what I find a key element of the article is the limited pool of money. That makes total sense. @RP and I had already made up our minds some time ago to go back to a paid model. Freemium to me was always about chasing investors money based on adoption rates. It was never about generating revenue.
Thanks for the article @Lost_Oasis_Games . I shared my point of making games payed in several threads over a long period of time, I'm really glad to see more and more people step away from freemium model. Rami Ismail from vlambeer once said something like "Don't be afraid to make your games payed", and I truly believe in that statement. We spoiled the appstore with giving stuff away for free, similar to the anger from lots of people on the forums here when gamesalad moved away from the free version (I was one of them).
In the end a company has to know if it is viable. Running soley on investor money can only take you so far. Eventually a company has to know their ability to stay in the black based on their product's value to its customers. This is always where the rubber meets the road. I thought GS should have dropped the free model long ago, when they had achieved a solid large customer base and still had a surplus of investor money. From my external observations, GS squandered much of the investor monies they raised. I always believed long ago, when they realized the limitations of the current softwares foundation, they should have had a ground up rebuilt going on in secret and in parallel to the current creator when they had the staff and money to do such a thing. The old CEO,in my opinion, is to blame. He fiddled while Rome burned. Now they are up against a wall with not enough resources to do much of anything and surviving with a skeleton crew. This next year will determine their fate for survival. If I was CEO, at this point my goal would be to make the software solid and stable and setup the ideal conditions for a buyout to a larger more capitalized company. Other than that GS is in for a long slow climb unless they can make themselves attractive to another round of capital investment and demonstrate they can manage those monies better.
Comments
+1 Thanks @Lost_Oasis_Games
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
Nonsense! Never heard of such a thing! ;p
please let this trend continue and all the people creating shovel ware leave the industry!
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Hell yeah !
Agreed!!
www.appdore.com || appdore twitter || appdore facebook
Of the top 10 grossing games... only 1 (Minecraft) is a paid app.
If you build a fun, addictive game and market it well, you'll be successful no matter which model you choose.
what I find a key element of the article is the limited pool of money. That makes total sense. @RP and I had already made up our minds some time ago to go back to a paid model. Freemium to me was always about chasing investors money based on adoption rates. It was never about generating revenue.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Thanks for the article @Lost_Oasis_Games . I shared my point of making games payed in several threads over a long period of time, I'm really glad to see more and more people step away from freemium model. Rami Ismail from vlambeer once said something like "Don't be afraid to make your games payed", and I truly believe in that statement. We spoiled the appstore with giving stuff away for free, similar to the anger from lots of people on the forums here when gamesalad moved away from the free version (I was one of them).
In the end a company has to know if it is viable. Running soley on investor money can only take you so far. Eventually a company has to know their ability to stay in the black based on their product's value to its customers. This is always where the rubber meets the road. I thought GS should have dropped the free model long ago, when they had achieved a solid large customer base and still had a surplus of investor money. From my external observations, GS squandered much of the investor monies they raised. I always believed long ago, when they realized the limitations of the current softwares foundation, they should have had a ground up rebuilt going on in secret and in parallel to the current creator when they had the staff and money to do such a thing. The old CEO,in my opinion, is to blame. He fiddled while Rome burned. Now they are up against a wall with not enough resources to do much of anything and surviving with a skeleton crew. This next year will determine their fate for survival. If I was CEO, at this point my goal would be to make the software solid and stable and setup the ideal conditions for a buyout to a larger more capitalized company. Other than that GS is in for a long slow climb unless they can make themselves attractive to another round of capital investment and demonstrate they can manage those monies better.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS