Would you use a publisher?

Team6LabsTeam6Labs Member Posts: 541
If there was a publisher exclusively for GameSalad, other than Ice Cap Games, would you use them?


The publisher would -
Accept both published and unpublished games
Manage all promotion and marketing efforts
Split profit with you

Would anyone be interested in a service like this?
«1

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    No.

    For the simple reason that I'm a control freak and want to remain fearsomely independent :D

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • ChakkuChakku Member Posts: 1,513
    @poisenden

    Well, it depends on your personal preference, I guess.

    Keep in mind that Chilllingo takes 50% before Apple takes its 30% (Apple used to take 40%!!!), leaving you with just 20%...

    Don't know about other publishers, but it all comes down to the game itself-Publishers accept only top-notch games

    Hope this helps
    Chakku
  • Team6LabsTeam6Labs Member Posts: 541
    I was thinking of starting a small publishing company. I have always been good at marketing apps and have worked with major companies like MEDL Mobile to do experimental app marketing. I have gotten over a quarter of a million free downloads with my own game salad games and I think I can create value for others.

    I think it's a bit ridiculous that you only get 20% of a Chillingo published app. I would split revenue 50-50 after apples cut and any fees. My goal is to make the original developer more money than they could of gotten on their own.

    What I'm trying to solve - Ok so I have been talking a little bit to someone that may be interested in partnering with me for marketing. We will call him Joe.

    Joe's game is very polished and looks great. He has spent over 100 hours working on it. Right now the revenue is about $200 a year. Say he spent 100 working on the game. At a standard $30/hr rate it cost him roughly $3000. At the $200 per year, he's looking at 30 years without a return (with apple's fee factored in). This sucks (pardon me) for Joe. He has practically wasted his time. He has a few options

    A) Joe continues getting his money every year, and in 30 years he will make a return.
    B) Joe decides to sell his game at a loss for $500 (2.5 times yearly revenue)
    C) Joe decides to work with a publisher (aka me), to give him another shot. Joe picks this option because his game is very polished and should sell well. Joe doesn't have a lot of risk to take because he is barely making anything. And then the game either does well, or fails.

    I have a solid marketing plan that can be tweaked per app.

    If anyone is interested just send me a PM.

    Hope this gives some more insight.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited January 2013
    I'm a greedy bastard and I would never split profits with a publisher. Why would you as anyone with half a brain can market their material.
  • Team6LabsTeam6Labs Member Posts: 541
    You're game is worth nothing without downloads. It's better to have 50% of something than 100% of nothing.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited January 2013
    Who to say I need you to get downloads? What is your history publishing games and marketing? I can buy ads and make trailers and setup websites and custom facebook pages. Why would I need you? Maybe if you were EA or someone who brings an established userbase of millions then maybe but some fly by night publishing company with a zero track record. I was born at night but not last night.

    Edit: nice scumbag move by editing your previous post after I posted these questions and facts. See I can edit my posts too. Not a way to build an honest reputation.
  • SocksSocks London, UK.Member Posts: 12,822
    Joe's game is very polished and looks great. He has spent over 100 hours working on it. Right now the revenue is about $200 a year. Say he spent 100 working on the game. At a standard $30/hr rate it cost him roughly $3000. At the $200 per year, he's looking at 30 years without a return (with apple's fee factored in).
    Your maths is a little off.

    $200 - 30% (to Apple) = $140
    $140 * 30 (years) = $4,200

    Or . . factoring in a $99/year developer licence.

    $140 - $99 = $41
    $41 * 30 (years) = $1,230.


    [/pedantry] :)
  • RPRP Member Posts: 1,990
    @Poisenden I am confused and I think it is because you have more flavors than a well known ice cream shop. One week you are looking to purchase full apps, the next you are offering cash investments, the following week you are seeking to start an app review site, next looking for a publisher, now offering services as a publisher. What exactly is going on here? What do you do and what is your goal with GameSalad and this community? I ask because I don't appreciate seeing folks that constantly look for ways to capitalize of their own bearing no credibility (unless you can provide otherwise).

    You last post was a HUGE edit man.

  • Team6LabsTeam6Labs Member Posts: 541
    @Socks I already calculated apples cut, so it's a bit more. But good math :)

    @FryingBaconStudios I have gotten a quarter of a million free downloads. Sure, you can go purchase ad space, but that cost MONEY. We don't charge for anything. & really? How realistic is it that EA would publish ANY game salad game? Maybe indirectly through Chillingo, but they get a ton of submissions, and GameSalad isn't a flexible enough engine.

    Nobodys saying that you need me, but if you're games are performing up to expectations, then you should consider a publisher that can help push the app better than you can. I admit what I'm lacking it. I can admit that I'm lacking graphic design skills. But it's very rare for someone to do everything themselves and succeed.
  • ChakkuChakku Member Posts: 1,513
    @poisenden

    You should establish a reputation, and work low with specific people before you advertise a service that has not started yet.

    On top of that, with your taking of 50%, the developer that actually worked hard and long to MAKE the game in the first place, would only be getting 35% of what he' selling it (so like, 35 cents), which in my honest opinion is still ridiculous.

    As @FryingBaconStudios said, you're not EA or anything; just a guy who is thinking of starting a little marketing "company", and is starting out by asking for 50%. I just don't think it's fair, and I think many people will agree with me here.

    You need to seriously rethink your plans.
  • Team6LabsTeam6Labs Member Posts: 541
    @RP I change a lot. I'm that sort of person :) I like the idea of investing in games. I would buy a game if I think I can get a ROI. I did start an app review site, and it's doing fine.

    For the looking for a publisher, you may mean I was looking for an Android publisher, because I haven't figured out how to get apps on Google Play yet (still working on kindle).
  • Team6LabsTeam6Labs Member Posts: 541
    @Chakku I can see where you're coming from. But my publishing is primarily for people that have had little or no success with games, but have invested a large amount of time. I have seen games that are EXTREMELY good, but have no downloads. I don't think someone that goes from $3 a week in revenue to $50 a week in revenue is going to complain that I took 50% if I'm increasing revenue that much. Does this help?
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited January 2013
    You don't even know me or my partner. We have established backgrounds in marketing, heck, @RP - my partner - worked doing the same stuff at Apple corporate. I have a degree in communications and marketing and the truth is most successful inde developers have skills and talent that crosses a lot of skill sets. @RP and I are trained and educated in video, film, art , motion graphics, voice work, writing, web design, game design. Together we have over 40 years experience in all these areas. Trust me we don't need a publisher.

    Plus, my BS detector is going off big time and its well calibrated after 25 years running businesses.
  • JN38JN38 Member Posts: 57
    The only time I would consider a marketing company is if my little app game showed the potential of going viral.
    Then again, if it went viral I wouldn't need a marketing company.

    More power to you if you can get this done. But, marketing isn't that hard - it just takes time and being consistent.
  • Team6LabsTeam6Labs Member Posts: 541
    @FryingBaconStudios - Congrats on that. I have to say that 40 years of experience it more than I have. As I have said before, its more addressed to people who don't have the money or experience to have a solid marketing plan.

    @JN38 - Marketing isn't that hard, I will agree with that. But it does take time and uniqueness. While I admit coding is much more difficult, someone with the right vision for success can turn it into a hit. Angry Birds used a publisher, so did cut the rope. Both are doing quite well, and they have gone viral. So it's really a toss up. If you're app is really good, then people need to know. If you don't have the time or money, then you go to a publisher. If you do have all the right things, than all the more power to you.
  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2013
    //
  • ChakkuChakku Member Posts: 1,513
    edited January 2013
    @poisenden
    I don't think someone that goes from $3 a week in revenue to $50 a week in revenue is going to complain that I took 50% if I'm increasing revenue that much. Does this help?
    Yes, but the problem is, as much as I would like that increase, I can't pick a publisher without seeing a good reputation.

    And even then, I'm not keen on giving my app over to ebe published through another Apple Developer Account.

    Don't want to be harsh, but here's my tip- keep an eye on the forums for people ASKING for a publisher, and PM them and get a few people that way.

    THEN open a thread like this advertising your services, and tag your previous clients, and include links to their apps, and figures of how they're download numbers skyrocketed etc.

    I did start an app review site, and it's doing fine.

    Could you link your review site please?

    I haven't figured out how to get apps on Google Play yet
    Does this mean your services only apply to iOS?

    No offense, but on top of the shady stuff @RP mentioned (ok, maybe you have excuses for that; I'll give you benefit of the doubt), people will be wary to publish with someone that can't figure out how to publish to Google Play.



    Don't mean to come out sounding harsh; just want to see this service done properly

    Take my suggestions
    Chakku
  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2013
    @Socks I already calculated apples cut, so it's a bit more. But good math :)
    The first option in my post covers Apple's cut:

    $200 - 30% (to Apple) = $140
    $140 * 30 (years) = $4,200

    I hope you've got someone doing your numbers for you ! ;) :D
  • RPRP Member Posts: 1,990
    @Chakku "people will be wary to publish with someone that can't figure out how to publish to Google Play."

    Bingo
  • JN38JN38 Member Posts: 57
    I have a background in running businesses. Here is how I approach your offering. It may help a lot of people.

    Is the cost of hiring a marketing company less than what I would cost me to create a new app? If yes then it makes sense to spend the money and create a new app to increase my net income.
    If no then it makes sense to market the app myself while still developing a new app.

    It boils down to time. I can change the oil in my car. But the time it takes costs me more in business than if I paid the $20 for someone else to do it.
  • ChakkuChakku Member Posts: 1,513
    @Chakku "people will be wary to publish with someone that can't figure out how to publish to Google Play."

    Bingo
    @RP

    Yep- I think he's more of a one-man team that'll send the app to a ton of review sites; nothing you can't do on your own.

    However, after I see his own review site, and his portfolio of apps, then maybe my impression may change.

    @poisenden

    As you are a pro member, I assume you have some iOS games of your own. If so, please post a link to them

    Chakku

  • Team6LabsTeam6Labs Member Posts: 541
    @Chakky @RP @Socks @FryingBaconStudios @JN38 I actually do appreciate this feedback.

    I just starting playing with android this weekend, I have submitted my best apps to the kindle stores.

    for the math question - $200 revenue with apples cut already included. Not 140.

    review site - http://appelect.com/

    For the moment, I'm focusing on iOS because thats the most profitable market, and the one I understand the most. Without monetization options, the google play store isn't as viable because I would have to charge in a market that is dominated by free.

    We can get a simple contract to make sure everything is safe legally. Once we have a portfolio of "publisher" apps, I will do that, but I'm just starting out right now.

    My main game - https://itunes.apple.com/us/app/stick-run/id501880506?mt=8

    I also attached some screenshots to our rankings in Argentina and Chile.
  • ChakkuChakku Member Posts: 1,513
    @poisenden

    Were those screenshots taken from the Apple App Store?

    @FryingBaconStudios

    http://marketplace.gamesalad.com/#query=stick+run&product=9786

    According to that, his game has had 300k downloads and has been in the top charts worldwide!
  • RPRP Member Posts: 1,990
    edited January 2013
    That's part of the issue. Knowing the quality of software being published/representing posienden (I'll let you announce your company name if you so wish) and how that qualifies to move to reputable and professional level publishing. I can appreciate someone wanting to tackle such an endeavor, but you don't got from step 1 to step 120 on the next day.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Yes that"s a description he wrote for the marketplace not GS.
  • Team6LabsTeam6Labs Member Posts: 541
    @Chakku no. They are from a rankings apps I have.
  • ChakkuChakku Member Posts: 1,513
    That's part of the issue. Knowing the quality of software being published/representing posienden (I'll let you announce your company name if you so wish) and how that qualifies to move to reputable and professional level publishing. I can appreciate someone wanting to tackle such an endeavor, but you don't got from step 1 to step 120 on the next day.
    @RP +1
  • ChakkuChakku Member Posts: 1,513
    edited January 2013
    @Chakku no. They are from a rankings apps I have.
    @poisenden

    Oh, what app was that?

  • Team6LabsTeam6Labs Member Posts: 541
    I'm not a complete professional. If you have a polished game, but it's not doing well, let me see what I can do with it using my marketing methods. Send a pm if interested. It's that easy.

    @chakku appstatistics by apps fire.
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