How to Make a Profit on Independent Games
Do you have a plan for how you will make a profit on your independent game? Beyond, “Make it, and sell a million copies!”
If you don’t, just save yourself the time and energy and scoot on over to the “Frustrated & Starving Artist” queue and/or check out the “Help Wanted” ads.
Of course, if you’re making indie games “just for the love”, then whether you make a profit or not doesn’t concern you. Or me. So just sod off. Oh, and good luck with that.
First, let’s cover the basics: “What is profit?”
In its simplest form, profit is the amount you made that exceeds the amount you spent to make it. Or, if you spent $100 and earned $200, you’ve just made a profit. A 100% profit, even. Congratulations.
Profit is the basis of every successful business. A lack of profit, sometimes called “breaking even” (earning what you spent) though usually known as a “loss” (earning less than you spent), will bring down any business sooner or later.
So, how does an indie make a profit?
The first step to making a profit on independent games is to get them finished. Unfinished games generate Web pages, screenshots, maybe a little bit of “indie game dev street cred”…but almost never any actual revenue. And without revenue, there can be no profit. Without a game in a salable state, you have nothing.
The trick to finishing games is to only start games you can finish. Which means having realistic expectations of what you can and can’t do, either on your own or with a small team.
Second, while you’re finishing the game, keep your expenses down. Never try to solve a development problem with a lot of money if there’s a good solution available for a little money–or for no money at all. In the last half-decade a huge number of inexpensive and even free solutions to many of the issues faced in development have been made available.
One expense you should strive to keep as low as possible is your own time. Sure, your time is essentially “free” for this project, either because you’re doing the project in your off hours or because you would be doing it anyway. But time is something you can never get back. And the longer any project takes to complete, the less likely it is to ever reach a salable state.
Third, price and market the game in such a way that it makes enough money to earn back in a reasonable timeframe whatever was spent to create it. Pricing is a topic that can take up a lot of space, so we’ll keep it brief. If you don’t want to think about it much, hover around the “indie standard” price of $20. If you have reasons you trust for going further away from that number, either up or down, go for it.
Whatever price you set, how you market the game is usually even more important to its ultimate success. Marketing is another of those staggeringly huge topics, but boils down to communicating to the players how much they’ll enjoy your game and convincing them to buy it, whatever the price. Sounds simple, neh?
Fourth, reinvest your early earnings back into the game. As you were hewing to the second point and keeping your expenses down, you probably took some shortcuts that should be shored up. Take the opportunity now to do just that. And while you’re at it, incorporate the feedback and suggestions you’ve been getting from your first players. Though you might be champing at the bit to enjoy the fruits of your labor, reinvestment at this stage will pay for itself quickly.
Finally, do it all over again.
You can make a profit on just about any game you make if you keep the following in mind:
Q. How long does it take to earn back a $10 million budget?
A. A lot longer than it takes to earn back a $10,000 budget (or a $1,000 budget).
Many businesses consider an investment that earns itself back in 2 years or less as a good one. Since good indie games have an “Internet shelf life” that is considerably longer than 2 years, this metric could work. Of course, you probably want it to earn back faster.
As indies, we can turn our low (or lack of) budgets to our advantage if we understand that making a profit only requires earning more on a game than we spent making it. To take the best advantage of that, though, we need to:
- Finish our games;
- Spend as little as possible while making them;
- Price/Market them to sell;
- Reinvest our early earnings; and
- Do it again.
And then again. And again.
-David