Earlier this week, I blogged about the lessons we could learn from the mogi mogi game.
One of the unique aspects in the mogi game was the use of casual gamers who complement the hardcore gamers. There is a nice article linked from Tom Hume’s blog which in turn links to scottkim‘s article
Casual game developers tend to be small agile companies that can operate on small budgets. Many are single-person operations, and few have more than ten employees. Development times are rarely more than a few months, and can be as short as a week. Most casual game developers are pursuing a business strategy that includes a mixture of venues. For instance, veteran web game developer Clevermedia, founded in 1995, started by developing its own destination site and making money off ad revenues. As ad revenues started drying up, it shifted toward customizing its games for paying clients. Now Clevermedia offers enhanced versions of its games for paid download. All of these strategies support one another. The web site attracts first-time players and generates ad revenues. Some visitors to the web site go on to purchase downloaded games. The web site acts as a portfolio that attracts companies that want custom games. Other strategies include syndicating games to web sites (yellowbrix.com), charging players a subscription fee (upuzzles.com), and selling games through traditional retail channels. Of course the web is not the only platform for casual games. Gameboy, Palm and PocketPC are big markets, and mobile phone games loom on the horizon as an enormous opportunity. Many casual game developers offer their games on several of these platforms
Some of the principles outlined in this article apply to mobile game development – especially if you are innovative
The channels to market already exist(especially for single player games). Thus, one could start small and evolve from there.
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