[IGDA_indies] Seft dist (was] open source commercial games)
Brian Hook
indies@igda.org
Fri, 9 May 2003 08:14:25 -0700
>>
>>More directly, yes, they'll complain, vociferously, which would=
be
>>a reason I would look towards self-distribution.
>
>Well, thats a different story. Does self distribution really=
works?
Depends on what you mean. Yes, it CAN work, but it's not easy,=
but
my position is that if you have a clue and are willing to put out=
the
work, then you'll probably be better off going that direction=
than
chaining your future to a third party that may not have your best=
interests in mind.
In less than two years we've shipped 3 titles with two more about=
to
ship, we're 100% self-owned, 100% self-controlled and we're
profitable. I know some people who left to start their own=
companies
about the same time as us, and they're STILL looking for a=
publisher
to sign them. At some point you have to go with what you have
instead of hoping for something better.
>I mean, for about 100000-200000 copies or whatever you need to
>recover investment and pay the lost free time?
I think those sales numbers are incredibly aggressive. I would=
not
consider those even close to reasonable sales goals for an indie.=
To
achieve that, you'd have to have an incredibly polished game that=
had
either huge marketing or massive word of mouth. I'm not saying=
it's
impossible, but if that's your initial expectation, I think=
you're
going to be extremely disappointed.
Brian