sure. My game did, too, but that's because my game had a very small budget. So that doesn't really tell us anything.
If your publishing that means you would be handling all of the pay out of steam, as well as the marketing budget and doing the taxes for its release. I can see you are in Finland, do you have a solid understanding of global Tax and Distribution laws? How big a cut would you take? Publishers don't just distribute games, they fund them, do you have the finances to make that a reality? Do you have the money for a marketing budget for each game? I could keep going and going...
I think I can see what your wanting to do, its something I wish Newgrounds did as when Steam took off (releasing a curated selection of games developed by the Newgrounds community under the Newgrounds banner) BUT I don't know that you really know enough about the business side to do it in a smart way that would actually benefit people.
I think I can see what your wanting to do, its something I wish Newgrounds did as when Steam took off (releasing a curated selection of games developed by the Newgrounds community under the Newgrounds banner) BUT I don't know that you really know enough about the business side to do it in a smart way that would actually benefit people.
author=Red_Nova
- Do you have a lawyer to back up your statements? If not, then how can we hold you accountable for your end of the deal?
The current DMCA law is extremely powerful. You can easily issue DMCA takedown notices if the publisher fails to comply with your agreement. You'd need to get a lawyer to recoup your losses (unless you have a hit game, that probably isn't worth it) but you can at least force Steam and other digital marketplaces to remove your IP.
EDIT:
Toumo, you have 2 games released on Steam (edit 2: excuse me, 3 games, one of which is free but also only 170ish reviews at 66% positive); one of which has only received 21 reviews at 61% positive since 2015, and the other has received only 4 since August. I don't think I'm being argumentative or condescending in noticing that it seems like you're not promoting your own games very well. Degica and Aldorlea take a bigger cut, but they also have a proven track record and a much bigger audience.
Based on your current games, I would strongly encourage anyone that wants to publish on Steam to not go through you until you've proven yourself. For aspiring developers, yes, publishing to Steam can be a hassle, and marketing is too. But if you're serious about what you're doing, it's worth taking the time to either learn yourself, or to get hooked up with a "real" publisher. And I mean no disrespect by saying that Tuomo, but I see your offer as irresponsible in its current state.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
My sales of the Lobster Quest Collection met my budget on both games combined! I am a succesful marketing person!
author=SgtMettoolauthor=Tuomo_LWell, for one, saying that you sold your game in 63 countries is not very reassuring. For all we know, each of those 63 countries could account for one purchase each.Give us some numbers. Saying you have a following tells us nothing. Prove to us that the following is substantial enough to take a risk on you.
I don't understand the question.
Was your game a highly successful investment that can maintain operations as a business on a monthly basis, or did you get sudden influxes from Steam sales (the only time many small developers see their games sell at all)? Because there's a big difference.
You can say your game was successful because it the sales exceeded its budget, sure. My game did, too, but that's because my game had a very small budget. So that doesn't really tell us anything.
Without going indepth into my own financials, Save Your Mother has the highest budget for any game that I've had since develeoping from 2001. Before you think that means nothing, I did pay over 1000$ budget for a freeware game made in RPG Maker 2000 in 2006 or so, so it's not like my budget for game making has ever been super low, even when I didn't seek anything in return. The only game that exceeds SYM budget is Adventures of Dragon, which is honestly, massive game. It's not out yet so I can't say how fast it'll make back its budget but I do expect it'll sell most of any of my games.
author=visitorsfromdreams
If your publishing that means you would be handling all of the pay out of steam, as well as the marketing budget and doing the taxes for its release. I can see you are in Finland, do you have a solid understanding of global Tax and Distribution laws? How big a cut would you take? Publishers don't just distribute games, they fund them, do you have the finances to make that a reality? Do you have the money for a marketing budget for each game? I could keep going and going...
No, I don't offer these services. Most publishers fund games but also take more than 10% that I already did state.
Any money you'd get is income to you, so any taxes will be on you. I'll only worry about my part that's part as my income.
I am firm believer from previous tests and dat that I collected that dynamic advertisement is far better than paid ads on Facebook and such, so I think using social media and such services is a far better way to engage with customers.
Please keep going if you have questions, I'm here to answer them.
I think I can see what your wanting to do, its something I wish Newgrounds did as when Steam took off (releasing a curated selection of games developed by the Newgrounds community under the Newgrounds banner) BUT I don't know that you really know enough about the business side to do it in a smart way that would actually benefit people.
I do.
Toumo, you have 2 games released on Steam (edit 2: excuse me, 3 games, one of which is free but also only 170ish reviews at 66% positive); one of which has only received 21 reviews at 61% positive since 2015, and the other has received only 4 since August. I don't think I'm being argumentative or condescending in noticing that it seems like you're not promoting your own games very well. Degica and Aldorlea take a bigger cut, but they also have a proven track record and a much bigger audience.
Based on your current games, I would strongly encourage anyone that wants to publish on Steam to not go through you until you've proven yourself. For aspiring developers, yes, publishing to Steam can be a hassle, and marketing is too. But if you're serious about what you're doing, it's worth taking the time to either learn yourself, or to get hooked up with a "real" publisher. And I mean no disrespect by saying that Tuomo, but I see your offer as irresponsible in its current state.
Steam users just don't like to make reviews, it's funny how not even a fraction of playerbase of Save Your Mother has reviewed it. Save Your Mother's score has been hurt because of troll reviews, such as this one guy that just said "I don't want to save my mother" which sadly lowered the overall score. I wish developers would have tools to do something about troll reviews but Steam never gets involved in any of the reviews, unless it's literal death threats or threatens Valve or Gaben. Otherwise, you can troll the developers as much as you want and it's fair game. Because Save Your Mother has so few reviews, each troll review hurts a lot. Save Your Mother was also unpurchasable during the year 2016 and technically has only really began to sell on March 2017.
Strangers of the Power has nothing but positive reviews at the moment. It has received more reviews than 4. People especially like the value they get for the money.
I'll get back to you about Adventures of Dragons and how it'll do.
I've been indie game maker since 2001. It's not like I don't have a track record with RPG Maker, I know my stuff. I know a lot about business stuff, too. This is not the first business I've been part of. Of course I don't have as much presence as do Aldorea or such, but I still have more presence than literal first time dev, is what I'm saying. I know how limited funds can be when starting so that's why I would take only 10%, this is meant to help people.
I am firm believer that if we just spread out too thin and fight for table scrabs, we are only fighting and competing with each other. RPG Maker games are niche enough, we should really stick together as it'd be more profitable and we could help secure more sales and establish future customers easier.
author=Sooz
My sales of the Lobster Quest Collection met my budget on both games combined! I am a succesful marketing person!
Congratulations, that's great news!!
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Seriouspost I'm pretty leery of the fact that you're touting success but not giving any figures or anything. Also that your response to people questioning your business ability consists of "No" and nothing else.
Like I'm sure this isn't a scam, but the options aren't just "scam" or "good idea." There's also "good idea but not good implementation." Right now you're giving off realllllly strong Dunning-Kruger vibes.
Like I'm sure this isn't a scam, but the options aren't just "scam" or "good idea." There's also "good idea but not good implementation." Right now you're giving off realllllly strong Dunning-Kruger vibes.
I'm just seeing way too many "ifs" in your proposal and responses, and dodging questions with "I know things and have done things." It's not enough to just propose the theoretical things you COULD do, when you have no track record of successfully having done something like this previously. Who can vouch for you?
I'm going to be honest with you: Even if your intentions are good, it's coming off as very sketchy. And you DON'T want to go into something like this with people second-guessing.
EDIT: I do want to make it clear that I'm not trying to discourage you from eventually doing something like this. But please remember that these are other peoples' games we are talking about, and clients are going to want to confidently say that their game is in good hands.
I'm going to be honest with you: Even if your intentions are good, it's coming off as very sketchy. And you DON'T want to go into something like this with people second-guessing.
EDIT: I do want to make it clear that I'm not trying to discourage you from eventually doing something like this. But please remember that these are other peoples' games we are talking about, and clients are going to want to confidently say that their game is in good hands.
author=SgtMettool
I'm just seeing way too many "ifs" in your proposal and responses, and dodging questions with "I know things and have done things." It's not enough to just propose the theoretical things you COULD do, when you have no track record of successfully having done something like this previously. Who can vouch for you?
I'm going to be honest with you: Even if your intentions are good, it's coming off as very sketchy. And you DON'T want to go into something like this with people second-guessing.
EDIT: I do want to make it clear that I'm not trying to discourage you from eventually doing something like this. But please remember that these are other peoples' games we are talking about, and clients are going to want to confidently say that their game is in good hands.
I don't share sales numbers because that sort of stuff is confidental information. I apologize, but hope you understand.
My intentions really are honest and nice. I do videogames and stuff like this for my livelihood, paying the bills, rent and food from it, so I wouldn't risk all of that just to scam small, potentially first time release people. It'd be a terrible thing for me to do, both morally and financially and would tarnish all the stuff I've worked on for years. Because of that, you can rely that I'll hold on to my end of the bargain.
This wasn't a "I'm doing it next week" but rather, me asking ideas and getting suggestions if people would be interested in this. A lot of paper work would have to be done including the contracts of course, along with stuff like that.
I take back what i said sorry and thank you.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I would possibly be interested down the road. I would much rather work with someone who has successfully made and marketed their own game, which is the same of game type as mine, and whom I've talked to personally on game design forums, than work with some random marketing specialist whom I've never met. I don't have any games nearing completion right now though.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=Tuomo_L
Yes, I have a lawyer and can do a legal contract with them. It's actually what I was going to do, but I was asking people for opinions first.
Of course I'd make a legal document that'd make us both accountable, for both our protection and to hopefully prevent any disputes.
This is good news. You've put a lot of my fears to rest with your first statement. However, I'd recommend lawyering up before opening up the doors to the public.
Give us some numbers. Saying you have a following tells us nothing. Prove to us that the following is substantial enough to take a risk on you.I don't understand the question.
Sgt. took the words out of my mouth. Go back and read his post on this.
One thing I need to add (and for the love of god PLEASE don't take this as me rubbing it in your face, as that's not my intention at all!) is that a random joe like me has a larger Twitter following than both your personal and gamedev accounts combined. Social media is a powerful means of exposure, and a strong social media presence is practically a requirement for publishers. The lack of any real social media presence really doesn't give me much confidence that you can do a publishing job well without strong connections.
Obviously, I'm not saying Twitter followers are the be all/end all for exposure, but you're trying to sell yourself as a publisher, and I'm having a hard time verifying that on my end.
I have some connections but honestly, nothing out of the ordinary.
What is "out of the ordinary" to you? For me, I have very few connections outside of Degica, and I imagine the startup indie has far fewer. Do you have three connections? Four? A hundred?
Strangers of Power sold back its budget within two days and I expect it to also reach just as widespread salels as Save Your Mother (I see a lot of people wishlist, probably waiting for Christmas Sales). Adventures of Dragon already has tons of people put it on wishlist in preparation for the early access. Say what you want about my games, but I am able to consistently make back what they cost me so I know how to turn my games into proffit.
Fair enough! I agree that the specific sales numbers is confidential, so I'll take you at your word when it comes to budgets. However, I wasn't talking about budgets. I was talking about exposure.
Of course, I can't absolutely guarantee exposure, it's always the same as with any form of a market even if you'd go solo, there will always be chance that your game will not sell well. It'd be literally a lie for anyone to say that they guarantee great sales, absolutely nothing can gurantee that, not even the super huge publishers can.
However, this would increase the chance of said exposure happening a lot more as you add in more factors that allow people to discover said games by either bundles, sale events or such and in this dynamic fashion, your product gets far more visibility as it'll be seen statistically far more than if they'd not be included in any other place but the regular storefront.
If people see a bundle with all the games and sees "Oh, I am missing one more game from my collection and I get 10% off the game's price if I buy it" they'll have a far higher chance of buying the game.
Everything you said here is true. Which is why you really need to show people that it's better to team up with you than to try it on their own.
Do you not have any testers yourself? It's usually not the publisher's job to provide all the testers for the project. Game studios usually have their own inside testing too, not just the publishers. You really shouldn't have to rely all your testing just on me.
I am just one man, I can't do literally everything. I will help as much as I can but it'd be a bit uncalled for to tell me to play through every game, especially if there's many of them or they're really long.
No, no, no, I wasn't suggesting you do literally everything! You're absolutely right in that it would be literally impossible for one guy to do QA on top of publishing! What I'm saying is that you need to establish that games published under your name have a certain level of quality.
Before Remnants of Isolation was published by Degica, the game was given to a couple of testers (and I admit I'm unsure if they were in-house testers for Degica or contracted by them) to run through the game, making sure there weren't any critical bugs.
While I admit that I only have that one experience to draw from, I think it absolutely is a publisher's job to ensure that games published under their names meet a certain level of quality. Say what you will about EA, but you know that their library of published titles in general (because I know someone will try to take this statement out of context) meet a certain level of quality that you won't see from some random asset-flipper hobbling together a Unity project in 3 hours.
If you don't have the connections to testers and would rather trust the developers to do their own QA, that's fine. However, understand that you run the risk of terrible games and devs smearing your name with garbage titles. Because of that, I think it's natural to want to invest some form of effort into verifying the game's quality at the very least.
"Paid advertisements?" That is the exact opposite of what a publisher is supposed to do. You're already taking 10% of revenue. That's incentive enough for you to do your best to market the game. Putting the full extent of a publishing services behind a paywall is a declaration that you will not do your best to market games.What?
I meant paid advertisements as in, buying ad space on Facebook and Google Adwords.
I have played with them before and can help organize good and succesful ad campaigns that are suitable for the budget.
Okay, I'll admit that I don't know the workings of Facebook ads and the like, but I think my statements still stand. If you're taking a percentage of a game's revenue, wouldn't you want to do your absolute best to ensure that it sells well, including these paid ads?
If this gets really popular, I'll hire helpers as I said. Right now, I am only one person so some stuff will be limited at start.
Understandable. However, that's where those connections I talked about earlier come in. I know you're just one guy, so you need to prove that you know enough people to give the game the exposure it deserves. Frankly, I think you'll need a few extra hands right out of the gate.
I understand your concerns, I really do. Many bad folks have tried to take advantage of RPG Maker users in the past, just few years ago on RPG Maker Web there was a big scam about people claiming they wanted to publish games but that came out bogus.
I also understand the warranted worry that I wouldn't be able to keep up with all of the extra work, which is why I would obviously limit the number of deals I'd take at a time, for starters. It would make sense too, so that I could better focus on each by case by case basis and then, like I said, if I get burried in the work, I'll hire a helper.
If this gets really much attention and starts really making all of us involved nice proffits, I will of course focus more into the publishing and may even become mainly publisher, rather than developer at that point.
Let me make it clear right now that I'm not accusing you of trying to take advantage of inexperienced devs. However, looking at the intial pitch and your responses, it seems to me that you are grievously underestimating the amount of work a publisher has to do.
My recommendation: Start small. Don't worry about a publishing business right now until you have the cash and connections to really get a foot in the market. Focus on partnering with individuals rather than opening yourself up as a business. Gain some experience, make some connections, and build up your brand as a good marketer (not just as a game dev) until you have a palpable presence.
author=Tuomo_L
I don't share sales numbers because that sort of stuff is confidental information. I apologize, but hope you understand.
Why is that confidential? That seems like the sort of thing that shouldn't be confidential if you're trying to sell your ability to sell.
The information is publicly accessible on steam spy, so I'm curious why you're making people go there to look it up instead of just telling them.
I just watched the trailers for all 3 of your games on steam and they are pretty... bad...
A trailer should be engaging and exciting but these are about as dull and uninspired as trailers get. They look and sound just like every other RPG Maker game on Steam (and the RTP doesn't help matters).
Did you make these yourself or did you farm them out to some sort of trailer company?
A trailer should be engaging and exciting but these are about as dull and uninspired as trailers get. They look and sound just like every other RPG Maker game on Steam (and the RTP doesn't help matters).
Did you make these yourself or did you farm them out to some sort of trailer company?
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
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author=Pancaekauthor=Tuomo_LWhy is that confidential? That seems like the sort of thing that shouldn't be confidential if you're trying to sell your ability to sell.
I don't share sales numbers because that sort of stuff is confidental information. I apologize, but hope you understand.
The information is publicly accessible on steam spy, so I'm curious why you're making people go there to look it up instead of just telling them.
1) Steam Spy is not totally accurate. Even if it was, it doesn't show the amount of games sold. Merely owned. So no, sales numbers are not publicly accessible.
2) There can be NDAs, Confidentiality Agreements, or contract clauses that forbid people from disclosing sales numbers. I don't know Tuomo_L's specific situation, but if he says he cannot reveal those numbers, it's best to trust him.
3) Judging by sales numbers alone is missing the point, anyway. Like Tuomo_L said earlier, it's impossible to guarantee sales. Exposure is the name of the game here, and publishers guarantee exposure, which will likely result in more sales. Since we can't see the actual sales numbers, all you can do is look at their online presence.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Red_Nova
Exposureis the name of the game here, and publishers guarantee exposure, which will likely result in more sales.
I'm just gonna say there are a lot of devs I don't want to see exposed and I don't care if that's "slut shaming" or whatever, but your nakedness should have no relation to the game you're selling. #hottake
(Unless the game you're selling is one of those strip puzzle games in which case I don't know why you'd just give out the goods like that.)
author=Sooz
I'm just gonna say there are a lot of devs I don't want to see exposed and I don't care if that's "slut shaming" or whatever, but your nakedness should have no relation to the game you're selling. #hottake
(Unless the game you're selling is one of those strip puzzle games in which case I don't know why you'd just give out the goods like that.)
This is a Christian RPG maker website and I'm afraid I'll have to kindly ask you to refrain from using provocative language such as "hottake"