How do you sell an AGS game like 'Time Gentlemen, Please!'

Started by Armageddon, Sat 29/05/2010 22:51:57

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Phemar

Quote from: Armageddon on Sun 30/05/2010 03:59:49
I was trying to use the 'Standard SCUMM GUI'.

I wrote that template and I can tell you it's WAY outdated!

Armageddon

Quote from: abstauber on Mon 31/05/2010 08:30:47Using the "technology" is fine, trying to sell a maniac mansion(mania) game on the other hand might bring you in trouble.
I didn't want to use the manic mansion mania template to sell a game with that I just wanted the Scumm GUI from it. But yours looks WAY better so I'll take a look at the license.

EDIT: Okay I read it and from what I understand all I need to do is put this in the credits?

"9-verb MI-style template
Copyright (c) 2006-2010 The AGS-Community"

ddq

If you want to sell a game for money, you had better be sure it is damn good. In general, people have higher standards for things which make their wallets lighter. If I were you, I'd start out by making a few freeware games. This will both improve your game design skills and widen your fanbase. Worrying about copyright violation is very smart (*cough* icey *cough*), but if you intend on making money, you also need to focus on getting big enough for the copyright holders to even care.

Armageddon

Yeah I understand, I'm probably not gonna make a retail game for awhile, I was just wondering what legal stuff is involved to sell a game.

Nikolas

Just speaking from the audio end: There isn't a single reason why one would choose mp3 over OGG. Not a single one! OGG is better in every point, every case, everything.

abstauber

QuoteOkay I read it and from what I understand all I need to do is put this in the credits?
Nope, not even that :)

It's enough to keep the credits inside the header file. So yes, no retail player will ever see it ;)

Radiant

Quote from: GarageGothic on Sat 29/05/2010 23:09:58
Just because an engine itself is free doesn't mean the games made with it have to be (here's an almost complete list of commercial games made with AGS)
I suppose a related question, then, is "how do you successfully sell an AGS game". As DDQ says, "you had better be sure it is damn good". I'm curious as to how many from that list of approx 15 games are actually doing well; the only ones I've heard of being successful at it are Yahtzee and Dave Gilbert.

Oh, and if you don't know how to make your own 9-verb MI-style GUI, you probably shouldn't be thinking about going commercial just yet ::)

Igor Hardy

Quote from: Radiant on Tue 01/06/2010 13:49:01
I'm curious as to how many from that list of approx 15 games are actually doing well; the only ones I've heard of being successful at it are Yahtzee and Dave Gilbert.

I doubt Yahtzee was really that successful at it - he was only selling Special Edition versions of his games, and from what Dave Gilbert said this only brings more people to download the freeware versions.

I think "Boryokudan Rue" has a good chance to sell well - with it being nominated at IGF and all.

Dave Gilbert

Quote from: Radiant on Tue 01/06/2010 13:49:01

I suppose a related question, then, is "how do you successfully sell an AGS game".

With fervent hope.

Armageddon

Quote from: abstauber on Tue 01/06/2010 07:46:36
QuoteOkay I read it and from what I understand all I need to do is put this in the credits?
Nope, not even that :)

It's enough to keep the credits inside the header file. So yes, no retail player will ever see it ;)
Thanks for clearing that up. :)

Also the only game I've ever heard to sell well was 'Time Gentlemen, Please!' because the first one was supposedly great and they got STEAM to sell it.

LRH

AGS games making steam is highly unusual, just FYI.

markbilly

The few developers who have managed to sell AGS games successfully have also, quite inconveniently for everyone else, made something that is very difficult and time consuming look very easy. You shouldn't let it stop you trying, though. :)
 

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