By Scott Steinberg
Receives a commission TO PLAY! 30 years within the making, the 1st ebook to provide every thing you must pass from rags to riches within the excellent videogame is right here - are you prepared to nail the final word excessive ranking? a must have for an individual looking a profession in video game artwork, layout, audio, programming, advertising and marketing, journalism and revenues! tips on how to holiday into the enterprise and hit the jackpot from legends together with Shigeru Miyamoto, Sid Meier, journey Hawkins, Will Wright and extra! Foreword by means of Atari founder Nolan Bushnell. "Finally, a ebook that exhibits you ways to make your entire desires come actual - and make critical funds doing it!" -Brian Fargo, Founder, Interplay/InXile Ent. "Reveals the secrets and techniques of enjoying to win. and the way to do it making nice games!" -"Wild invoice" Stealey, Founder, MicroProse/Int. Magic "A must-read. the 1st ebook at the videogame enterprise that is either insightful and entertaining." -Ed Zobrist, President, Sierra on-line
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Extra resources for Get Rich Playing Games
99. Following, there’s perhaps just a six- to eight-week premium shelf life period in which to capitalize on this expensive, years-in-the-making title, which dozens, more likely hundreds, of peers contributed to. Maybe you succeed, maybe you fail, and the title’s quickly reduced in price or pulled from retailers altogether; hopefully, at some point, you see some recurring back-catalogue revenue. Considering that you’ve spent $10-20 million and invested heaven knows how many man-hours up-front, it’s hardly a tempting or risk-averse proposition by even the greenest executive’s measure.
Ultimately, what you need to focus on is building a polished, high-quality product of manageably limited, but infinitely expandable scope that drives word-of-mouth sales, the single biggest contributor to any given MMO’s success. And above all else, ensures the flexibility to accept multiple revenue streams and dynamically 31 GET RICH PLAYING GAMES adapt your strategic approach as needed. When it comes to virtual worlds, anything and everything can, and will, often change on the fly. If you have to start small, so be it: Build a solid core game than can operate with fewer members then use a low, but steady stream of subscriber income to expand slowly and organically.
If it’s essential, keep at it. If it’s a nice-to-have, but not a must-have, drop it, or, better yet, save it for the sequel. On the other hand, if nothing is fun or true to the concept after this extended pre-production period, kill the project and move on. The key to good game development is to prove what is both fun about your game and critical to its success – but let the rest go. One or two elements, done spectacularly, are exponentially more likely to yield a blockbuster than 15 average features.