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Author: Tom Higgins
Summary
Casual games are a rapidly growing segment of the overall games industry, and it's a segment in which a small team of developers can be competitive and successful. There are a number of publishing and distribution options available that will allow developers to quickly introduce their games to a large and waiting audience of customers. In working with those publishers and portals, you as the developer share in the revenue generated by your game. With Unity, a career as a casual game developer is within reach, it's up to you to go get it!
1. What are "Casual Games"?
The term "casual games" means different things to different people as the term is still only loosely defined at best. Despite that, the term "casual games" can still be used to describe a rather large and rapidly growing segment of the game industry. Casual games tend to be those that have simpler game play and engaging game design, they also tend to offer users the ability to step in and play a game within minutes without requiring any long-term skills development or game commitment. The goal with casual games is to appeal to as wide of an audience as possible, including those that have normally fallen outside the traditional "gamer" profile (anyone outside the teen to twenties male demographic). As with any definition there are grey areas where certain games blur the lines between casual and serious, but hopefully the basic gist of the definition comes across: small, fun and easy to play seem to be three commonalities worth remembering.
2. Why You Should Make Casual Games
Casual games are an expanding segment of the games industry that offer the individual Unity developer, or small development team using Unity, a very competitive opportunity for success. The increased chances for success are based on a number of factors, but here are a few of the more notable reasons.
Competitive Opportunity Casual games tend to be smaller in scope and more limited in terms of game play compared to console or AAA desktop titles, and with that comes lower end-user expectations about the casual game experience. Those facts lead to much lower time and resource requirements in order to develop a top-tier casual game title, putting them within reach of dedicated individuals or small development teams. Available Distribution Channels There are a variety of publishers and online game portal websites that you can use to publish your casual game title. The truth is that most individuals or small development teams don't have the manpower and experience to effectively market and promote their game, nor do they have a large existing user communities at the ready, the available publishers and game portals do. Revenue Potential The casual segment of the game industry is experiencing rapid growth, it's gone from a side-show for the larger console market to a multi-billion dollar a year industry on its own. That growth has resulted in a casual games market that allows small teams of developers (1-3 developers) to develop a top-tier casual game in a few months (3-9 months), and a premiere casual game can earn $100,000 USD or more.
So as you can see, the casual games market offers smaller development teams a great chance to be competitive and profitable. Below you will find some tips that will help developers realize their own success in the casual games industry.
3. Tips for Creating Successful Casual Games
There are entire courses and even university degree programs that cover the topic of game design and what elements help make for a "good game". This brief article won't attempt to cover such a broad topic as a whole, rather it will share a few general guidelines that have been gleaned from first-hand experiences of developers, publishers and game portal websites.
- Think About Your Target Audience
- Think about your game and its intended audience when choosing a distribution path. Free browser-based web games appeal to males in their teens and twenties who tend to prefer action, adventure or driving style games whereas downloaded executables appeal to an older and increasingly female audience that tends to prefer story-based or puzzle type games.
- Keep it Simple
- Make sure the game is relatively easy to learn and understand, yet still challenging to master overall. Instructions should be almost ignorable and kept to a minimum, a few sentences at most.
- Make it Familiar
- The user interface and controls should be as standard as possible. Don't impose a learning curve on those wanting to play your game as that reduces the chances of them enjoying the experience.
- Reward Your Player
- Keep players interested and engaged with the game experience. For example, in an action game you might offer a new weapon, power-up or enemy every 30 seconds or so for the first few minutes, then every few minutes for the next five to ten minutes, and so on. Or in a story-based game offer new items or character modifications on similar time scales to keep the player invested in the story and the game.
- Consider Replayability
- Design your game so that it is fun to play repeatedly, try to keep users coming back for more. You can do this by offering alternate game play paths, different weapon/item selections for repeat players or even character dialog choices that result in unique game experiences each time through.
- Reach For a Wide Audience
- Design for as wide of an audience as possible as it increases the number of potential players. This can be done in many ways, but you can definitely avoid reducing your audience size and increase portal/publisher appeal by avoiding the use of blood and gore, human-on-human violence and profanity.
- Focus Your Efforts
- Maximize your work effort and avoid spending too much time and resources on things the user will likely skip the second time through. For example, don't spend excessive time on a comic book opening or a cut scene, instead focus on the core game play itself. Similarly, avoid spending too much time on art production value, that time may be better spent focused on developing unique and interesting game play.
- Test Early and Often
- Have your game tested by strangers that fall into your target user base, and have that done at various intervals during the development process. You should have them test your game on all platforms and target configurations (operating systems, browsers and/or publish formats for example). It is critical to get outsiders to test the game, unprompted and without instructions, while you watch over the shoulders to see what they enjoy and what they don't, only talk with them after the game play testing is complete.
Please note that the above are certainly not strict rules that you must adhere to, rather they are general guidelines that can be used to help steer your own effort. Learn from the prior efforts of others and use that information as you carve out your own path as a casual game developer.
4. How to Make Money With Casual Games
There are a large number of ways in which developers can make money with their casual game titles, this discussion will focus on the easiest entry point for commercial games and that's working with the existing publishers and game portal websites. The reason for this is because many individuals or small development teams lack the time, resources and experience to effectively market their own games to a large-scale audience and most lack a large existing customer base ready to try their latest game. Both publishers and game portal websites offer those critical elements, developers in turn bring their top-quality game to the table and together you can create and publish games that generate revenue for you the developer.
- Browser-Based Web Games
- Free browser-based web games generate revenue based on the advertising shown in conjunction with the game. As the content developer you receive a percentage the total advertising revenue generated by your game. Developers typically receive 20-40% of the advertising revenue, but the exact percentage shared with the developer will vary for a variety of reasons. The primary reasons the percentage will vary are the portal website chosen, the types of advertising shown and whether or not your game is exclusive to the portal website.
- Downloadable Games
- Downloadable executables typically offer free trial game play and then has to be purchased to unlock the full game. As the content developer you can receive a percentage of the advertising revenue and/or a percentage of the sales revenue generated by your game. Developers typically receive 20-40% of the advertising revenue and/or 15-30% of the sales revenue, but once more the exact percentages shared will vary. The primary reasons the percentages will vary are based on advertising versus sales revenue share and whether or not the game is exclusive to that portal website or publisher.
- Premium Game Play
- Additionally, both browser-based and downloadable games can earn additional revenue if they participate in any portal website premium feature offerings. Some websites unlock additional game play for paying website subscribers while others offer end-users various challenge and rating systems or other community building features. Participating in those sorts of programs quite often provides additional revenue share and/or increased game play numbers.
- Fixed-Media Publishing
- Games published as downloadable executables or on fixed-media (CD/DVD) through publishers may or may not offer free trial game play and they have to be purchased to unlock the full game. As the content developer you can earn revenue in a few ways, either via sales revenue sharing or from the publisher funding development. The revenue shared with the developer can vary here even more than in the above cases, it will be dependent on the revenue source (revenue share versus funding), your particular game and your experience with that publisher.
So as you can see, the casual games market offers smaller development teams a great chance to be competitive and profitable. Below you will find some tips that will help developers realize their own success in the casual games industry.
5. How Much Money Can You Make?
Here are two anonymous examples, both are casual games that were developed and released just over a year ago. In both cases the games were developed by small teams in a matter of months.
- Example #1
- A casual game offered as both a browser-based game and a downloadable game via multiple game portal websites, including shockwave.com and realarcade.com among others. The game achieved moderate success but it never quite made the top-10 lists. It was able to generate approximately $40,000 USD for the developers during the first year of its release.
- Example #2
- A casual game offered as a browser-based game via two game portal websites, shockwave.com and miniclip.com. The game was very successful and maintained consistent top-10 rankings during the first six months of its release and top-25 rankings through the end of its first year. It was able to generate slighty more than $100,000 USD for the developers in the first year of its release.
There are most certainly casual games that have made less than the cited values above just as there are some that have made quite a bit more. The point here isn't to offer a fixed revenue expectation for all developers so much as it's to provide a sense of scale for the revenue potential offered to those making casual games today.
6. More Information
It's always important to stay informed and take part in the developer community around you. There are a number of publishers and game portal websites ready to work with Unity developers and/or accept Unity-authored submissions today. Here are some links that offer information on submitting games for a few of them in particular.
- Addicting Games and Shockwave.com
- http://www.addictinggames.com
http://www.shockwave.com http://www.atomentertainment.com/asw_working_devinfo_games.htm
- Big Fish Games
- http://www.bigfishgames.com/
http://www.bigfishgames.com/company/game-developer.html
- Freeverse
- http://www.freeverse.com/
http://www.freeverse.com/about/
- Game House and Real Arcade
- http://www.gamehouse.com
http://www.realarcade.com http://gamedevs.realarcade.com/GameSubmission/index.jsp
There are also many forums and websites where you can learn more about the games industry in general, or about casual games in specific.
- Casual Games Association
- http://www.casualgamesassociation.org
- Gamasutra / CMP Game Group
- http://www.gamasutra.com/
- International Game Developer's Association (IGDA)
- http://www.igda.org
- IGDA Casual Games Special Interest Group
- http://www.igda.org/wiki/index.php/Casual_Games_SIG
Este artículo discutirá las formas en que los desarrolladores de la Unidad puede sacar provecho de eso y encontrar el éxito como los desarrolladores de juegos casuales.
Author: Tom Higgins Autor: Tom Higgins
Summary Resumen
Casual games are a rapidly growing segment of the overall games industry, and it's a segment in which a small team of developers can be competitive and successful. Casual Games son un segmento de rápido crecimiento de la industria global de juegos, y es un segmento en el que un pequeño equipo de desarrolladores puede ser competitiva y exitosa. There are a number of publishing and distribution options available that will allow developers to quickly introduce their games to a large and waiting audience of customers. Hay un número de la publicación y distribución de las opciones disponibles que permiten a los desarrolladores introducir rápidamente sus juegos a una gran audiencia y en espera de los clientes. In working with those publishers and portals, you as the developer share in the revenue generated by your game. En el trabajo con los editores y los portales, usted como promotor de la cuota de los ingresos generados por su juego. With Unity, a career as a casual game developer is within reach, it's up to you to go get it! Con la unidad, una carrera como desarrollador de juegos casuales está al alcance, le toca a usted que vaya a buscarlo!
1. 1. What are "Casual Games"? ¿Qué son los "juegos casuales"?
The term "casual games" means different things to different people as the term is still only loosely defined at best. El término "juegos casuales" significa cosas diferentes para personas diferentes como el término es todavía sólo vagamente definido, en el mejor. Despite that, the term "casual games" can still be used to describe a rather large and rapidly growing segment of the game industry. A pesar de ello, el término "juegos casuales" todavía se puede utilizar para describir un lugar enorme y creciente segmento de la industria del juego. Casual games tend to be those that have simpler game play and engaging game design, they also tend to offer users the ability to step in and play a game within minutes without requiring any long-term skills development or game commitment. Casual Games tienden a ser aquellos que tienen el juego más sencillo y el diseño de juegos interesantes, que también tienden a ofrecer a los usuarios la capacidad de intervenir y jugar un partido en pocos minutos sin necesidad de conocimientos a largo plazo para el desarrollo o el compromiso de juego. The goal with casual games is to appeal to as wide of an audience as possible, including those that have normally fallen outside the traditional "gamer" profile (anyone outside the teen to twenties male demographic). El objetivo de los juegos casuales es apelar a la más amplia de la audiencia posible, incluyendo los que normalmente han quedado fuera del jugador tradicional "perfil" (personas ajenas a la adolescente a veinte hombres demográfica). As with any definition there are grey areas where certain games blur the lines between casual and serious, but hopefully the basic gist of the definition comes across: small, fun and easy to play seem to be three commonalities worth remembering. Como con cualquier definición hay zonas grises en las que ciertos juegos desdibujar las líneas entre esencia informal y grave, pero espero que la base de la definición viene a través de: diversión pequeño, y fácil de jugar, parece haber tres puntos en común digno de recordar.
2. 2. Why You Should Make Casual Games ¿Por qué usted debe hacer Casual Games
Casual games are an expanding segment of the games industry that offer the individual Unity developer, or small development team using Unity, a very competitive opportunity for success. Casual Games son un segmento en expansión de la industria de los juegos que ofrece al diseñador de la Unidad individual, o pequeño equipo de desarrollo mediante la Unidad, una oportunidad muy competitiva para el éxito. The increased chances for success are based on a number of factors, but here are a few of the more notable reasons. El aumento de las posibilidades de éxito se basan en una serie de factores, pero aquí están algunas de las razones más notables.
Competitive Opportunity Casual games tend to be smaller in scope and more limited in terms of game play compared to console or AAA desktop titles, and with that comes lower end-user expectations about the casual game experience. Competitivo Oportunidad de juegos casuales tienden a ser menores en alcance y más limitado en términos de juego de jugar frente a la consola de sobremesa o títulos AAA, y con ello llegan más bajo expectativas de los usuarios acerca de la experiencia de juego casual. Those facts lead to much lower time and resource requirements in order to develop a top-tier casual game title, putting them within reach of dedicated individuals or small development teams. Available Distribution Channels There are a variety of publishers and online game portal websites that you can use to publish your casual game title. Esos hechos nos llevan a tiempo mucho menor y las necesidades de recursos con el fin de desarrollar un alto nivel de título del juego casual, poniéndolos al alcance de personas que se dedican o pequeños equipos de desarrollo. Distribución de canales disponibles Hay una variedad de editores de juegos en línea y sitios web de portal que puede utilizar para publicar el título del juego casual. The truth is that most individuals or small development teams don't have the manpower and experience to effectively market and promote their game, nor do they have a large existing user communities at the ready, the available publishers and game portals do. Revenue Potential The casual segment of the game industry is experiencing rapid growth, it's gone from a side-show for the larger console market to a multi-billion dollar a year industry on its own. La verdad es que la mayoría de los individuos o de pequeños equipos de desarrollo no tienen los recursos humanos y la experiencia efectiva del mercado y promover su juego, ni tienen una gran comunidad de usuarios existentes en la lista, a disposición de los editores y los portales de juego hacer. El potencial de ingresos el segmento informal de la industria de los videojuegos está experimentando un rápido crecimiento, se ha ido de un lado se presenta, para el mayor mercado de las consolas de miles de millones de dólares al año la industria por su cuenta. That growth has resulted in a casual games market that allows small teams of developers (1-3 developers) to develop a top-tier casual game in a few months (3-9 months), and a premiere casual game can earn $100,000 USD or more. Ese crecimiento se ha traducido en un mercado de juegos casuales que permite a pequeños equipos de desarrolladores (1-3 desarrolladores) para desarrollar un alto nivel de juego ocasional en pocos meses (3-9 meses), y un juego de estreno casual puede ganar 100.000 dólares o más.
So as you can see, the casual games market offers smaller development teams a great chance to be competitive and profitable. Así como usted puede ver, el mercado de juegos casuales ofrece a los equipos de desarrollo pequeños una gran oportunidad para ser competitivos y rentables. Below you will find some tips that will help developers realize their own success in the casual games industry. A continuación encontrará algunos consejos que ayudarán a los desarrolladores realizar su propio éxito en la industria de juegos casuales.
3. 3. Tips for Creating Successful Casual Games Sugerencias para crear con éxito Casual Games
There are entire courses and even university degree programs that cover the topic of game design and what elements help make for a "good game". Hay cursos de todo e incluso los programas de estudios universitarios que cubren el tema de diseño del juego y cuáles son los elementos para ayudar a hacer un juego de "buena". This brief article won't attempt to cover such a broad topic as a whole, rather it will share a few general guidelines that have been gleaned from first-hand experiences of developers, publishers and game portal websites. Este breve artículo no se trata de abarcar un tema tan amplio como un todo, sino que compartirá algunas pautas generales que han sido extraídas de experiencias de primera mano de los desarrolladores, editores y sitios web de juegos del portal.
- Think About Your Target Audience Piense en su público objetivo
- Think about your game and its intended audience when choosing a distribution path. Piense en su juego y su público objetivo al elegir una vía de distribución. Free browser-based web games appeal to males in their teens and twenties who tend to prefer action, adventure or driving style games whereas downloaded executables appeal to an older and increasingly female audience that tends to prefer story-based or puzzle type games. Navegador gratis juegos basados en web de interés para hombres adolescentes y veinteañeros que tienden a preferir la acción, de aventuras o juegos de conducción de estilo mientras que los ejecutables descargados apelación a una edad cada vez más femenina y público que tiende a preferir historias o juegos de tipo puzzle.
- Keep it Simple Keep it Simple
- Make sure the game is relatively easy to learn and understand, yet still challenging to master overall. Asegúrese de que el juego es relativamente fácil de aprender y comprender, y aún difícil de dominar en general. Instructions should be almost ignorable and kept to a minimum, a few sentences at most. Las instrucciones deben ser casi ignorable y reducirse al mínimo, un par de frases en la mayoría.
- Make it Familiar Make it Familiar
- The user interface and controls should be as standard as possible. La interfaz de usuario y los controles deben ser lo más estándar posible. Don't impose a learning curve on those wanting to play your game as that reduces the chances of them enjoying the experience. No imponer una curva de aprendizaje de aquellos que quieren jugar el juego como que reduce las posibilidades de que disfrutar de la experiencia.
- Reward Your Player Premie a su reproductor
- Keep players interested and engaged with the game experience. Mantener a los jugadores interesados y comprometidos con la experiencia de juego. For example, in an action game you might offer a new weapon, power-up or enemy every 30 seconds or so for the first few minutes, then every few minutes for the next five to ten minutes, and so on. Por ejemplo, en un juego de acción que podría ofrecer una nueva arma, el encendido o enemigo cada 30 segundos o menos para los primeros minutos, y luego cada pocos minutos para los próximos cinco a diez minutos, y así sucesivamente. Or in a story-based game offer new items or character modifications on similar time scales to keep the player invested in the story and the game. O en una historia-juego basado en la venta artículos nuevos o modificaciones de carácter en las escalas de tiempo similar para que el jugador invertido en la historia y el juego.
- Consider Replayability Considere la posibilidad de volver a jugar
- Design your game so that it is fun to play repeatedly, try to keep users coming back for more. Diseña tu juego, así que es divertido de jugar en varias ocasiones, tratar de mantener a los usuarios vuelvan a por más. You can do this by offering alternate game play paths, different weapon/item selections for repeat players or even character dialog choices that result in unique game experiences each time through. Usted puede hacer esto al ofrecer rutas alternativas jugar juego, diferentes de armas / selecciones de artículos para los jugadores de repetir o incluso el carácter de diálogo de opciones que se traducen en una experiencia única de juego cada vez que pasa.
- Reach For a Wide Audience Para llegar a un público más amplio
- Design for as wide of an audience as possible as it increases the number of potential players. Diseño para la más amplia de un público lo más posible, ya que aumenta el número de jugadores potenciales. This can be done in many ways, but you can definitely avoid reducing your audience size and increase portal/publisher appeal by avoiding the use of blood and gore, human-on-human violence and profanity. Esto se puede hacer de muchas maneras, pero definitivamente se puede evitar que se reduzca el tamaño de su audiencia y aumentar portal / recurso de casación editor, evitando el uso de sangre y gore, el hombre sobre la violencia humana y la blasfemia.
- Focus Your Efforts Enfocar sus esfuerzos
- Maximize your work effort and avoid spending too much time and resources on things the user will likely skip the second time through. Maximizar su esfuerzo de trabajo y evitar pasar demasiado tiempo y recursos en cosas que el usuario es probable que salte la segunda vez. For example, don't spend excessive time on a comic book opening or a cut scene, instead focus on the core game play itself. Por ejemplo, no invertir demasiado tiempo en una apertura de libro de historietas o una escena de corte, en lugar centrarse en el juego principal juego en sí. Similarly, avoid spending too much time on art production value, that time may be better spent focused on developing unique and interesting game play. Del mismo modo, no gastar demasiado tiempo en el valor de la producción de arte, que el tiempo puede ser mejor gastado centrado en el desarrollo del juego único e interesante.
- Test Early and Often Prueba de pronto y con frecuencia
- Have your game tested by strangers that fall into your target user base, and have that done at various intervals during the development process. Han probado el juego por parte de extraños que entran en su base de destino del usuario, y tienen que hacerse en varios intervalos durante el proceso de desarrollo. You should have them test your game on all platforms and target configurations (operating systems, browsers and/or publish formats for example). Usted debe tener a probar el juego en todas las plataformas y configuraciones de destino (sistemas operativos, navegadores y / o publicar los formatos, por ejemplo). It is critical to get outsiders to test the game, unprompted and without instructions, while you watch over the shoulders to see what they enjoy and what they don't, only talk with them after the game play testing is complete. Es fundamental para conseguir extranjeros para probar el juego, espontáneamente y sin recibir instrucciones, mientras mira por encima del hombro para ver lo que les gusta y qué no lo hacen, sólo hablar con ellos después de la prueba el juego es completo.
Please note that the above are certainly not strict rules that you must adhere to, rather they are general guidelines that can be used to help steer your own effort. Tenga en cuenta que lo anterior son sin duda las reglas estrictas que no hay que adherirse, sino que son pautas generales que pueden ser utilizados para ayudar a dirigir su propio esfuerzo. Learn from the prior efforts of others and use that information as you carve out your own path as a casual game developer. Aprender de los esfuerzos anteriores de los demás y utilizar esa información como usted labrarse su propio camino como desarrollador de juegos casuales.
4. 4. How to Make Money With Casual Games ¿Cómo ganar dinero con Casual Games
There are a large number of ways in which developers can make money with their casual game titles, this discussion will focus on the easiest entry point for commercial games and that's working with the existing publishers and game portal websites. Hay un gran número de formas en que los desarrolladores pueden ganar dinero con sus juegos casual, esta discusión se centrará en el punto de entrada más fácil para los juegos comerciales y que está trabajando con los editores actuales y sitios web de juego del portal. The reason for this is because many individuals or small development teams lack the time, resources and experience to effectively market their own games to a large-scale audience and most lack a large existing customer base ready to try their latest game. La razón de esto es porque muchas personas o pequeños equipos de desarrollo no disponen de tiempo, recursos y experiencia para que comercialicen sus propios juegos a un público de gran escala y la mayoría carecen de una gran base de clientes dispuestos a probar su último juego. Both publishers and game portal websites offer those critical elements, developers in turn bring their top-quality game to the table and together you can create and publish games that generate revenue for you the developer. Tanto los editores de sitios web de juego y el portal de ofrecer a los elementos críticos, los desarrolladores, a su vez llevar su juego de calidad superior a la mesa y juntos pueden crear y publicar juegos que generan ingresos para que el desarrollador.
- Browser-Based Web Games Navegador de juegos basados en Web
- Free browser-based web games generate revenue based on the advertising shown in conjunction with the game. Navegador gratuito basado en web de juegos de generar ingresos a partir de la publicidad se muestra en relación con el juego. As the content developer you receive a percentage the total advertising revenue generated by your game. Como usted desarrollador de contenido recibir un porcentaje de los ingresos totales de publicidad generados por su juego. Developers typically receive 20-40% of the advertising revenue, but the exact percentage shared with the developer will vary for a variety of reasons. Los desarrolladores suelen recibir un 20-40% de los ingresos por publicidad, pero el porcentaje exacto compartida con el desarrollador puede variar para una variedad de razones. The primary reasons the percentage will vary are the portal website chosen, the types of advertising shown and whether or not your game is exclusive to the portal website. Las principales razones que el porcentaje variará son el portal de elegidos, los tipos de publicidad y si se muestra o no su juego es exclusivo de la página web del portal.
- Downloadable Games Juegos para descargar
- Downloadable executables typically offer free trial game play and then has to be purchased to unlock the full game. Downloadable ejecutables suelen ofrecer gratis el juego de prueba y luego tiene que ser comprado para desbloquear el juego completo. As the content developer you can receive a percentage of the advertising revenue and/or a percentage of the sales revenue generated by your game. Como desarrollador de contenido que puede recibir un porcentaje de los ingresos publicitarios y / o un porcentaje de los ingresos por ventas generadas por su juego. Developers typically receive 20-40% of the advertising revenue and/or 15-30% of the sales revenue, but once more the exact percentages shared will vary. Los desarrolladores suelen recibir un 20-40% de los ingresos publicitarios y / o 15-30% de los ingresos por ventas, pero una vez más el porcentaje exacto compartida puede variar. The primary reasons the percentages will vary are based on advertising versus sales revenue share and whether or not the game is exclusive to that portal website or publisher. Los principales motivos de los porcentajes variarán se basan en la publicidad en comparación con las ventas de participación en los ingresos y si el juego es exclusivo de ese sitio web el portal o el editor.
- Premium Game Play Premium Game Play
- Additionally, both browser-based and downloadable games can earn additional revenue if they participate in any portal website premium feature offerings. Además, tanto basadas en navegador y los juegos descargables pueden obtener ingresos adicionales si participan en cualquier portal de ofertas de función de sitio web prima. Some websites unlock additional game play for paying website subscribers while others offer end-users various challenge and rating systems or other community building features. Algunos sitios web desbloquear el juego adicional para los suscriptores de pago página web, mientras que otros ofrecen a los usuarios finales desafío diversos sistemas de calificación o de otras características de la construcción de la comunidad. Participating in those sorts of programs quite often provides additional revenue share and/or increased game play numbers. La participación en ese tipo de programas muy a menudo ofrece compartir los ingresos adicionales y / o aumento de números de jugar juego.
- Fixed-Media Publishing Fijo-Media Publishing
- Games published as downloadable executables or on fixed-media (CD/DVD) through publishers may or may not offer free trial game play and they have to be purchased to unlock the full game. Juegos publicados como ejecutables descargables o de la CES, los medios de comunicación (CD / DVD) a través de los editores pueden o no pueden ofrecer gratuitamente el juego de prueba y tienen que ser adquiridos para desbloquear el juego completo. As the content developer you can earn revenue in a few ways, either via sales revenue sharing or from the publisher funding development. Como desarrollador de contenido que puede obtener ingresos de varias maneras, ya sea a través de las ventas de distribución de los ingresos o de la financiación del desarrollo editorial. The revenue shared with the developer can vary here even more than in the above cases, it will be dependent on the revenue source (revenue share versus funding), your particular game and your experience with that publisher. Los ingresos compartidos con el desarrollador puede variar aquí más que en los casos anteriores, será dependiente de la fuente de ingresos (porcentaje de ingresos frente a la financiación), su juego y su experiencia con ese editor.
So as you can see, the casual games market offers smaller development teams a great chance to be competitive and profitable. Así como usted puede ver, el mercado de juegos casuales ofrece a los equipos de desarrollo pequeños una gran oportunidad para ser competitivos y rentables. Below you will find some tips that will help developers realize their own success in the casual games industry. A continuación encontrará algunos consejos que ayudarán a los desarrolladores realizar su propio éxito en la industria de juegos casuales.
5. 5. How Much Money Can You Make? ¿Cuánto dinero puedes hacer?
Here are two anonymous examples, both are casual games that were developed and released just over a year ago. He aquí dos ejemplos anónimos, los dos son juegos casuales que se han desarrollado y puesto en libertad poco más de un año atrás. In both cases the games were developed by small teams in a matter of months. En ambos casos los juegos fueron desarrollados por equipos pequeños en cuestión de meses.
- Example #1 Ejemplo # 1
- A casual game offered as both a browser-based game and a downloadable game via multiple game portal websites, including shockwave.com and realarcade.com among others. Un juego casual ofrece como navegador tanto un juego basado en un juego y juegos descargables a través de múltiples sitios de portal, incluyendo shockwave.com y realarcade.com entre otros. The game achieved moderate success but it never quite made the top-10 lists. El juego logró un éxito moderado, pero nunca lo hizo el top-10 listas. It was able to generate approximately $40,000 USD for the developers during the first year of its release. Era capaz de generar aproximadamente $ 40,000 USD para los desarrolladores durante el primer año de su lanzamiento.
- Example #2 Ejemplo # 2
- A casual game offered as a browser-based game via two game portal websites, shockwave.com and miniclip.com. Un juego casual ofrece como un juego basado en navegador a través de dos sitios web de juegos del portal, y shockwave.com miniclip.com. The game was very successful and maintained consistent top-10 rankings during the first six months of its release and top-25 rankings through the end of its first year. El juego fue un gran éxito y mantenerse arriba coherente-10 Clasificación durante los primeros seis meses de su lanzamiento y top-25 Clasificación hasta el final de su primer año. It was able to generate slighty more than $100,000 USD for the developers in the first year of its release. Era capaz de generar más slighty de $ 100.000 USD para los desarrolladores en el primer año de su lanzamiento.
There are most certainly casual games that have made less than the cited values above just as there are some that have made quite a bit more. Hay juegos casuales que sin duda han hecho menos de los valores citados anteriormente así como hay algunos que han hecho un poco más. The point here isn't to offer a fixed revenue expectation for all developers so much as it's to provide a sense of scale for the revenue potential offered to those making casual games today. El punto aquí no es ofrecer una expectativa de ingresos fijos para todos los desarrolladores tanto como para proporcionar un sentido de la escala para el potencial de negocio que ofrece a aquellos que realizan juegos casuales de hoy.
6. 6. More Information Más Información
It's always important to stay informed and take part in the developer community around you. Siempre es importante estar informado y participar en la comunidad de desarrolladores alrededor de usted. There are a number of publishers and game portal websites ready to work with Unity developers and/or accept Unity-authored submissions today. Hay una serie de editores de sitios web y portal de juegos listos para trabajar con los desarrolladores de la Unidad y / o aceptar la unidad-autor de las presentaciones de hoy. Here are some links that offer information on submitting games for a few of them in particular. Éstos son algunos enlaces que ofrecen información sobre la presentación de juegos para algunos de ellos en particular.
- Addicting Games and Shockwave.com Juegos Adictivo y Shockwave.com
- http://www.addictinggames.com http://www.addictinggames.com
http://www.shockwave.com http://www.atomentertainment.com/asw_working_devinfo_games.htm http://www.atomentertainment.com/asw_working_devinfo_games.htm http://www.shockwave.com
- Big Fish Games Big Fish Games
- http://www.bigfishgames.com/ http://www.bigfishgames.com/
http://www.bigfishgames.com/company/game-developer.html http://www.bigfishgames.com/company/game-developer.html
- Freeverse Freeverse
- http://www.freeverse.com/ http://www.freeverse.com/
http://www.freeverse.com/about/ http://www.freeverse.com/about/
- Game House and Real Arcade Game House, y Real Arcade
- http://www.gamehouse.com http://www.gamehouse.com
http://www.realarcade.com http://gamedevs.realarcade.com/GameSubmission/index.jsp http://gamedevs.realarcade.com/GameSubmission/index.jsp http://www.realarcade.com
There are also many forums and websites where you can learn more about the games industry in general, or about casual games in specific. También hay muchos foros y sitios web donde se puede aprender más sobre la industria de los juegos en general, o sobre los juegos casuales en específico.
- Casual Games Association Casual Games Association
- http://www.casualgamesassociation.org http://www.casualgamesassociation.org
- Gamasutra / CMP Game Group Gamasutra / CMP Game Group
- http://www.gamasutra.com/ http://www.gamasutra.com/
- International Game Developer's Association (IGDA) Asociación Internacional de Desarrolladores de Juegos (IGDA)
- http://www.igda.org http://www.igda.org
- IGDA Casual Games Special Interest Group IGDA Casual Games Grupo de Interés Especial
- http://www.igda.org/wiki/index.php/Casual_Games_SIG http://www.igda.org/wiki/index.php/Casual_Games_SIG