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Ask HN: My Revenue Model- How does it sound?

7 点作者 waru超过 13 年前
Hi, I'm working on a video game start-up in Athens, Georgia. I was asked about our revenue model, so I did a formal write-up and was wondering how it sounds. Any feedback would be greatly appreciated.<p>Here goes:<p>Our game will be released in two versions: a free, Lite Version (where users can play endlessly, but upgrades necessary to advance above a certain level are locked) and the Full Version, which will cost one dollar. It is hard to predict sales, but we expect about 50,000 copies in 2012. The App Store keeps 30% of each sale.<p>The other part of our revenue model is merchandise. One thing that sets our game apart from other restaurant simulations is the simple, expressive, and numerous characters (rather than the boring, generic characters of many other games in this genre). We are focusing on creating popular characters that will re-occur in multiple games and be featured on merchandise. These re-occurring characters will not only boost the familiarity and popularity of each game, but also add to people's desire for merchandise.<p>In Japan, where I lived, worked, and studied for four years, they have perfected this process; in the development of an animated TV series or video game, for example, there is a large focus on creating high-quality characters (simple, highly graphic, and visually appealing) that can cross over into other media, produce spin-offs, and be featured on merchandise. This ends up generating far more profits than the sales of the original product. I think that many American video game companies do not appreciate the importance and potential of high-quality, appealing characters.<p>In terms of platforms, our game is planned to be released for the iPhone/iPod Touch, but could easily be ported to the iPad, which is number one on our list. If successful, it could also be ported to the Android. In addition, we would like to make it playable on PCs and Macs, though without the touch-screen, gameplay might take a little reworking.<p>...So, how does that sound? Thanks in advance for any feedback.<p>(The game I am talking about is actually an active project on Kickstarter right now, with one day left to go. You can see it here: http://www.kickstarter.com/projects/bts/cafe-murder)

4 条评论

patio11超过 13 年前
You do not have access to the channels which make e.g. Naruto a cross-platform megasuccess that captures the mind of half a generation. I would suggest unlockable premium content instead.
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chalst超过 13 年前
The model you need to work is different from the freemium model, which says you earn money by getting people engaged enough to pay for upgrades. Here you want to make the game cool enough so that players want accessories to advertise their association with it. It sounds like more of an all-or-nothing proposition to me.<p>I don't think, pace <i>patio11</i>, that the game needs to be blockbusters to generate decent revenue, but you do need your players to feel that they belong to a community of gamers. I have the impression that merchandising generates decent revenues for some B-list webcomics: you might contact some of these to learn about their experiences. Who knows, maybe you can have your game characters appear as guests in their webcomics and vice versa?<p>I think being a startup has advantages here, since startups are cooler than corporations.
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bandhakavi超过 13 年前
is there a way you can enter the users iphone from outside the App Store? If such a hack exists you can price your game say only 50 cents (for some limited levels) so that Apple gets to keep only 15 and open up the remaining levels or in game merchandise by charging the remaining 50 cents after the game has been downloaded. So in effect you can keep 85 cents of the dollar instead of 70 through a bullet subscription...
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hboon超过 13 年前
What's the marketing plan?
评论 #3138401 未加载