hey ya dark,
i'm not exactly sure on the number of rail racer copies sold to date,
I think we're somewhere around the 275 mark though at this point.
rail racer is a bad comparison for Jeremy to look at though frankly.
It is a game that takes a fair amount of time to get decent at, and
getting the timing down especially using a keyboard can be frustrating.
It was designed to have a lot of re playability, and the sacrifice
for that was its not a game you can just jump into and do well at right off.
Also, the free demo of RR for the first version didn't give the
casual gamer enough experience with the game to see if they could really
get into it or not, something I will be addressing with RR 2.0, as folks
will be able to play user created tracks all they want, at least that is
the current plan.
I think Jeremy's stuff properly fleshed out would sell more like
between 400 and 700 copies, depending on price, word of mouth and just
how far he fleshed them out.
Given the fact he is holding down a full time job and still releasing
these games on an incredible pace, I think it would pay handsome
dividends for him while maintaining his current schedule, just that
instead of a game a couple weeks or whatever, might take a few months to
really nail one down.
Sorry to be making judgements about your schedule and capacities
there Jeremy, nothing personal man, ahehehhe. Just trying to give a
perspective from a commercial game developer for the blind.
Other games such as troop n' em have sold really well, and no reason
he couldn't put something out to at least come close to those kind of
sales in less than 2 months fully fleshed out in my opinion.
as for the tech support, the biggest issue there is licensing, and
skinning that cat is one of the biggest challenges out there in my
opinion, but it can be done without blowing a lot of time on support.
Hope that is of some help.
Later,
che
On 7/16/2011 12:05 AM, dark wrote:
Actually yohandi, lots of Jeremy's games do have graphics, though
admittedly simple ones and they're of use to me.
In Castaways you can see the map and the terrain of the tyles which
makes for a handy overview, though from what I can gather buildings and
other items don't appear on it at the moment, (unless they are really
tiny nd too small for me to see, the way many of the animals in lunimals
were).
As to selling games, the problem is self support would be difficult.
if we assume a 30 usd game will sell roughly 150 copies as games like
rail racer I believe have, that means something like 4500 usd per game.
at that wrate, Jeremy would need to sell one game every 2 months to earn
27 thousand dollars a year.
In england that is roughly the equivolent to the 20 thousand a year
earned by starting level teachers, junior doctors and the like.
thus, if aprone has a semi decent job, he could probably get more
programming, ---- though admittedly I don't know what the cost of living
in the us is like and what a professional wage of a similar level would be.
I'm also not sure on the two month mark even for aprone, --- and then of
course there's the fact that sales money would come gradually, not
making things very secure.
that being said, some special games have sold many more copies (I'm told
entombed hit the 500 mark), so my estimate is probably pretty low,
though there's also the fact that most vi gamers aren't rolling in cash,
and the number of Aprone's games they buy may be limited.
Beware the grue!
Dark.
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