[casual_games] Business Models

Brian Robbins brian-l at dubane.com
Tue Aug 30 22:32:01 EDT 2005


I agree with Wade on this, the purpose of this group, and the IGDA in
general is to encourage open communication between developers. While on some
level we're all competitors I hardly see enough head to head competition to
warrant any kind of over the top secrecy.

Having myself worked both for a tiny casual game developer, and now growing
the game team at a leading advergame developer, the best way I've seen to
develop a library of games is to dedicate yourself to doing it. At
CleverMedia we had a long standing production cycle of a new game EVERY
week. We missed a week occasionally for holidays, etc. but for several years
we released a new game every Thursday. The result is that CleverMedia now
has one of, if not the, largest 1st party catalogs of games anywhere.

Here at Fuel our strategy is to develop our own games as customizable and
open as we possibly can. In essence we are not building a game, rather we
are building a game engine and a game utilizing that engine at the same
time. Once we have a solid engine, and a wicked game developed using it, we
can leverage both to become profitable. Perhaps one of the best examples of
this is Laser Envy (http://www.fuelarcade.com/laserenvy/) and another game
utilizing the same underlying engine we built for MegaBloks
(http://www.megabloks.com/en/kids/dragons/game/fire_and_ice.php).

This can be a bit risky in that it takes a good deal more effort to build a
game engine than it does to build just a game. However when it works right
it can be very successful and rewarding for the team and the company.

--
Brian Robbins
Director, Online Gaming
http://www.fuelgames.com/blog/
Chair, IGDA Online Games SIG  & IGDA Casual Games SIG
http://www.igda.org/online/     http://www.igda.org/casual/


-----Original Message-----
From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]On
Behalf Of Brent Lowrie
Sent: Tuesday, August 30, 2005 10:44 AM
To: IGDA Casual Games SIG Mailing List
Subject: [casual_games] Business Models


I know this is a topic that many are interested in but few are really
willing to talk about. We are all competitors after all.

We are a relatively small game development group fighting to establish some
independence within an interactive marketing firm. As the group leader, I
have been putting together a business plan of sorts and would like to field
some questions for those established developers with many games in their
portfolio. How did you go about producing so many games? That is, was it
self-funded internal development in the hopes of licensing them? Were they
games developed for clients that you retained rights too and now offer a
non-branded version for licensing? A combination?




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