<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Kyobi Flash vs. iPhone sales figures &amp; #1 in BigFishGames Online Top 10</title>
	<atom:link href="http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10/feed" rel="self" type="application/rss+xml" />
	<link>http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10</link>
	<description>AS3 and Indie Game Development</description>
	<lastBuildDate>Thu, 11 Mar 2010 03:49:23 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: MEGAPOST!!! &#171; Nick</title>
		<link>http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10/comment-page-1#comment-1767</link>
		<dc:creator>MEGAPOST!!! &#171; Nick</dc:creator>
		<pubDate>Tue, 01 Sep 2009 08:01:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=408#comment-1767</guid>
		<description>[...] iPhone Sales Numbers: for Flight Control, Dapple (with bonus brutal honesty), Mouse House, Rebound, Hit Tennis, Super Monkey Ball, Trism, Surf Prodigy, Where To? and Tipulator&#8230; hmmm maybe Flash is better? [...]</description>
		<content:encoded><![CDATA[<p>[...] iPhone Sales Numbers: for Flight Control, Dapple (with bonus brutal honesty), Mouse House, Rebound, Hit Tennis, Super Monkey Ball, Trism, Surf Prodigy, Where To? and Tipulator&#8230; hmmm maybe Flash is better? [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Photon Storm &#187; Blog Archive &#187; The further adventures of Kyobi + Updated sales figures</title>
		<link>http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10/comment-page-1#comment-1386</link>
		<dc:creator>Photon Storm &#187; Blog Archive &#187; The further adventures of Kyobi + Updated sales figures</dc:creator>
		<pubDate>Sat, 09 May 2009 09:03:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=408#comment-1386</guid>
		<description>[...] is the story of the little game that just keeps on traveling. Since writing about my experience selling Kyobi a couple of weeks ago I just wanted to update you on what had happened [...]</description>
		<content:encoded><![CDATA[<p>[...] is the story of the little game that just keeps on traveling. Since writing about my experience selling Kyobi a couple of weeks ago I just wanted to update you on what had happened [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Top Indie Game Development Blogs &#124; Gambrinous Blog</title>
		<link>http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10/comment-page-1#comment-1381</link>
		<dc:creator>Top Indie Game Development Blogs &#124; Gambrinous Blog</dc:creator>
		<pubDate>Thu, 07 May 2009 12:42:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=408#comment-1381</guid>
		<description>[...] Photon Storm: Focused on flash game development and marketing. Definitely check out the example. Example [...]</description>
		<content:encoded><![CDATA[<p>[...] Photon Storm: Focused on flash game development and marketing. Definitely check out the example. Example [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Antair Games &#187; Blog Archive &#187; Weekly Update</title>
		<link>http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10/comment-page-1#comment-1362</link>
		<dc:creator>Antair Games &#187; Blog Archive &#187; Weekly Update</dc:creator>
		<pubDate>Fri, 01 May 2009 15:53:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=408#comment-1362</guid>
		<description>[...] Storm posted a fascinating piece about their sales figures for an iPhone game and it&#8217;s flash counterpart. Lots of good info, lessons, [...]</description>
		<content:encoded><![CDATA[<p>[...] Storm posted a fascinating piece about their sales figures for an iPhone game and it&#8217;s flash counterpart. Lots of good info, lessons, [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Colm</title>
		<link>http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10/comment-page-1#comment-1348</link>
		<dc:creator>Colm</dc:creator>
		<pubDate>Tue, 28 Apr 2009 10:57:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=408#comment-1348</guid>
		<description>Totally excellent article. I&#039;d like to second Ryan and thank you for releasing revenue numbers; it&#039;s invaluable to new developers to see the scope of the market like this. 

Also some great info in the comments!</description>
		<content:encoded><![CDATA[<p>Totally excellent article. I&#8217;d like to second Ryan and thank you for releasing revenue numbers; it&#8217;s invaluable to new developers to see the scope of the market like this. </p>
<p>Also some great info in the comments!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: dVyper</title>
		<link>http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10/comment-page-1#comment-1314</link>
		<dc:creator>dVyper</dc:creator>
		<pubDate>Fri, 24 Apr 2009 12:53:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=408#comment-1314</guid>
		<description>An excellent article. This is so inspiring! Hopefully within a few years I&#039;ll be as successful as you (as long as the market doesn&#039;t change too much).</description>
		<content:encoded><![CDATA[<p>An excellent article. This is so inspiring! Hopefully within a few years I&#8217;ll be as successful as you (as long as the market doesn&#8217;t change too much).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Squize</title>
		<link>http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10/comment-page-1#comment-1313</link>
		<dc:creator>Squize</dc:creator>
		<pubDate>Fri, 24 Apr 2009 10:16:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=408#comment-1313</guid>
		<description>@Ryan I do totally understand where you&#039;re coming from, we were all there once ( I&#039;ve sold games for tiny amounts, partly through a lack of knowledge, partly to get a foot in the door ( Which more often than not is a waste of time )).

I used to get loads of pm&#039;s on FK.games asking me for pricing advice, and my stock answer is to bounce back to the prospective client. They have a better concept of it&#039;s worth than you ( For the first game anyway ), so I&#039;d always do the &quot;I&#039;ve got to be honest, this is my first time selling a game. You guys obviously have a budget in mind for it, so make me an offer based on that and we can take it from there&quot;. Everyone has a budget.

As to the 30%, I can totally believe that. Distribution is king, which is totally wrong, but that&#039;s the way it is. Game portals receive paid placements for adver-games which at best keeps the price for original content low, at worst it shuts the door completely.
Plus we&#039;re in a situation where the portals with the really huge traffic don&#039;t allow you to have your own ads, so in a lot of cases these sites are picking up games for free and just treating it all like shovelware and getting just silly amounts of money in terms of ad revenue.
The indie scene for the most part is just giving content to people who make money out of it. None of that last sentence should be right :)

As to your local guy skewing the market for everyone, I&#039;ve been asked to do games for an insulting amount of money before, guess I will in the future too. Some design agencies / clients have no concept of cost or the depth that goes into making a game.
If it is actually him alone screwing things, well, I know some bad bad men. Just give me the word and he won&#039;t be open sourcing anything again. Yeah you know what I mean.

;)</description>
		<content:encoded><![CDATA[<p>@Ryan I do totally understand where you&#8217;re coming from, we were all there once ( I&#8217;ve sold games for tiny amounts, partly through a lack of knowledge, partly to get a foot in the door ( Which more often than not is a waste of time )).</p>
<p>I used to get loads of pm&#8217;s on FK.games asking me for pricing advice, and my stock answer is to bounce back to the prospective client. They have a better concept of it&#8217;s worth than you ( For the first game anyway ), so I&#8217;d always do the &#8220;I&#8217;ve got to be honest, this is my first time selling a game. You guys obviously have a budget in mind for it, so make me an offer based on that and we can take it from there&#8221;. Everyone has a budget.</p>
<p>As to the 30%, I can totally believe that. Distribution is king, which is totally wrong, but that&#8217;s the way it is. Game portals receive paid placements for adver-games which at best keeps the price for original content low, at worst it shuts the door completely.<br />
Plus we&#8217;re in a situation where the portals with the really huge traffic don&#8217;t allow you to have your own ads, so in a lot of cases these sites are picking up games for free and just treating it all like shovelware and getting just silly amounts of money in terms of ad revenue.<br />
The indie scene for the most part is just giving content to people who make money out of it. None of that last sentence should be right <img src='http://www.photonstorm.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>As to your local guy skewing the market for everyone, I&#8217;ve been asked to do games for an insulting amount of money before, guess I will in the future too. Some design agencies / clients have no concept of cost or the depth that goes into making a game.<br />
If it is actually him alone screwing things, well, I know some bad bad men. Just give me the word and he won&#8217;t be open sourcing anything again. Yeah you know what I mean.</p>
<p> <img src='http://www.photonstorm.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: pault107</title>
		<link>http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10/comment-page-1#comment-1312</link>
		<dc:creator>pault107</dc:creator>
		<pubDate>Thu, 23 Apr 2009 22:36:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=408#comment-1312</guid>
		<description>As always, a great article Rich. Very informative.

As you mentioned, I&#039;m finding Flash contract work to be a lot more lucrative and less risky than gambling on selling game licenses. I earn enough to live contracting and the income is reasonably regular.

I do plan to get back into making games on the side just for the hell of it though, even if they make little money. It&#039;s just hard to find the motivation to fire up Flash after spending 8 to 10 hours a day on a contract job, sometimes more, like today - 15 hours. Being paid by the hour helps ease the pain of that though.

It&#039;s great to hear you&#039;ve had success with Kyobi. Is it your most successful personal release?</description>
		<content:encoded><![CDATA[<p>As always, a great article Rich. Very informative.</p>
<p>As you mentioned, I&#8217;m finding Flash contract work to be a lot more lucrative and less risky than gambling on selling game licenses. I earn enough to live contracting and the income is reasonably regular.</p>
<p>I do plan to get back into making games on the side just for the hell of it though, even if they make little money. It&#8217;s just hard to find the motivation to fire up Flash after spending 8 to 10 hours a day on a contract job, sometimes more, like today &#8211; 15 hours. Being paid by the hour helps ease the pain of that though.</p>
<p>It&#8217;s great to hear you&#8217;ve had success with Kyobi. Is it your most successful personal release?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: paul</title>
		<link>http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10/comment-page-1#comment-1308</link>
		<dc:creator>paul</dc:creator>
		<pubDate>Thu, 23 Apr 2009 14:31:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=408#comment-1308</guid>
		<description>Hi Rich!  Wow, what a timely and helpful article. I&#039;m finishing up my first flash game and while I feel comfortable with the code and art I was really dreading the &quot;how the hell do I get this thing in front of people&quot; phase. Thanks for being so open with your process and experience - great stuff!

Oh, and kyobi is a lot of fun too. ;)</description>
		<content:encoded><![CDATA[<p>Hi Rich!  Wow, what a timely and helpful article. I&#8217;m finishing up my first flash game and while I feel comfortable with the code and art I was really dreading the &#8220;how the hell do I get this thing in front of people&#8221; phase. Thanks for being so open with your process and experience &#8211; great stuff!</p>
<p>Oh, and kyobi is a lot of fun too. <img src='http://www.photonstorm.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan Henson Creighton</title>
		<link>http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10/comment-page-1#comment-1306</link>
		<dc:creator>Ryan Henson Creighton</dc:creator>
		<pubDate>Thu, 23 Apr 2009 13:18:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=408#comment-1306</guid>
		<description>Definitely good points, Squize.  Counterpoint: we have a situation here in Toronto where at least one very strong developer is grossly devaluing his work and giving away source code gratis.  It really helped to know what he was charging, because eventually one of the firms he worked with called me up asking to pay this eggregiously low-ball rate for a game.  If i hadn&#039;t been prepared, i think i might have had a stroke.

Another example:  i&#039;ll be talking to the casual game portals about Kahoots soon.  i spoke with a few folks in the know at GDC and asked them what the royalty cut should be.  i was figuring i&#039;d get something high, like 70 or 80 percent, because the portals haven&#039;t invested in the game as publishers - they just have to put it on the portal, so it&#039;s completely free money for them.  The devs i talked to said i should get about 30%, which was standard.  They may have been funning me?  i don&#039;t know.  But it was good to hear that figure, so that i don&#039;t get into a hopeless stalemate negotiation down the road.

When 2DBoy shared the numbers of the cash advance/back royalties from various publishers, i was in heaven.  It means a lot to folks like me who haven&#039;t been through it once, and have NO idea what to expect.</description>
		<content:encoded><![CDATA[<p>Definitely good points, Squize.  Counterpoint: we have a situation here in Toronto where at least one very strong developer is grossly devaluing his work and giving away source code gratis.  It really helped to know what he was charging, because eventually one of the firms he worked with called me up asking to pay this eggregiously low-ball rate for a game.  If i hadn&#8217;t been prepared, i think i might have had a stroke.</p>
<p>Another example:  i&#8217;ll be talking to the casual game portals about Kahoots soon.  i spoke with a few folks in the know at GDC and asked them what the royalty cut should be.  i was figuring i&#8217;d get something high, like 70 or 80 percent, because the portals haven&#8217;t invested in the game as publishers &#8211; they just have to put it on the portal, so it&#8217;s completely free money for them.  The devs i talked to said i should get about 30%, which was standard.  They may have been funning me?  i don&#8217;t know.  But it was good to hear that figure, so that i don&#8217;t get into a hopeless stalemate negotiation down the road.</p>
<p>When 2DBoy shared the numbers of the cash advance/back royalties from various publishers, i was in heaven.  It means a lot to folks like me who haven&#8217;t been through it once, and have NO idea what to expect.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
