I want to send this story to every idiot that ask me hey can you build me a game like (insert mainstream success here) for free and I'll pay you a percentage once its popular.
A percentage of 5M is not bad at all!I want to send this story to every idiot that ask me hey can you build me a game like (insert mainstream success here) for free and I'll pay you a percentage once its popular.
Nobody owes you anything. Make it if you want. Good luck.
Copying is not a crime. Tough luck.
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Software is by its very nature free. It is free to copy and free to reuse.
Shakespeare is also free.
Software is by its very nature free. It is free to copy and free to reuse. Shakespeare is also free.
Can someone explain to me why it takes so much to develop these games? Is it a graphic design thing? Paying personnel for man-hours?
Congratulations boys! Don't spend all the money on one place and chase away and "experts" that show up in your lobby or just "happen" to bump into you at a random bar or coffee shop.
Invest the money wisely in the next big thing but most of all, set yourself up so you don't have a high cost of living. Buy a house in cash. Get that nice car you always wanted in cash. Go through the women like tissue paper and don't let any of them talk your into an "entrapment baby." Have fun and feel your oats.
Most of all, look out for the "wolf packs" as in a team of con-artists who work together to cheat new money out of their cash. While it is border-line paranoid, there are groups out there that target an individual -- specifically someone with weak family or weak church ties -- where you will find yourself around a half to a full dozen new friends. They can set you up in many ways. That is another talk.
You never see them together but they are working together to cheat you out of your money. A quick $10K to a good private investigator will do a check of a list of new friends to see if they have past con's behind their belt. San Francisco and the South Bay are full of good PIs that can handle this for you.
Remember, the next hit may not be immediate. If I was a product manager here, you have a huge franchising opportunity here from pop-up novels, to clothing, miniature figures and even Halloween costumes.
Looking forward to seeing your crew at WWDC in a few months.
Also, if anyone can't afford a few bucks for a game expansion pack that gives hours of enjoyment, they don't deserve to be playing.
Well the ios game has been around for a lot longer. These numbers don't mean anything.
Chronological, mental, or emotional? 21, 14, 6.I wonder what the average age of today's software pirating community is?
Just another reason why, in spite of being asked regularly to do so, I will NEVER port my app to Android.In terms of market share, this game is probably installed on more Android handsets than iOS devices though. Where I used to work in an IT department a number of the Android users were very vocal about never paying a single cent for any of the apps they would install and instead pirate them all.
Well the ios game has been around for a lot longer. These numbers don't mean anything.
Well deserved, it's a truly innovative game. Also the difference in revenue between iOS and Android is just insane.
Who are you talking to? This is a forum of a mac rumors site.. the developers of the game will never read your post.
Maybe you're too young or too old, but the internet doesn't work this way ;D
It means a lot to the developers - they made a boatload of money. Plus it highlights the actual cost of producing a great piece of software on iOS.
Excellent game. Too short - probably but worth the money, definitely.
A very original game.
It boggles the mind that people think the expansion should be free...
Just another reason why, in spite of being asked regularly to do so, I will NEVER port my app to Android.
And people in this forum seem really out of touch about developer salaries. Ustwo works out of London, NYC, and Sweden, and I can guarantee that at least the NYC devs are making six figure salaries, or they would be poached away in a heartbeat. London and Sweden are probably similar for their local currencies.
I want to send this story to every idiot that ask me hey can you build me a game like (insert mainstream success here) for free and I'll pay you a percentage once its popular.
Not saying it's a bad game but it taking 1mil+ to develop this game blows my mind. The art work and music is great but 1mil is a lot for an indie studio but I'm guessing they were backed. I wouldn't even know how to spend 1mil on game Dev but then again I wouldn't know how to bring in almost 6 mil either.
The demos are different. Most Android devices are a lot less expensive than IOS devices.
That could mean :
a) Android users have less money (Average IOS device is much more expensive)
b) Android users don't spend money (even if they have it) (so, they could have the money, but don't spend it on a phone or apps)
c) Android users buy less capable phones (with fragmentation and restricted app selection as consequence)
d) Android users buy phones mainly for basic functions (don't buy many apps, my aunt falls in that category and she has an Android phone)
c) Android users have a higher tendency to download free apps (or pirate paid ones because its much much easier to do so on that platform).
All of the above have been determined to be true. You can Google a while for confirmation.
This explains why IOS can still have the leads in Ads (for Google), mobile Web browsing, mobile buying and application purchases despite being behind Android in overall market share.
In fact, if IOS wasn't subsidizing Android devellopment, the app selection would resemble that of Windows Phones!!
Another note, I really question the cost of the game development as paid in cash. While they claim it costs $800,000 to make the game. I bet a lot of this "cost" was logged labor hours run up against existing labor rates. I'm sure no one payed outright for their time to do this in full.
Start-up ventures like this rarely have someone paying top dollar for development (specifically a high concept game) where most of the "sweat equity" goes into shares of the company or profit sharing.
Running the numbers off the cuff, at $800,000 at a market quote of $50 an hour we have 16,000 hours of work. Typical man-year is 2000 hours of work making this eight man years. They claim an eight man team. Thus, it took eight guys a year of work, probably spread across two years, to get this game out. I'm sure almost all of these guys had day jobs as they developed and promoted this game.
They get about a five to one return, the eight guys with their $5,000,000 in revenue gets just north of a half million each for all their effort if there is no reinvestment. Then there is the tax to the Crown. Good luck on that boys!
Thus, the small game developer studio is alive and well. You just need dedication and side jobs to pay the bills while you get a game out. Seen this done with several start-ups.
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When Shakespeare was alive and well while writing plays, his works were anything but free. Back in the Elizabethan days, it was common for anyone performing a play or a song without authorization of the living author, the holder of the work could engage the infringing in open combat in the middle of the play or find him for a fight at a nearby pub.
The Globe Theater was a site of many a fight between writers and musicians over who could play what songs. Typically the "rights" would become public domain after the author died. Hence why Shakespeare's works are now "free."
If you don't give tribute to the creator of a work, you might as well break in his house and steal his belongings.
Most that spout the "information is free" crap in their youth end up poor reading Shakespeare on sidewalks in Berkeley with their fellow homeless if they don't wake up and know how the world works. I know one in particular that has done this for years just a few blocks from Shattuck.
Dig into their data you will find that 60% in each platform falls into pirating. iOS had 60% prirating rate as well. Things like sharing a iTunes Store account across multiple users is one way. Or the let me log into the store and get that for you. Sharing the game.More developers should do iOS exclusives. Maybe then Google would do something about pirating. I don't know how much they can really do though..
Is there really no way to prevent an app from running when it hasn't been verified as purchased?
Poor developers!
That is easier said than done to do. Chances are your devs work on both platforms. Their is shared stuff. For example all graphics are shared. Depending on the engine a lot of that get shared as well.Which brings me back to the original point: I wish they had broken out the android-specific costs for the game.
Dig into their data you will find that 60% in each platform falls into pirating. iOS had 60% prirating rate as well. Things like sharing a iTunes Store account across multiple users is one way. Or the let me log into the store and get that for you. Sharing the game.
You think it is android but reality it is both.
Amazon free app hurts as they get zero money when it was free app of the day.
My take is that UsTwo is a "super group" of artists and developers.
I'm sure they have known or known of each other for a while before this. They came together for this on an experimental, night work project and it freaking took off.
The "cost" IMO was mostly hours worked on this with the time compared to going rates. I bet less then $25,000 was paid for promotion and marketing of the app after the code, graphic artwork and music was complete.
All are experts in their field and the timing was just right. Thus a classic "Seven Samurai" team.