downloadsquad.com— Months ago I wrote an article on starting your own game company for Download Squad. I finally got around to a follow-up, this time more focused on the business end of things.
May 19, 2006View in Crawl 4
@LukeD - so let me get this straight... you enjoy reinventing the wheel every time?This isn't a matter of "following the crowd". This is a matter of several things that come together. Business sense, knowing your target/platform/consumer, knowing the technology, knowing the market, knowing the industry, knowing YOUR OWN LIMITATIONS, among other things.Everyone has 3 million ideas that WON'T work. And just because someone uses the business model in the article isn't an automatic recipe for success.The easy part is creating the product. The hard part is selling it. And that's where most people fail.So whats to distinguish all of us following the same info? Oh, I dunno, how about the product and service itself?
He fluffed over the main points: Marketing and gaining VC.I would say that marketing is the most important piece in your business model. I forgot who said it; but one of the lead developers from SiN described its game as the "Best game that no one ever played." You're game means nothing if no one plays it AND (more importantly) buys it. This would be a great place to start: <a class="user" href="http://www.stromcode.com/modules.php?name=News&file=article&sid=20&mode=&order=0&thold=0">http://www.stromcode.com/modules.php?name=News&file=article&sid=20&mode=&order=0&thold=0</a>Now gaining VC (Venture Capital... the money you use when you start/expand a company) is a little harder. Bottom line: no one works for free. Unless they are truly with the idea, you need to pay your "workers" salary. Not being an expert on this subject, I offer little solutions for this subject. Besides, there are literally a million ways to approach this problem (Example: When Ben and Jerry started their Ice cream business, they used a credit card with a credit limit of $10,000 --- Another example: Moonpod's (moonpod.com) founders put a 2nd mortgage on their homes to generate their initial funds).... No digg for being all fluff.
I sense a little aggression over a failed startup. At least you were up front about it. I don't see anything wrong with the article, it's perfectly fine for a general overview. It's not meant to be a 'You-do-this-you-get-rich' list. I've worked for businesses that ran themselves into the ground as well as those that have become successful, and I currently run a business of my own. I must say that, despite the number of obstacles that do arise, it really isn't that difficult. Also, given that it is a creative business and that I am a relatively centric part of that creative process, it isn't too difficult to juggle the two.I suppose I was lucky in that I had the initial support of some talented friends. I've suffered from failed projects before, and I've found that one of the better ways of promoting success is by employing those who share your vision. Lots of people in the world so it's not too, too difficult to find like-minded and talented folks.However, I will secede from the argument over game design specifically as I've no personal experience with such a startup.
schleuferMay 19, 2006
@LukeD - so let me get this straight... you enjoy reinventing the wheel every time?This isn't a matter of "following the crowd". This is a matter of several things that come together. Business sense, knowing your target/platform/consumer, knowing the technology, knowing the market, knowing the industry, knowing YOUR OWN LIMITATIONS, among other things.Everyone has 3 million ideas that WON'T work. And just because someone uses the business model in the article isn't an automatic recipe for success.The easy part is creating the product. The hard part is selling it. And that's where most people fail.So whats to distinguish all of us following the same info? Oh, I dunno, how about the product and service itself?
l0phtpdkMay 19, 2006
He fluffed over the main points: Marketing and gaining VC.I would say that marketing is the most important piece in your business model. I forgot who said it; but one of the lead developers from SiN described its game as the "Best game that no one ever played." You're game means nothing if no one plays it AND (more importantly) buys it. This would be a great place to start: <a class="user" href="http://www.stromcode.com/modules.php?name=News&file=article&sid=20&mode=&order=0&thold=0">http://www.stromcode.com/modules.php?name=News&file=article&sid=20&mode=&order=0&thold=0</a>Now gaining VC (Venture Capital... the money you use when you start/expand a company) is a little harder. Bottom line: no one works for free. Unless they are truly with the idea, you need to pay your "workers" salary. Not being an expert on this subject, I offer little solutions for this subject. Besides, there are literally a million ways to approach this problem (Example: When Ben and Jerry started their Ice cream business, they used a credit card with a credit limit of $10,000 --- Another example: Moonpod's (moonpod.com) founders put a 2nd mortgage on their homes to generate their initial funds).... No digg for being all fluff.
nocreMay 20, 2006
I sense a little aggression over a failed startup. At least you were up front about it. I don't see anything wrong with the article, it's perfectly fine for a general overview. It's not meant to be a 'You-do-this-you-get-rich' list. I've worked for businesses that ran themselves into the ground as well as those that have become successful, and I currently run a business of my own. I must say that, despite the number of obstacles that do arise, it really isn't that difficult. Also, given that it is a creative business and that I am a relatively centric part of that creative process, it isn't too difficult to juggle the two.I suppose I was lucky in that I had the initial support of some talented friends. I've suffered from failed projects before, and I've found that one of the better ways of promoting success is by employing those who share your vision. Lots of people in the world so it's not too, too difficult to find like-minded and talented folks.However, I will secede from the argument over game design specifically as I've no personal experience with such a startup.
tycho7May 20, 2006
@bot001220So you think Halo is better than Marathon? I've got two words for you pal: Dual Shotguns./smack