Hi,
I have been following some threads about
marketing audio games (of ESP Raceway and other games) on the BlindGamers
list with some interest. To me it is quite clear that his method of business
(taking pre-orders and then develop the game) does not suit anyone. To me it
seems taking pre-orders and develop a game within a given deadline may work
quite well. But game development is not like, say, doing the laundry, which
has a given time schedule. Creating games is a creative process which deals
with many technical issues. This makes the planning/timing of games not very
easy. So, to me, taking pre-orders and then start developing a game may not
be the best way of doing business.
On the other hand, taking pre-orders has
some benefits, with the main benefit being that the developer gets money up
front which makes it possible for him to develop a game and live at the same
time. In a niche market like audio games / VI accessible games (or any
accessible games market really) this kind of marketing could really
stimulate (new) developers to develop games.
All of the above has been
leading to the following. A while ago I came across a new type of marketing
technique which actually is very similar to taking pre-orders and then
developing the game. It is called the Ransom Method. Here's an excerpt from
the article (WNYC's "On the Media" talks to a couple of game designers
about their method for distributing a dice-based game called "Meatbot
Massacre"):
*quote*
BOB GARFIELD: So that led you to another funding
mechanism called the ransom method. [LAUGHS] Tell me about the ransom
method.
GREG STOLZE: Well, it was sort of a reaction to what I perceived
as the difficulties of publishing it on the Internet. I'd done a
self-published novel that I sold pretty much through word of mouth on the
Internet, and I made marginal profits, and that was okay. But fulfillment
was a lot of work. I had to get the books printed, which meant an initial
investment. I had to stuff the envelopes, rustle up sales, take everything
to the post office, deal with labels falling off. And I didn't think that
this game would make enough money to be worth that much hassle. So I thought
about releasing it as a PDF file. But the two problems with that are one, it
immediately ends up in Morpheus or on Kaaza or on some other IP brothel of
the week where people can just download it for free. The other problem,
from my point of view, is that I would have had to set up some elaborate
website with a store function. I'm on a dial-up connection. I wouldn't
have been able to do it very easily. So I thought what would be great would
be if everyone gave me the money first, and then I just made the game free,
which seems on the fact of it to be a very silly idea, but in fact, it
worked.
(source:
http://www.onthemedia.org/transcripts/t … nsom.html)
*quote end*
Now how does this work? Here's more info from the
developer's website:
*quote*
The Ransom Model
A product of Greg
Stolze's mad brain, the Ransom Model is a unique new system of distributing
PDF products while bypassing the traditional publishing industry and
avoiding the problem of PDF piracy.
When Meatbot Massacre and the ransom
model were first announced, a ransom of $600 had been set with a deadline of
September 2005. When Paypal (or check or cash) donations total $600, the PDF
file for Meatbot Massacre would be made available for free download. After
that, people can post it wherever they like, print however many they want
and share it with anyone.
Under the Ransom Model, you can contribute any
amount you want