GDC 2011 - Six Indie Principles to Live By

Easier said than done right? Putting in the extra effort to making your game available to additional audiences is critical for profitability and bolsters your PR efforts. The makers of the Humble Indie Bundle noted that Mac and Linux made up 50% total of all their sales, and Linux users often paid the highest price point for their games! Not only that – but Linux buyers spread the news around their communities like wildfire, drastically increasing sales numbers.
The developers behind Super Meat Boy were glad they kept their distribution channels varied. The team had initially targeted WiiWare, XBL, and PC – with PSN on the backburner just in case. Their game was much too large to release via WiiWare, XBL sold well but not great, but Steam came through with huge numbers. The developers of Shank at Klei Entertainment had a similar approach – with different results. They targeted XBL, PSN, and PC for their launch. Whereas XBL did well at first, it quickly slumped, but their PSN sales gradually increased – sustaining their profitability for much longer. Steam sales were “ok,” but weren’t a huge factor.
























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