Library Development and How to Make More as an Indie Developer
As a follow up to the post I made yesterday about starting projects and not finishing them, I’d like to talk today about the financial benefits to this approach to game development, from an indie perspective.
In today’s industry, you essentially have two options to “make it big”:
- Develop an absurdly addictive, amazing, original game that will sell millions upon millions of copies and garner commercial success
- Develop good, solid libraries from which you can build a couple dozen games that will sell decently
Now the chances of coming up with option 1 are slim to none. Especially for a one man development team, like myself.
On the other hand, by developing solid libraries and a good testing framework, one can easily release a good game and follow it up with sequels and other games in the same genre. Combining the sales of a handful of games will, in the long run, be more profitable than the one-hit wonder. When that first game’s sales die down and people start losing interest, what will you do? Will you have a variety of new games coming out constantly, or simply hope and pray that the one game brings in enough wealth for you to retire?
Personally, I’m a firm believer in the “don’t put all your eggs in one basket” theory, but let’s break it down even further so you can see exactly how this can benefit you. I’m building on Steve Pavlina’s articles from back in the day when he ran his game publishing/development company (I don’t think he has the articles anymore) so bear with me.
It takes approximately 6 months to a year to build a simple game and publish it yourself on your website. Depending on how good your advertising and marketing skills are, it could take easily 6 months to build up enough sales to be able to sustain a healthy quality of living from the game sales alone. That would mean for 6 months you would have very little money (unless you had a day job, which makes the game development process take even longer) and you would have no real idea of whether or not your game is going to bring in any sales at all!
On the other hand, reusing libraries and keeping a strong, up-to-date testing framework, will allow you to easily throw together game after game, taking only a few weeks to a few months for content development and you can release a new game or an add-on or sequel to an existing game you’ve created. Steve mentioned that he was able to release a game and a month or so down the road he could spend two weeks developing new content for his existing game and releasing it as an add-on, charging almost as much as the game itself.
By reusing your libraries, you not only save development time, but you give yourself some financial overlap between games. When one game’s sales are starting to sputter down to nothing, you’ve already got another game building up sales and market-recognition.
So before you quit your day job to become an indie game developer, please put some time into your library development.
