2005-08-11 14:26:49

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

2005-08-11 14:41:14

Hi,
I think it's stupid. Because what if people don't put in enough

money and a most anticipated game ends up not released? That's just not

right!

Regards,
Mike
Co-Founder, RS Games
www.rsgames.org

2005-08-11 15:11:20

It

is an interesting idea and would probably work well for someone who is just

trying to get started and get their software "out there" while making a

little money to cover the costs of production.  It seems to encourage

spamming though to get the message out, as traditional advertising would be

cost prohibitive. I would hope that this is not the case.

It is

definitely a unique idea and likely appropriate for some. No method works

for all, each person must find the appropriate strategy for themselves.

2005-08-15 21:59:38

Hi.

I can only understand some of the text. As I understand the

text, it's a person there have tryed to make a game, but there is so many

bucks in the game so he don't think peoples will buy it? Right? So he will

put the game into a pdf file so anyone can download it and read the game.

Not play the game but only read the text.
Why not try to release the game

and make a big demo of it so peoples can try the game?
If I don't

understand it right, I'm very sorry for my bad english. But please write,

if I have'nt understand it right.

Regards Soeren.

2005-08-16 10:15:12

Hi Soeren and everybody else,

The developer

developed a dice-based fighting game (analog, not a computer game, like WotC

"Dragon Dice"). The only material needed for the game are a set of dice and

the rules. So what the developer actually tried to sell, were a set of

rules. Instead of investing in printing the material into a booklet (which

costs money) he figured that it would be simpeler to distribute the game

digitally (in the form of a .pdf digital rule book).

The developer did

not want to setup his own webshop for the .pdf because of his slow internet

connection. The author also had to consider piracy issues, because .pdf

files are easily copied all over the internet. Also, whenever one sells a

product, customers usually expect service in return in case of errors and

such, which also takes time and money.

So what he did:

1) The author

had developed the game idea to a certain extend (so that most of the rules

were already in place)
2) The author set up a website on which he announced

the game and gave some basic information about the game. On the website he

declared that the game would be FREE for download for everybody if he

received a certain amount of money (in the form of donations) before a

certain amount of time.
3) During the period before the deadline, the

author would release game art on the website, while testing and refining the

game.
4) Because people were interested in the game, appriciated the

author's efforts so far, wanting to support the developer, they all donated

a certain amount of money. I guess many people only donated a few dollars or

so, while there probably also were people who donated 10 dollar and up.
5)

The ransom amount of money was reached before the deadline and so the

developer released his game for everyone to download for free. If the

deadline was not reached, the developer would have given the money to a

charity and the game would not have been released.

That's the

setup.

For us audio game developers it would go somewhat similar, here's

an example:

1) Audio Game Developer declares that he is working on a

game. On the 1st of May he publishes a website, which provides some basic

info on the game, an early sound trailer, etc. The website also states that

the game will be free for all to download on the 1st of November *BUT ONLY

IF* the author has received 500 dollars of donations through Paypal. The

author has developed some audio games already, which are well known and

appreciated by the audio game audience. The author has enough experience

with developing audio games that he knows that the game can be completely

finished within 6 months. The developer does not want to continue work on

the game after this deadline so he clearly states that when the game is

released he might do a few bug fixes but he will not give any customer

service. Also, there's is no warranty, since the final product will be free

to use, at your own risk.
2) During the period between the 1st of May and

the 1st of November the developer continues to finish the game. Every month

he publishes new material on the website: more audio trailers and even a

playable (time-limited) demo. He also opens a free mailinglist/forum through

which he answers questions from potential players about the game.
3) The

developer finishes the game (including testing) on the 1st of september. He

now waits untill the 1st of November to see if his ransom amount is met by

the players donations.
4) Because of the demo and the audio trailers, many

gamers anticipate this game and many of them donate the amount of 1 to 7

dollars, bringing the total amount of donations to 529 dollar by the 1st of

November.
5) Because both the ransom and the deadline is met, the developer

releases the game on the 1st of November, free for all to download.
6) The

game is enthousiastically played by hundreds of blind gamers, who all share

this game among friends. There are a few bugs and the developer clears these

bugs with a free patch on his website. However, a few people still have a

problems. Since it is a free product, the developer does not give a warranty

and is not obliged to help. However, players with problems can find help

from other players through the forum/ emaillist the developer set up on his

website.
7) In the end, the developer received some money for his efforts,

the audio game community receieved a cool audio game. The developer took the

risk of developing a game without receiving enough money for it, the audio

game community took the risk of giving money to a developer who would not

deliver a game. The developer took the risk because of his trust in the

audio game market, and the audio game community took the risk because the

developer proved he could make fun audio games before and this game seemed

to turn out like a cool game, given the material published on the website

such as a demo and audio trailers.

That's the story,

folks...

Greets,

Richard

2005-08-16 14:47:49

Well,
I think that the only problem is, what if the amount of money is not

met? It's very possible. Then people will be like darn, i didn't donate

enough ,etc. So now all of the excitement was a waste? Also $500 is a lot of

money to get for developing a game. I think so.

Regards,
Mike
Co-Founder, RS Games
www.rsgames.org

2005-08-17 00:21:30

Mike wrote:

Well,
I think that the only problem is,

what if the amount of money is not met? It's very possible. Then people

will be like darn, i didn't donate enough ,etc. So now all of the

excitement was a waste? Also $500 is a lot of money to get for developing a

game. I think so.

What??? $500 dollar is NOTHING! NOTHING! NOTHING!

??? I don't know about you (maybe it's your age?), but anyone who is

serious about game development and has had a recent reality check knows that

getting $500 for developing a (professional) (audio) game is NOTHING. As a

professional audio designer, I cost AT LEAST $40 an HOUR.

2005-08-17 02:01:30 (edited by Mike 2005-08-17 02:02:03)

Well,

my company MMV-Games is developing a high quality side scroller...for free!

$500 is just too much for a computer game. I think.. I mean, do you think

L-Works made $500 on Super Liam? No! Of course not!

Regards,
Mike
Co-Founder, RS Games
www.rsgames.org

2005-08-17 12:13:11

Well, I think Bavisoft made AT LEAST 1000 dollars

with Chillingham. I think Code Factory has made AT LEAST several thousands

of dollars with their games. Those are professional businesses.

2005-08-17 14:03:00

Richard you make a good point. The difference here is whether it is a

professional business or not. As I indicated earlier, no one strategy will

be best for all. In our case there is no way a ransom method would even come

close to our earnings for our games. For some upstarts or hobbyists it might

be a good idea.

2005-08-18 00:04:19

Yes, I agree very much with your opinion.

2005-08-18 04:15:31

listen,mike
that dam comments, do make me feell that what liam has sed

about this forum is true
well, maby I'll lett you understand my "oh dear"

as I stated before
ok.. so good boy mike has met some friends, and has

decided to form a commpany that'll brake the standarts for audiogames, how

lovely
but dreams are not "always" true you know, just try keeping your

exitment
restraned, and if you  are really (and hol hartedly) in to game

development, you should sit,and
learn,and learn,and recirch, well, as I

sed I wish that people like you get past the "hello world stage" before

they're jumpin on with some stupid ideas
and just a side note, bpc games

made 1500 aprocs dollars from tresure hunt

yakir