Wednesday, August 02, 2006
Difference from failing and meeting with success with mobile games
Talking with some developer about mobile gaming, we always finished asking the same question: What is the difference between failing and success with mobile games? At least, the market and the technology limitations answer that question with coldness.
Nowdays, meeting with success needs of standing out with some of mobile games developed, where we must define “standing out” as selling success over production costs.
If we follow the market, we must look for the selling success inside popular brands and of course, into the cost saving in producing the games that need of moving the use of human resources to low cost countries. Then, success need of having a popular brand, create a game about that brand and having low production cost. Then, failing must be considering as the lack of popular brand and no way of porting games with a low cost mechanism.
As a message from the market and from technical limitations, we can consider this answer as the logical answer, but insufficient for us. We are going to change the success concept inserting new variables. Now, we think that success need of an automation of the porting games between mobile phones process, almost to the null cost. Also we will need of simple and easy games. We look for the developer comfort, distributor comfort, aggregator comfort, operator comfort and at least the fun for the user/player. If we are able to do and to package a funny game in two weeks with a 2.000 € production cost, and later we obtain revenues about 10.000 €, then we would meet with success because of the cost-effectiveness.
We don’t need of the popular brand; we need of adapting small companies, like us, to the market capacity. We need of process automation and need to parallelize our game developing. Making 10 casual games in a month with an average cost of 2.000 € per game, with revenues near to 10.000 € as objective per game, will meet the small developer with success.
Of course we will need of creative people for making funny and striking games. If we don’t have budget for advertising, leave the distributors and aggregators make their work moving the catalogs, with some downloads from each country we could be profitable.
We continue supporting quality games and popular brands games with quality, but while a small company can’t make a quality game with popular brands, they need of creating a catalog for getting money. You must automation the processes or ask for help to people like us that are automation our processes. It is a step of the way in this market.
The complete success, will be publishing a popular brand game with a low production cost.