WOS Blog has a post online which really sums up well how i look at the App Store:
“Don’t believe anyone who whines that it’s hard to make money with a really good game on the App Store, viewers. They’re either lying, or imbeciles, or both.”
It’s called How not to do it and covers some basis of why certain Apps succeed while others fall by the wayside. Sometimes it’s a matter of beating someone to the market, other times to learn from other’s mistakes, but mostly to price your Apps fairly.
A while ago i read about Indie game developers who eventually thought it would be a good idea to spend 3-6 months on their next game, to sell the App by means of quality and content. While there are chances that this will work and even reward you greatly money-wise, it also increases your risks by several factors. You’re going down the same path that leads to similar problems of the AAA game developers, albeit on a much smaller scale. It’s a hit-driven business. If you did moderately well on your 1-2 month games, and then you do a 3-6 month game, your chances of making it a success get slimmer and slimmer. It does help to understand the market and marketing but even that won’t help you if the game doesn’t vibe with players.
So, would you rather have a less than 50% chance of making it (relatively) big, or a 100% chance of doing moderately well?
Of course, if you can keep running the 100% part of your business you should really consider making the bet. But if you have no money to spare you should stick with moderately well and instead keep pumping out moderately well doing games. Make 8 of those over the year and you got yourself a respectable business nonetheless.
I wonder what happened to those Indies and their “big project”? Hmmm …
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