Right.
As you know there are many more failures in business than successes. But you can stack things in your favor some
by following these 3 simple rules:
1. Don't expect your game will
make you successful just 'cause you think its awesome. Too many developers I speak to tell me their
plan is to upload their really cool iOS game in the iStore and because of
"unique game feature here", its going to out-sell the competition and
they'll be on easy street. "Oh, but
the game doesn't need to make millions," they say, "it just needs a few thousand downloads
a month, and I can live my dream of making more games and then one title after
another, I'll be rich." Nope. Doesn't happen that way. Usually after I tell them, the followup
comment is: "Well, if Rovio was
successful with Angry Birds as a first title so it could happen to me
too." Little do they know that
Rovio made many other games prior to Angry Birds, most of which failed
miserably in the market before they hit it big.
2. DO make an awesome first
title. That will be the way you can
start to get recognition in the game space and noticed by other developers,
investors, publishers and most importantly players. It likely won't make its development costs
back but people will see that you can make a good game, and that may draw some
new opportunities to you. Heck, with a
title under your belt, you can start selling your services as an outsourcing
company and make some nice profits off of that, allowing you the budget to make
the next title in-house with some help, better art, etc... After a few attempts on the market with a few
titles, with refined skills and creating better experiences. You build as a company by creating game
collateral that way and not only do you get more eyeballs through experience
and number of titles/players exposed to your games, but you will be seen as a
veteran firm with capabilities. Very
useful when dealing with publishers or funders that want to bid on you. A great story is Ottawa's Glitchsoft who recently released a very successful He-Man branded title through
Chillingo supported fully by brand owner Mattel. One could argue that it was their first 4 titles that
really helped them land that deal and build that success as Mattel approached them for a proposal after seeing the quality of the previous games (though Glitchsoft did not see any real success with any of the first 4. It did REALLY well thanks to the experience
built around the first 4 quality titles they produced beforehand. Now with He-Man under the belt and a
financial success with great partners, they can get things distributed with
Chillingo much more easily on their own IP and get more contracts with bigger
projects and firms by reputation alone.
It did take a few years, but look at them go now!
3. Make sure you have a well
rounded team. Though all three
points are important, this is likely what will make or break a company. You need great developers, great game
designers and decent artists to make a product, but to turn a product into a
successful business, you need a great business development team. The business guys are there to create the
opportunities that will allow your fledgling business to thrive on the great
new IP, generate cashflow when there is none, acquire funds when needed, get
outsourcing contracts and promote your business all around. Most game companies that start off are just
game developers and artists, usually young.
If they would match their energy and talent to an experienced gaming
industry professional with connections, they can achieve success with way more
certainty than without. A business is
not all operations, its also about channeling your super game through
publishers that have access to large amounts of players. Experienced business guys will also make sure
you integrate into your game good revenue-generation devices and intelligent
cross-promotion mechanisms at the design
stage so your game feels natural, intuitive and uncluttered with elements
hashed together after the fact.
Thankfully, there are loads of organisations here in Ottawa that want to
match young game-makers with experienced business people just aching to meet
the next great team that has a shot at the big time. Visit Tech Tuesday's organised by Wesley
Clover and The Ottawa Network's events, take part of the International Game
Developers Association (IGDA) meets, take part of the Ottawa International Game
Conference (OIGC), check in with The Code Factory, visit various game-centric
Meetups and mingle with great minds in the dozen or so game professional
LinkedIn groups available to you and look for the great minds you can connect
to to round out your team.
With these in mind, some patience, talent and perseverence and you likely
can make it and achieve a level of success only limited by your ambition. Its a great challenge and worth heading into,
if you have the courage to take it.
Peace out!
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