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bit-tech News: Release Day Nerves - Editorial

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Hi all,

 

We have just published an editorial titled 'Release Day Nerves', which

talks about the stresses of releasing a game onto the market. If you

could post a link on your site that would be very much appreciated.

 

*Link:*

http://www.bit-tech.net/columns/2008/09/30/release-day-nerves/1

 

 

*Quote:

*/If you only got sales reports once a week, you could forget about them

for six days and just code, but like all indie devs, the first thing I

check in the morning is the sales emails, and it's the last thing I

check at night too. My mood, and how disposed I am to spending money has

become directly hard-wired into the sales emails. I'm pretty sure I

could chart endorphin levels alongside sales and see a scary correlation

over time. If I meet a mate for lunch and order steak, he knows sales

are good. A baguette though is a bad sign.

 

If you think I'm over-dramatizing it, think of it like this. Imagine you

haven't been paid a penny by your employer for the last year. You have

been living off your savings. On Wednesday, he will put your entire

salary on a random stock on the stock market. You will start getting

paid dividends from that day onwards. Will he pick the next Google? Or

the next Lehman Brothers?

 

If you actually have a physical job like I used to, the earnings fear

isn't so bad. A boat that's been nailed together is a boat that's been

nailed together. It might sell for a lot, or it might sell for a bit

less. A game that isn't fun though isn't just slightly less valuable

than a fun one, it's worth nothing. Zero. Some games really do sell

fifty times or a hundred times better than others with the same budget.

It's pretty much all fixed costs, and the amount recouped could go from

zero to a billion dollars./

*

 

*Cheers guys!

 

Tim Smalley

www.bit-tech.net

 

 

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