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Marketing/Business

Incorporating GBGames: Business Plan Resources

I’ve read through the SCORE information on writing a business plan, but now I need to start making one.

Unfortunately, I’ve found that the resources provided by SCORE were very general. Parts of it were not relevant to an online software company, let alone to an indie game development company. Also, most indie game companies are privately owned; there isn’t a lot of publicly available information on them. For the most part, actual developers don’t feel comfortable giving out real stats and numbers, and some would argue that the information is worthless anyway. So now what?

I did what any good technical-minded person would do: I searched online for information. I found this post from the Dexterity archives on Indie Gamer. It’s cool because it has the words of Steve Pavlina along with Thomas Warfield. They liken indie game development to turning a flywheel: the more you work at it, the easier it becomes to stick with it. Both were making a few hundred dollars per month at first, but when they are working consistently at it, the sales just keep increasing. It isn’t a get rich quick method, and I never thought it would be, but it is good to know how long it took to make significant and regular sales. Pavlina also touches on the need to stop thinking like a hobbyist if you expect to actually make money from the business. Definitely good advice, especially since I catch myself thinking too small sometimes. While it does provide some information, it doesn’t delve too deeply in what it takes to create a business plan.

I also thought to check out Steve Pavlina’s articles on Dexterity. I credit those articles and the Dexterity forums with the inspiration that got me thinking about starting up my own game company, and I like to read through them every few months. To Plan or Not to Plan is especially relevant. When I first read it, I thought it was good, but I am seeing it in a new light now. “Failing to plan is planning to fail” was a nice saying a year ago, but I now see how effectively it reiterates the importance of planning for my business. The article also goes into what should be covered, such as sales, cashflow, product development, marketing, and customer service among other items. There’s more to it, but suffice it to say that I’ve found the first solid resource on forming an indie game development company in this article.

The article mentions that the business plan should be two to five pages long, which goes with my feeling that it shouldn’t be a monstrous, formal document. I should be able to write a rough outline and draft within the week. Well, I should be able to dedicate an afternoon or two to the task, but I’ll need to schedule the time when I can.

EDIT: Thanks to Troy Hepfner on the ASP newsgroups, I remembered that I own the book Game Development Business and Legal Guide and that I would probably do well to pull it off the shelf, dust it off, and read it now that it applies to my situation a lot better.

Categories
Marketing/Business

Proximity Effect

For some time I’ve been reading the words of naysayers who believe that the golden age of indie game development has passed and that there is too much competition. When you were the only one around, it was “easy” to make a living from your games. Now there is too much competition and it is hard to get your name out there. Blah blah blah.

Seth Godin wrote about the proximity effect. It basically describes how most products actually sell well when they are part of a category. Books sell next to other books. Fish sells next to other fish. No one is complaining about how there is too much competition in a bookstore because it is exactly where the sales occur.

Steve Pavlina’s article on how to create successful shareware games mentioned the idea of selling the sizzle instead of the steak. The difference between your freely available demo and your full version is what you are selling. Don’t tell me that I’ll get the five levels from the demo. I already have them. Tell me about the 100 levels I’ll get if I pay for the game. Of course, if you go to a higher altitude and compare your offerings with your competitors, what are you selling now? You may offer 105 levels, but if the other game can run on an operating system of the player’s choice, will it matter?

At a bar, you don’t have to sell vodka. You should have to sell why your vodka tells a better story than the other guy’s vodka.

You should be concerned about how your potential customers will perceive the benefits of paying for the full version, but you should also think about how paying for your full version compares to paying for someone else’s full version. Why should I buy Flatspace 2 when I could buy Gish or Tribal Trouble? Why should I pay for Darwinia when I could pay for Geneforge 3? Why Alien Flux instead of any of the above?

Of course, no one wants to get into a silly cold war by claiming to have one more feature than the competition. Mainstream game developers and publishers already do so when they make a sequel to a game that has more graphics, more sound, more controller buttons, more more more more more…

Still, there is more to worry about than how your game competes with itself. Indie game portals may make it easier to get an audience, and obviously competition is a concern, but you basically have to convince the potential customer that your game is well worth the money AND worth more than an offering from another developer.

Categories
Marketing/Business

Incorporating GBGames: The Business Plan

I’ve had a chance to read through some of the materials I’ve received from my visit to SCORE. For the most part, I know about the different things involved in running a business, but I’ve never dealt with the details. I haven’t asked the hard questions.

For example, “What business am I in?” How I answer this question will pretty much dictate how I run my business, so I can’t just blow it off. Perhaps while I write my business plan, I’ll change or refine the answer. Still, it is a very good question that I’ve never answered. I will need to describe my business in terms of how it works, how I plan on making it profitable, and should also identify clear goals. I already know why I want to be in business, but I will need to clarify the how and what.

Since marketing is an important aspect of any business, it deserves its own section of the business plan. It’s tough, but I’ll need to be able to identify who my customers are. “Gamers” isn’t good enough, but am I going to be targetting casual game players? Interstitial gamers? Hardcore gamers bored of the mainstream offerings? How about people who would otherwise be hardcore game players but can’t overcome their fear of a complicated interface? Whose life do I want to change? What’s my pricing strategy? Is the market for my kind of games growing?

It will be a lot easier to direct and control my own business if I have an idea of the resources I’ll have to use. I can’t make good decisions if I am not sure how much money I’ll have to work with from one month to the next. I’ll need to specify a startup budget as well as an operating budget.

Who is my competition? And not just other indie game developers, either. What other products and services are competing with me? People don’t watch television as much, but it still poses an alternative if I don’t make my offerings compelling enough. For that matter, people might prefer using instant messenger clients and talking with their friends rather than play my game. Identifying the competition allows me to try to enhance my own offerings.

I’ve never addressed these questions in detail, but I can already see how doing so will go a long way towards improving my chances of succeding.

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Marketing/Business

SCORE! First Step to Formalizing My Own Company

It’s one thing to tell people, “Yeah, I am planning on starting my own business.”

It’s another thing, you know, to start.

Almost two weeks ago, I made an appointment with SCORE, which is a resource partner of the Small Business Administration. SCORE stands for Service Corps of Retired Executives, and it is made up of volunteers who help existing and emerging small businesses. A few people had suggested I talk to the SBA to get free information about starting and running my own business. It was slightly frustrating since their websites don’t make it easy to find the information you want. Some of it is outdated, as SCORE lists Triton College as a location. When I called, I was told that office closed two years ago. Whoops. I made the appointment for the office located in downtown Chicago. It turns out that it is also in the same building that the train station is in, which is convenient.

Usually a meeting is for an hour, and the mentor will provide feedback on what it is you want to do. In my case, I wanted advice on what I needed to do to form my own company. I had read articles on the subject of legal entities, such as subchapter S Corporations and Limited Liability Companies, but they were always generalized for the United States and not Illinois. It’s good general informationt to know, but I needed specifics. I wanted to know what I would have to do to incorporate GBGames. I can fill out forms and even pay another business to do it for me, but what then? Does GBGames have any obligations as a business? Do I have to prove that I am trying to make money? Do I have to actually show revenue within so many years? Profit? Can my business be revoked if I don’t meet some simple requirement? Taxes? Startup costs? What can I write-off as an expense?

The mentor said that he was surprised that I had as much knowledge about the subject as I did. Apparently most people come in with an idea for a business. The mentor usually provides guidance in the form of “Well, did you think about this aspect?” and otherwise points out potential pitfalls. Still, he did give me a bit to think about. He handed me a number of pamphlets, articles, and government tax form instructions.

For some reason I haven’t written out a business plan yet. Part of it is probably because I only recently decided to actually start my company, and so I am finding a lot of thought processes that need to be changed. I find I am still in the mindset of “someday” on some issues.

A budget should be written out. I have some money in the bank, and I have some idea of what my expenses will be, but I really should try to get the details. I only have so much money in total, and some of it will have to go to non-business expenses. I’ll need to worry about food and rent among other expenses, and so knowing how much I can dedicate to my business will be very important.

In any case, it is good to know that I can get free information on the subject. SCORE allows walk-ins as well as appointments for after-hours. My mentor said that I seemed very enthusiastic and that I appeared knowledgeable at least in the types of issues I might have to deal with as a business owner. That’s much better than finding that I am seriously lacking. B-)

I have a few more things to read, but it seems that forming a business won’t be very difficult. If I ask for professional assistance it might just be to verify that the forms are filled out correctly. I’ll likely make another appointment for next month. Nearly unlimited, free, and professional advice is a great deal.

Categories
Game Development Games Geek / Technical Marketing/Business

Manifesto Games

I remember when I first read The Scratchware Manifesto detailing the problems with the game industry’s economic and development models. I thought that it was a nice read but probably written by someone who might not actually know about the game industry.

Then Greg Costikyan reveals that he was the author of the piece, shocking many in the game industry who also thought it was written by some wannabe game developer. He wrote a few articles for The Escapist about the topic as well. They all boil down to rants against the current model which stifles innovation and creativity and will not be sustainable for long. Of course, everyone knows that there are problems, but not quite so many people are doing much about them.

Now, he decided to quit his job at Nokia and startup a company to help make his dreams for a better game industry a reality.

From his recent blog post announcement:

The new company will be called Manifesto Games; its motto is “PC Gamers of the World Unite! You Have Nothing to Lose but Your Retail Chains!” And its purpose, of course, will be to build what I’ve been talking about: a viable path to market for independent developers, and a more effective way of marketing and distributing niche PC game styles to gamers.

It sounds exciting. Heck, it’s exciting anytime someone starts up their own business venture. Indie game developers seem to have issues with marketing their products. Not everyone can make a Bejeweled or Snood. And those that make something like Darwinia struggle to get noticed. I can see Manifesto Games being an Amazon-like one-stop shop not only for indie games but also for those niche hardcore titles that retailers won’t carry.

I’m not sure if I’ll like how it will get implemented. I’m mainly afraid that game developers will insist on Digital Restrictions Management everywhere. That would quickly make Manifesto Games really crappy for the customer, and I wouldn’t want my games to have any part of it.

But Greg will be blogging about the startup, and so he’ll likely be looking for feedback. I wish him luck.

Categories
Geek / Technical Linux Game Development Marketing/Business

Stupid ECommerce Website Design

I’ve been passively looking for a gaming laptop that can also run Gnu/Linux for some time now. It is easy to find laptops that run Gnu/Linux in general, and I know I can find some quality laptops with Gnu/Linux preinstalled from various websites such as Sub 300.

Desktop replacements can cost a lot of money as well, and I might be inclined to pay if I could guarantee that what I pay for actually works. I’ve read a number of articles on Linux on Laptops in which the laptops work…mostly. Things such as built-in wireless or hardware accelerated graphics or hibernate/restore functions can be unimplemented or poorly supported. Buying a laptop requires research for a Gnu/Linux fan in general, but a Gnu/Linux gamer needs to look even harder.

So I thought I found my salvation at Linux Voodoo when I found the X-Pad+ Wide Screen Gamer AMD. Holy cow! And it comes with Debian preinstalled and ready?! Sweet! How much?

Uh…how much?

You mean to tell me that I have to login just to see what the price is?!? Why?

Imagine if you wanted to buy some stuff online only to be told that you had to sign up at each and every website just to comparison shop. How many different accounts and logins would you have to keep track of? Would you like to keep tabs on that on top of the logins for the websites you actually shop at? I didn’t think so.

In the meantime, does anyone have a good suggestion for a gaming laptop that Gnu/Linux can run on?

Categories
Geek / Technical Marketing/Business Politics/Government

Happy Software Freedom Day!!

Happy Software Freedom Day!

Software Freedom Day (SFD) is a worldwide celebration of Free and Open Source Software (FOSS). Our goal in this celebration is to educate the worldwide public about of the benefits of using high quality FOSS in education, in government, at home, and in business — in short, everywhere! The non-profit company Software Freedom International provides guidance in organizing SFD, but volunteer teams around the world organize their own SFD events to impact their own communities.

Elsewhere in the Starter Manual:

Software Freedom Day is not about any individual companies or people; Software Freedom Day is a positive community celebration of Software Freedom.

w00t!!

Categories
Marketing/Business

Brand Identity Funniness

The Social Customer Manifesto has a post about Lego(R) putting up a notice if you go to legos.com that the name that people have commonly referred to its products might not be preserving the brand. We are not supposed to call them Legos. They are Lego bricks or Lego toys.

The comments also mention that the use of the word Google as a verb also apparently dilutes the Google brand.

Hah. Hahahahahaha.

Come on. It isn’t like someone will call a competing product legos (lowercase). It isn’t like I will tell someone to Google something and watch them bring up Yahoo! or MSN without a second thought. How does it dilute your brand when they use the name for YOUR products?

When people say want to eat Chef Boyardee, are we going to go find them and teach them to not dilute the brand because they are really eating a Chef Boyardee food product? What about when someone says “Check out my new Nikes” when they are referring to their Nike shoes? Doesn’t “Dude, you’re getting a Dell” dilute the Dell brand since you are really getting a Dell PC?

Of course, there are some concerns. People DO call competing products Legos even though Lego doesn’t make them. People do refer to all tissue paper as Kleenax. People xerox copies of paper on non-Xerox copiers. So maybe it isn’t so funny.

But I still think of them as Legos and I’ll still google.

Categories
Marketing/Business Politics/Government

EFF on DRM: Customer Is Always Wrong

Thanks to Blue Sky on Mars, I found The Customer is Always Wrong: A User’s Guide to DRM in Online Music, the EFF guide to Digital Resctrictions Management.

Many digital music services employ digital rights management (DRM) — also known as “copy protection” — that prevents you from doing things like using the portable player of your choice or creating remixes. Forget about breaking the DRM to make traditional uses like CD burning and so forth. Breaking the DRM or distributing the tools to break DRM may expose you to liability under the Digital Millennium Copyright Act (DMCA) even if you’re not making any illegal uses.

In other words, in this brave new world of “authorized music services,” law-abiding music fans often get less for their money than they did in the old world of CDs (or at least, the world before record companies started crippling CDs with DRM, too). Unfortunately, in an effort to attract customers, these music services try to obscure the restrictions they impose on you with clever marketing.

This guide “translates” the marketing messages by the major services, giving you the real deal rather than spin. Understanding how DRM and the DMCA pose a danger to your rights will help you to make fully informed purchasing decisions. Before buying DRM-crippled music from any service, you should consider the following examples and be sure to understand how the service might limit your ability to make lawful use of the music you purchase.

Categories
Games Marketing/Business Politics/Government

Evil Games Or Misunderstood?

1UP reprinted an article from Computer Gaming World titled Pop Culture Pariah: Why Are Videogames The Favorite Demon of the Mainstream Media?

While it was informative, I really don’t like the idea that we just have to wait it out until people who are gamers grow up and take over society from the previous generation. It’s a new form of media, and the previous generation didn’t grow up with it so they don’t know what to make of it except from what they are being fed from the news headlines and pamphlets. In a sidebar, CGW interviewed Steven Johnson, the author of Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter, and he mentions that games today are so complex that it is hard to get people to discover them in the first place, which is one of the things I think game developers need to work on in order to not only get female gamers but all non-gamers into gaming.

I remember my mother could handle playing Atari 2600 games since all she had to worry about was a joystick and a single button. In fact, her favorite game was actually Breakout which made use of analog paddles with a single button. When I got an NES a few years later and tried to get her to play Super Mario Bros, she looked at the cross pad and four buttons on the controller and immediately decided that it was too complicated for her, yet, using those same buttons, she loved Tetris on the GameBoy.

In high school I remember people complaining that the Super NES had too many buttons and that’s why they liked Sega Genesis better. Funnily enough, some of these same people were first in line for a Playstation when it came out. Anyway, I think it is interesting that controller layouts can do much more to intimidate new players than anything else. I mean, driving a car is a complex activity, even with an automatic. You have three mirrors, four wheels, one steering wheel, and a number of settings such as Reverse, Drive, Neutral, and Park, plus an entire world that you need to pay attention to in order to get to your destination safely. Yet driving a car isn’t that intimidating to so many people as playing video games.

Sit down someone who plays console games in front of a keyboard and mouse and tell them these are their tools for playing a game, and they’ll freak out. I know that I felt weird playing SimCity on the computer after first playing for years on the SNES version. Today I find it difficult to play Goldeneye 64 even though I was awesome on it when it came out. I’ve been playing computer games for so long to the detriment of my consoles. But the controls don’t intimidate me. I’m used to overcoming new controller layouts.

What about the new gamer? Too much effort? Too much frustration? Too much confusion? It’s no wonder that solitaire sells so well compared to most games.

While I think a big part of the problem is that people need a scapegoat, I also think that the complexity of games for non-gamers only furthers to mystify what is great about games and gaming. With games like Bejeweled and Tetris being as popular as they are among otherwise non-gamers, wouldn’t you think that most people would understand that GTA:SA doesn’t necessarily represent video games?