princec
We deliberately make our games easy because they sell more. The easier they are, the more they sell. Simple formula.
The target audience is me. I am a child of the 70s, grew up in the arcades and playing on C64s. The games of that era are shit. They weren't shit then, but they are now. What I do is take old game ideas and make them not shit, and I think I do pretty well at that. One of the biggest components of not-shitness is making sure that most players can see most of the game before it gets too hard for them.
FWIW I've never completed any of my own games, I'm that rubbish.
We don't do that, though. We put AAA polish and content into every title.
The original was 10 years ago now. Think about that for a moment! Some of the people who are actually old enough to buy a game with their own credit card now were only 8 years old when Geometry Wars first appeared. Crazy.
Our original blog post was about how much it costs to make such a game, and how much money such a game earns typically, not about whether it's a failure or success.
I can summarise some of the perplexity that arise with five words: Explain the Binding of Isaac.
In my original posting I wasn't really trying to complain about the situation; just showing the facts and figures, and the ultimate conclusion of course, which is that we're not making any more of them. Probably. It is quite fun.
A few straight from the horses mouth facts:
I sat down and worked out what our revenues are, and they work out as $750/month over the last 7 years. Out of that, we pay for hosting, advertising, accountancy, and tax, leaving about $400/month and then Chaz and I split the remainder. Chaz just about scrapes a meagre existence in Spain. I live in the UK though so I have to keep on doing a day job (I've got a family to support). So up till now Puppygames has always been part-time! It'd be nice to do it full time.
If you're wondering why we bother at all, well, it's because it's actually a monumental pain in the arse to release two versions of every game - a demo and a full version. It's loads easier just to do a full version which can be unlocked. That's all our "DRM" is, really - just a really simple way of doing unlockable demos which won't go wrong and is practically impossible to not understand.
Also, anyone who thinks that it was a "lot of work" developing the system should probably know... it wasn't. It's really trivial stuff, and most of the hard bits are built in to Java anyway like the public/private key encryption. We're already working our little fingers off making the game, can't afford to spend any more time on unlocking schemes!
It really is utterly trivial for anyone with half a brain to defeat, and even crack and release. It's Java - any fool with JAD and Eclipse can rip it out. But what we're getting at here is... what's the point? The demos are lengthy, the games are cheap, the rights we give you along with the games are exactly the rights you would expect to have and want. They're exactly the rights I expect and want from things I buy, anyway.
Lots of piratey types give all sorts of feeble excuses as to why they get dodgy copies of things but at the end of the day we basically addressed every single one of them except one which is that the games cost too much and you wanted them anyway! Which we're figuring out how to address right now. We tried in the past reducing the prices of the games but discovered they made even less money.
Any suggestions?