Brad Wardell's site for talking about the customization of Windows.

Greeeeeeeeeeeeetings my friends!

This post is more for indie developers who want to know how much money things make. 

First some basics on game budgeting:

  1. Every person on your game you should budget at $10,000 per month. It’s a good rule of thumb. 
  2. You should target a 25% “profit” on your game to cover the unexpected as well as for future growth
  3. Steady State income represents the gross income of your game without sales, promotions, new releases, etc.
  4. Steady state takes 6 months to eliminate the “new game” anomaly.
  5. You need to take opportunity cost into account when budgeting (am I better off working on this versus that?)
  6. Opportunity cost is hard to calculate and is what kills most studios long-term.

The steady state of LH is $40,000 per month.

That doesn’t mean its annual income is $480,000 a year because there are lots of events that cause income spiking (Christmas is a 4X spike, Thanksgiving is a 2X spike, and the Steam July sale is a 3X spike.

For LH, that means I could justify 3 resources on it before taking opportunity costs into account.  Once I consider opportunity costs, the number declines to 1 because those other 2 resources are better off on Galactic Civilizations III or Star Control or “Elemental 3” or what have you.

Before anyone poo-poos 1 resource, bear in mind that I made the original Galactic Civilizations by myself. So 1 person can still get a lot done. But that’s where we are.  1 person means that the game can continue to evolve.  Some months it might be an artist. Another month a developer.  In January, it was Charles (programmer) fixing bugs and tweaking.  In February it was Kael doing new balance changes.  In March it’ll probably be me (I have anger management issues with the game’s pathfinding). 

The main funding source: DLC

DLC is really the funding source.  The base game is doing $25k and DLC is picking up the remaining $15k.  In effect, DLC purchases are providing the $10k resource and the $5k profit necessary to keep the game going.

The next DLC: Spouses

For those of you reading this, the next DLC is going to allow players to have spouses. Kael has meticulously designed a spouse for each player (and to be honest, they’re way cooler than the sovereigns because Kael got to really go crazy with these).

The one AFTER Spouses will probably (but not certainly) be Random Map expansion. That is, a lot more “interesting” stuff for random maps. I plan to do this one myself as I’d like to see random maps made a lot more interesting and I’ve had a lot of practice in the past year in my own “for fun” mods.

Cheers!


Comments (Page 4)
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on Jun 26, 2014

Certainly an interesting read....  Thank you Frogboy for the insight.

 

DaveDash
Also as a note, the entire industry where I sit is now moving towards SaaS (Software as a service). Consumers (Enterprise included) now want to pay x amount per month, instead of expensive license fees up front, even if the monthly cost ends up more than the up front cost.

I sure as in the heck don't.  I'd much rather pay that 1 time up front fee because I know I'm going to have the product for much longer than what I'd have to pay via the monthly.  There's no need for me to upgrade to the latest and greatest the moment it comes out if what I'm currently using does the job.

But, yeah, looking at the way many people react when the "new toys" come out (think long lines for the new iPhones ), I can see why this is happening.  The problem for the consumer, in my mind, is that the Pros (new/improved features) are far less than the Cons (increased over time cost).  But of course, that's at a Pro for the business....

 

That said, I actually would be willing to pay a subscription fee to a game provided it meant continuous and active support in adding and improving content for the game and even expanding it in many ways.  WoW would be an example.  I played it for almost a year paying them the $15 a month.  I just eventually grew bored of the end game "mechanics" and moved on (mind you, this was all pre Burning Crusade).  What gets me, though, is when one of these subscription games charges its player base a good amount to play monthly, and then still charges a good amount up front for the game proper or even any released expansions....

on Sep 12, 2014

The one AFTER Spouses will probably (but not certainly) be Random Map expansion. That is, a lot more “interesting” stuff for random maps. I plan to do this one myself as I’d like to see random maps made a lot more interesting and I’ve had a lot of practice in the past year in my own “for fun” mods.

Cheers!

 

So when is the next DLC?

It has been quite a long while since this dev journal was posted and I understand it takes time to create content, but some news would be nice.

on Sep 13, 2014

The next DLC is supposed to be a bunch of new maps (tactical and otherwise).  I'm still learning the stamp editor though so it's going to be a bit still.  

on Sep 14, 2014
That is great Frogboy, exactly the kind of DLC I want. I have some money on my Steam wallet ready and waiting for it.
on Sep 14, 2014

Cool.

Yea, the way the random map generator works is that it takes little chunks of land and puts them together in interesting ways.

Paul Boyer did them for Fallen Enchantress but he's working on GalCiv III now.

His look pretty but I think many FE/LH players would like to see ones that are strategically more interesting. The catch is, it's hard to make them so that they're both pretty and strategically interesting.  I'm getting a lot of practice in though.

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