![]() They can even do this without warning, and while you’re sitting there trying to figure out what happened, you’ll be losing money because your game isn’t up for sale. In the past, storefronts have booted titles from their service for featuring adult content or extreme violence. Existing platforms also have content standards and policies, which might clash with what you want to do in your game.īig stores can kick games off their platform for several reasons if they deem it necessary. For example, they might not support the currency or payment system for a particular part of the world where your game is popular, or the service might not allow some of the functionality you have introduced in your product. The big, existing storefronts are hugely successful ventures, but they might not have the exact kind of functionality you need. You aren’t reliant on someone else’s services. That way, you have more people you can reach out to about future releases, new content, events, and so on. There are other benefits, such as having access to your players’ email addresses, which will come in handy in the future if you decide to distribute or utilize another marketing tool. Selling directly to players also means that you can talk directly to them and establish a more personal connection. They might be visiting the store pages and buying your games, but you do not have a direct relationship with them. If your players are buying your game from an existing storefront, then it could be difficult to have a close connection to your community. Launching on your own service also means you have more of a direct relationship with your audience. These profits represent income that could be spent on developing more games, buying better equipment, hiring new talent, and so on. Game development is tricky and competitive, and studios should be looking to make any profits they possibly can to stay in business. You’ll need to pay taxes on that sum, too, meaning you could have relatively little to show for your hard work. If your game makes $500,000 in revenue on a storefront that takes a 30% platform fee, you’ll only walk away with $350,000. This fee can be anywhere from 12–30% of your game’s cost, depending on the storefront. For one, you won’t be paying a platform fee to whichever service you are selling your game on. There are numerous reasons for deciding to do it alone. Why You Should Consider Distributing Your Game Yourself However, it is possible, and we’ve broken down what you need to know about getting started. These are huge companies with massive amounts of cash and intellectual property, and as a smaller studio without similar resources, building your launcher can sound like a monumental task. Plenty of companies do this already, such as Activision Blizzard, CD Projekt Red, and Epic Games. But developers don’t need to be bound to existing services when they have the option to launch a project via their own branded launcher. There are plenty of storefronts out there, each boasting their successful features, as well as things they need to improve. Many developers and publishers assume that to be successful on PC, they need to release their game on an existing platform.
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