[casual_games] Desktop Tower of Money: 3 tips to profit from casualgames

Matthew Ford matthew at fordfam.com
Mon May 28 20:13:28 EDT 2007


Thanks for that link, very encouraging!

Who knows very much about Mochiads (http://mochiads.com/)? This is the
source of the placed ad seen in the Flash window as the game loads up. I
just applied but have not been accepted yet, so I can't research them
directly. Has anyone worked with them before? How easy is it to imbed it,
any personal anecdotes about how smoothly it works, and so on? Do Mochiads
pay by impression, clickthru, or both?

Any guesses on how much of his ad revenue comes from the imbedded Mochiads
placement, and how much from the Google ads? The article says Google but it
seems to have been written before Mochiads was imbedded.


Matthew Ford
matthew at fordfam dot com


_____

From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
On Behalf Of oscar oscar
Sent: Tuesday, 29 May 2007 4:26 AM
To: IGDA Casual Games SIG Mailing List
Subject: [casual_games] Desktop Tower of Money: 3 tips to profit from
casualgames


Food for thought, buckaroos...

oscar
tanning in
Costa Rica...
During the Rainy
Season... ain't tanned
all that much... ^_-

<snip>

So here's a couple ways to a create successful game online: a), Find an
investor who's crazy enough to give you millions of dollars, or b), Put it
on a distribution network and hope you get enough customers willing to buy
it as a download.

Then there's c), Make a Flash mini-game, let people play it for free, and
watch the ad revenue pour in when the site gets 20 million pageviews a
month. That's the option Paul Preece took with his phenomenally popular
Desktop Tower Defense <http://www.handdrawngames.com/> , and though he has
no professional experience with game development, the Visual Basic
programmer is now making, by his estimate, high four figures monthly for his
ferociously viral little game.

As such, it's an ideal case study for an often-overlooked revenue model for
online games, one that developers and investors would do well to learn from.
Working with a low budget on a game designed for maximum stickiness, a small
team of developers can create a single title which earns thousands yearly-
or in Preece's case, close to six figures.

</snip>

http://gigaom.com/2007/05/27/desktop-tower-defense/

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