[casual_games] iPhone SDK (& revenue sharing in general)
Joe Schultz
Joe.Schultz at ByDesignGames.com
Fri Mar 7 18:01:07 EST 2008
Agreed the iPhone revenue share sounds good.
To provide a little perspective, a 70-30 split was a fairly standard
deal before online took off, i.e. before portals strong-armed
unknowing devs into accepting the same or worse in a purely virtual
environment. Just ask any portal to justify their taking the lion's
share of the profit from the developers labor and listen how quickly
the talk turns into the standard string of "umm everyone's doing it"
excuses.
Adding, Portals are increasingly forcing a "no negotiation" policy on
new deals, which is just another slap to the face IMO.
No matter how you justify it "Portals" (if there are any here
listening) the result is the same; you're cannibalizing your own
profit source and helping bring ruin to the industry, all for the sake
of unchecked greed, pure and simple. The upside for us Devs is that it
will only be bad for as long as we (including YOU) put up with it.
Sure holding out for better terms might not help sell your game in the
short term, but over time, the more devs do not accept whatever paltry
'standard' deal they are thrown, the more we accept nothing less than
what we're worth, the more portals will realize that their attitude of
"we've got guys lining up around the corner to give us content"
results in nothing more than crap quality. Would you accept such an
attitude from your S.O. in your personal relationships? No, you'd dump
them and say "good luck". So why accept it in your professional
relationships?
Remember, as content makers, you have all the power. If you're a
developer, and are reading this, the question you need to ask yourself
is "am I part of the problem or the solution?".
______
If you need help seeing the big picture, just look at the mass
developer exodus from mobile gaming, after carrier strong-arm tactics
made it impossible to do anything that is not derivative and
unprofitable (to the dev) and you'll see the same lessons repeating
here in casual.
In fact, look at every other creative business and you'll see the same
strong-arm tactics used, until the industry is on the verge of
creative bankruptcy (more clones anyone?) and the customers have no
reason to care anymore (can you blame them?)
This will continue until we the creators unite and refuse to accept
any less than what we're worth. In solidarity we can take the power
back (BELIEVE IT).
Sadly, there are those amongst us in the industry who think it's still
advantageous to try to be a gate-keeper instead of an content enabler,
all in effort to take the lion's share and screw the content makers; a
"short-sighted" view, at best.
Devs, if this is reaching you, do your part to help us start by making
good games and saying "no" to abusive distributors (you know who you
are).
joe
Joe Schultz
Game Director
ByDesign Games
http://www.bydesigngames.com
On Mar 7, 2008, at 22:20 , Brian Meidell Andersen wrote:
> I think 70% revenue share sounds good compared to the level we are
> used to from the casual games industry at large.
>
On Mar 7, 2008, at 22:20 , Brian Meidell Andersen wrote:
> I think 70% revenue share sounds good compared to the level we are
> used to from the casual games industry at large.
>
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