Re:Results: iOS Game Revenue Survey
by acak on Wednesday September 28, 2011 @06:44PM
(#3050244)
The median revenue per developer per month is an indicator of profitability and probably a better metric to decide the right team size.
So if you look at figure 7b, the sweet spot seems to be a team size of 6 to 9 people (where the median revenue per developer per month is $550 to $820. In contrast, the median revenue per developer per month for 10 to 19 person teams is $320 - $620).
If you can hire 19 people, you should probably split them to run two projects of 6-9 people each. :-]
Re:Results: iOS Game Revenue Survey
by cageface on Thursday September 29, 2011 @06:35AM
(#3051885)
If you consider what a capable developer can bring in just in salary in a month you realize what a ridiculous chicken-scratch game this is. Making indie apps may be fun but it's a dumb way to try to earn money.
Re:Results: iOS Game Revenue Survey
by d_r on Wednesday September 28, 2011 @06:44PM
(#3050245)
As a single indie dev, I couldn't agree more. It can be a long road! Games (as opposed to say, utilities) are challenging because of the additional art/sound/creative requirements, IMO. And I think one important reason for why > 1 is better is that two founders can push each other along when times are uncertain (and they often are!)
That said, keeping momentum, coding away, and most of all greatly enjoying the process of creating something will really help you.
Re:Results: iOS Game Revenue Survey
by cageface on Wednesday September 28, 2011 @07:26PM
(#3050389)
And, if you look at the games that are really doing well in the store, write gimmicky, addictive games and make a fortune selling virtual coins/tokens/badges/clothes to people psychologically locked in to your scheme.
Re:Results: iOS Game Revenue Survey
by LordBron on Thursday September 29, 2011 @05:10AM
(#3051689)
I have to agree with you. Our company briefly contemplated freemium, but have opted against it. It's still early in the freemium era and I already see a backlash in the reviews and within myself as I play games.
So yeah, while it is currently king, I don't think it's one whose rule will last forever. And if you've committed and positioned yourself to survive on freemium alone, you'll find yourself in a world of hurt.
Re:Results: iOS Game Revenue Survey
by cageface on Thursday September 29, 2011 @06:32AM
(#3051877)
I'd like to agree with you but if you look at the top ten games right now they're all freemium gimmicks. Maybe this won't last but that's clearly where the money is right now.
Re:Results: iOS Game Revenue Survey
by felipemnoa on Thursday September 29, 2011 @12:49AM
(#3051172)
I don't know if that is true but it is irrelevant since they became successful NOT by using gimmicks or schemes but focusing on quality, which is the point I was trying to make.
Re:Results: iOS Game Revenue Survey
by andrewljohnson on Wednesday September 28, 2011 @08:02PM
(#3050507)
It's not just games. I'm pretty sure nearly all markets work like this, and it makes sense. The good apps sell, the bad apps do not.
Even in my little niche, there are dozens of hiking apps and just a few make all the money.
I also think the word "hit" is misleading. The people making the money are often the people who released an unsuccessful app, then kept trying, and eventually it was a hit. The people who don't make any money mostly give up before they succeed.
It took me years to make a profitable software company, and I think people expecting to get rich off their first iPhone game just have silly expectations.
Re:Results: iOS Game Revenue Survey
by cageface on Wednesday September 28, 2011 @07:24PM
(#3050384)
This has been my experience too. I have one fairly successful app, with good reviews and a long stint on the featured page in its category. It's still not even close to paying for the time it took to develop it. I would have been much better off financially if I'd spent that time consulting.
Writing apps is appealing because it's so much easier than bootstrapping a software business from scratch outside the store but I'm not convinced it's a good bet for the average developer.
Re:Results: iOS Game Revenue Survey
by Woost on Wednesday September 28, 2011 @11:20PM
(#3050981)
Am I reading that right? 100k lifetime value seems to be near the top end of what you can expect from one app. A reasonable salary at a normal job for a senior-level developer is near or a little better than that. If you want to succeed better than you could by working for someone it seems like you either need to be completely serious about releasing new games every 3-6 months(and release hits constantly), or, maybe, not write games (do business apps fare better?)
Has anyone tried the minecraft approach on the app store?
Re:Results: iOS Game Revenue Survey
by cageface on Thursday September 29, 2011 @06:38AM
(#3051891)
That's what I'm saying. If you make half of what you'd make in salary at a full-time job you're doing much, much better than most indie iOS devs. Hacking on apps may be fun but it's not a smart way to make money.
Most people are barely recouping their investment in hardware and the iOS developer fee. It's like one of those mail-in schemes in the back of old comic books.
Re:Results: iOS Game Revenue Survey
by Impossible on Thursday September 29, 2011 @01:10AM
(#3051207)
This assumes you only care about money and don't care about creative control and the satisfaction of running your own business. For a lot of indie developers making equal to or slightly less than they would as a salaried developer is doing well, even if you don't have a massive hit that makes $1M+.
Re:Results: iOS Game Revenue Survey
by Woost on Thursday September 29, 2011 @11:04AM
(#3052707)
I admit that's the way I phrased it, but I meant to say "Why iOS when you have other avenues if you want to work on your own thing?"
In other words, iOS seems to be a very bad choice for someone who wants to make money, when you could do a, say, SAAS web app, or a traditional app. Sure, you probably won't START making the same money as a traditional job with those, but the cap is much higher.
From this it would seem 10 to 20 person teams are the sweet spot for mobile game development.
Now I just need to find 9 to 19 more developers for my project :)
So if you look at figure 7b, the sweet spot seems to be a team size of 6 to 9 people (where the median revenue per developer per month is $550 to $820. In contrast, the median revenue per developer per month for 10 to 19 person teams is $320 - $620).
If you can hire 19 people, you should probably split them to run two projects of 6-9 people each. :-]
Luckily, we've found that if you start, Fate will lend you a hand and deliver some needed help.
That said, keeping momentum, coding away, and most of all greatly enjoying the process of creating something will really help you.
To be successful,
Freemium is king in the app store now.
Going for gimmicks is like going for get rich quick schemes.
So yeah, while it is currently king, I don't think it's one whose rule will last forever. And if you've committed and positioned yourself to survive on freemium alone, you'll find yourself in a world of hurt.
The medium lifetime revenue is right beside the 90th percentile, which means those top 10% earn the vast majority of the revenue
Even in my little niche, there are dozens of hiking apps and just a few make all the money.
I also think the word "hit" is misleading. The people making the money are often the people who released an unsuccessful app, then kept trying, and eventually it was a hit. The people who don't make any money mostly give up before they succeed.
It took me years to make a profitable software company, and I think people expecting to get rich off their first iPhone game just have silly expectations.
Writing apps is appealing because it's so much easier than bootstrapping a software business from scratch outside the store but I'm not convinced it's a good bet for the average developer.
Has anyone tried the minecraft approach on the app store?
Most people are barely recouping their investment in hardware and the iOS developer fee. It's like one of those mail-in schemes in the back of old comic books.
In other words, iOS seems to be a very bad choice for someone who wants to make money, when you could do a, say, SAAS web app, or a traditional app. Sure, you probably won't START making the same money as a traditional job with those, but the cap is much higher.
I consider this wildly successful - I get to work on my games (which I would have done for free anyway) and earn enough to pay the bills.