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对游戏来说,创造力需要配套商业化价值,这是可持续前提(两个工作室案例MGP Studio和Mountains)

截图是一个典型例子:对于indie项目来说,如果上一个项目不能在效益上支撑下一个项目,那对团队来说,就必然意味着运作的可持续性崩塌了

MGP studios started off actually as a three-man team (myself alongside 2 programmers, Paweł and Grzesiek), and after releasing our first two games (Sinless and Roll'd), the brutal world of indie development caught up with us, as it simply was not very profitable and the guys enrolled in larger companies full time. However, I kept on trucking with my next game Sand is the Soul, which was fully solo developed (hopefully it will be released this year).

So currently it is now just a 1 man team.

我们早先提的案例Florence也是,没有明显商业变现的超级产品并不能支撑开发者的下一款

A,Florence 获得了Game developers Choice Awards中的Best Mobile Game大奖

B,Florence的收益不足以支撑公司的Next ProjectIt makes money back and a little more,but not to the point where mountains could fund new projects without some help

事情就是这么残酷,没有Mass Market+Monetizatiin+Usability优先,即便以Florence这种行业声誉和影响力(要到达这种境界的Indie,N年一遇),但仍然不足以支撑Next Project…

London Venture Partners在游戏产品领域的逻辑就很有代表性其中很重要的两条:A,超级企图心 B,超强的规模化变现思维和能力

it’s increasingly important that the team has strong commercial acumen, and critically, excellent understanding of metric requirements, drivers and impact.Frequently I meet with great teams working on interesting projects, but who are aiming too low…

如果不好意思谈市场可回报的倍率预期,如果没有高倍率企图,其实游戏产品领域的投资是很不踏实的如果没有市场可回报的倍率预期,即使公司能勉强活着,在财务上的回报也会有明确的天花板,退出都是麻烦事

这是游戏风险本身决定的,如果投游戏产品,只能赌超额回报率,不然输的概率就会逆天…

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游戏邦科技(厦门)有限公司

  • ü未年审 审核时间 2018-01-22
  • Ü简介: 关注手机游戏与社交游戏在运营和研发领域的深度解析(@游戏邦 ) 网址:http://gamerboom.com
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