Thứ Sáu, 18 tháng 2, 2011

33 Ways to Make Money from Games


How Video Games Can Sweep in the Cash

David Perry



There are lots of ways to make money from the gaming industry. David Perry, co-founder and chief creative officer of Acclaim Games should know: In his 27-year (and counting) career, he has sold over a billion dollars worth of games at retail, the result of his work on titles such as Earthworm Jim, Disney's Aladdin, and The Matrix. In this exclusive BusinessWeek.com slide show, Perry outlines just a few of the promising business models that can be adopted by would-be gaming entrepreneurs.

Selling the Game

MICROSOFT (XBOX)
Selling the Game
Selling physical, boxed product via bricks and mortar stores such as Gamestop (GME) andVirgin Megastore has been the historical backbone of the games industry. Online retail (Amazon [AMZN], EBGames.com, etc.) is a fast-growing area as well. But the long-term future of the games industry is all about digital distribution, as shown by Microsoft (MSFT), Nintendo (NTDOY), and Sony (SNE), all in on the action with their online game stores. This model includes PC direct-to-consumer services such as SteamPowered.com from Valve Software and Direct2Drive from IGN. Digital distribution also means "unlocking" access to a game already on a service. The new App Store from Apple (AAPL) is a good example of how to do this and make money (BusinessWeek.com, 8/11/08). 
In-Game Advertising
A game world can include paid-for billboards or clearly branded items or subtle product placement (clothing, sunglasses, or vehicles, as in Gaia Online. Paid advertising can also be built into a game as a story element—think of the scientist friend who just happened to work forNeutrogena, featured in the infamous Lonelygirl15 series shown on YouTube. In-game advertising specialists such as Double FusionIGA Worldwide, and Massive are leading this field as they can supply the advertising inventory images needed to be streamed into the game world.


Around-Game Advertising
Essentially, this means making money from the banner and skyscraper ads around the gameplay window. This is already common on Flash game aggregator sites such asKongregate.com, and many use services such as Google (GOOG) or Commission Junction. The revenue comes from CPM (cost per thousand views), CPC (cost per click), CPA (cost per acquisition of a player—who plays the game), or CPP (cost per "paying" player—who buys something). Clicks are generally only worth a few cents, but paying players can earn a company many dollars.
Finder's Fee from First Dollar
You need people to come and play your game, but if you can't afford CPM (cost per thousand views) advertising, which is essentially a bet on the effectiveness of someone else's Web site, don't despair! Even with no money to pay up-front, you can offer video-game Web sites either a percentage of net revenue or a "Finder's Fee from First Dollar." As money comes in from a player who has been directed to you from another site, that finder takes all the money until you hit the agreed fee (say $1.50 per player). In reality, they take all the risk and will be more aggressive in advertising your property than any campaign you could have paid for at CPM rates. If you balance the numbers, you can get a lot of Web sites working for you and sending you traffic this way. To make money from this, send your players to noncompetitive games in a similar kind of arrangement.

Advert-Games/"Advergaming"/Re-Dress

Already common on movie Web sites, games in which the whole experience is an advertisement can also be big. Think America's Army, made to find recruits for the U.S. Army, or the Burger King games on Xbox 360. Cool Spot back in the early 1990s was an early example made for 7UP. Players accepted that this game was a giant ad for 7UP—the main character was the big red dot from its logo! The advertiser helps fund the game while your reputation as a developer, publisher, or designer determines how much cash you can ask for. Another common way to make extra money from a game is to re-dress it for an advertiser and build a custom version. That's why you see so many clones of popular games like Bejeweled. (For an example, seeBewitched, made for Sony Pictures by Blitz Agency.)

Try Before You Buy

Trialware/Shareware/Demoware/Timedware lets you play crippled, shortened, or restricted-time versions of a game for free, while trying to up-sell the full version. This is a real balancing act as too much in the demo can kill any hope of future sales. Xbox Live has been experimenting with this concept and seems to have hit the sweet spot by giving one playable level and then closing with a big reveal (for instance: "There's a giant boss monster around the corner!"). Then they add: "Buy the full version to continue!" It's basically the old cliffhanger trick, and just as with TV drama, it works.

Episodic Entertainment/Expansion Packs
Again borrowing from TV, this model means that players buy a game's episodes as they become available, or pay to unlock everything current and new for a period of time, or pay for certain parts of the game. Sometimes the delays between episodes are quite major, in which case additions are often called "expansion packs." These introduce more content, characters, or places and are a great way to make money without having to remake the entire game itself.

Skill-Based Progressive Jackpots
This is where players buy a ticket to enter a virtual tournament. This generates a virtual jackpot, and the player who reaches a certain status wins. As the developer, you keep a percentage of the jackpot. The game must be skill-based to protect you from the current international gambling laws. King.com and Prizee.com are good examples of skill-based prize sites.


Velvet Rope or Members Club
Users pay for VIP access and get special privileges and access to special areas on your site or in your games. They sometimes get access to new products before anyone else. (The more interesting perks you give, the more likely people are to want to buy in.) Sometimes, when buried in the gameplay, a game character can charge a player a fee, like paying the ferry man to take you to a very special island. (The player pays the ferry man real money to gain access to this "exclusive" area.)

Subscription

Demonstrated successfully by the likes of World of Warcraft or Age of Conan, these games are paid for monthly, usually by credit card or automatic debit payment. Sometimes they're coupled with a retail purchase to get access to the install files and user manual, maps, etc. Commonly, players set up the credit-card payments and don't stop them, as they want to keep the game "available" in case they come back and play more someday. (It's pretty great to get a subscription from people who don't even play.)

Micro-Transactions

These are small, impulse-driven purchases bought for reasons of vanity, saving time, better communications, or even moving up a level more quickly. (Levels are a player's ranking within a virtual society.) They're generally paid for using virtual points, either earned in the game (by playing), or bought for real money (which is a massive time-saver). A new trend is offering virtual items in exchange for access to a player's real-world friends. So for example: "You can have this magic sword, if you invite a friend to play." Getting that balance right can mean stunning revenue growth, which makes it even more important for you come up with offers the gamers really want. This technique works well on social networks like Facebook as friends are just a click away. If you can get more than a 1 to 1 ratio, the game goes viral, which results in exponential growth. That's the goal here.

Sponsored Games/Donationware

Also known as "Serious Games" (usually games played to learn things, or improve the world), these are the games that in some way help society. They could be paid for by a philanthropist, state or government grants, a charity, or by a nonprofit. Onebiggame is an example. To be clear, there's no money to be made from the game itself as it's commonly given away. So if you do make a sponsored game, be sure to include your profit in the development or distribution bid.

Pay Per Play/Pay As You Go/Pay for Time

Just as in the old arcade machine or pinball days, players pay for a go. They only pay for what they need, for a pre-set number of lives, or as long as they can last. Also used in Internet cafes and game parlors where they sell computer time, this model can be used for game time online as well.

Player-to-Player Trading/Auctions

This allows players to trade land, property, characters, and items—directly and also through auctions. You keep a cut of all the money exchanged. You also keep the transactions safe for the player (they don't have to risk the black market for characters). Some games let players cash earned money out of the game, and managing the transactions can become a full-time job. But it's also a major fraud generator (players use fake credit cards, buy things, trade things, sell for cash, cash out), so you have been warned. Companies such as Live Gamer are trying to make this safer for players.

Foreign Distribution Deals

When you need funding, pre-sell your foreign distribution rights. Then use that money to fund the project in the countries you care about the most. So imagine taking advances from Russia, Asia and Europe to fund a title you plan to release in the U.S. (where you own the rights). This can save a lot of money and leaves you owning the IP rights to whatever you build, which is incredibly valuable if the game is a hit.

Sell Player Access/Co-Registration Offers

This is where you monetize your users by inserting special offers or personal profile questions into the registration loop. So when a player registers, he or she is asked to fill out a profile in return for virtual points. PrimeQ.com is an example of an agency doing this, where you get paid for each form you can get filled out for them. They then sell this live data to external marketing companies looking for hot leads. (The value of a lead is equal to how exclusive, revealing, and fresh the data are.) The agency generally provides the questions and the Web site capture forms.

Freeware

This actually isn't a model to make money per se, but if you create something that's very compelling and it gets a lot of users, you can expect offers to acquire your software, company, or technology. So make it for free, get noticed, get bought or hired, and in a very roundabout way, you've monetized freeware.

Loss Leader

This means you sell a game far too cheaply in order to focus on your real goal and the real money. You use the passionate following to your free game to help sell something else, like a toy, TV, or movie deal, and that's where you rake in the cash. For example, you make a good game and sell it at what seems like an amazing deal for the player. What you are really doing is building awareness for a brand or for characters, for which you have other financial goals.KiddieCastle.com is doing something like this to get parents and kids to notice its vending machines at airports and theme parks.

Peripheral Enticement

The Nintendo Wii Fit game with the Wii Balance Board or gym equipment (such as virtual bikes or rowing machines) provide good examples of this model, which essentially means that a game cannot function without a piece of equipment. It's really a way to tease players with software they want to experience and get them to spend money on an expensive piece of hardware. Rock Band from Electronic Arts (ERTS) is another good example of this model in action.

Player-to-Player Wagering

Players place wagers before going head to head. The winner keeps the pot and the developer keeps a percentage of every pot. As with the jackpot business model discussed earlier, these games must be skill-based. Gambling virtual items is another model whereby players buy, earn, or trade virtual items, then bet them with the winner keeping all. (You made your money selling the items in the first place.)

User-Generated Content

This is where your users make endless new content (like virtual buildings, clothing, music, etc.), and then they sell or exchange it with each other. The design of your game needs to include user stores, and you take a commission.

Pay for Storage Space

Offer space on a server for players to save progress, stats, game data, etc. This can be used for karaoke games, for example, where players pay to store an instant library of their favorite songs with their customized reverb/volume/lyrics settings. Or say you adopted the user-generated content model of the previous slide. You might then also sell extra storage space for players to store all the virtual items they keep winning and buying.

Host Private Game Server

This is more for the hard-core players of games such as Counterstrike who need really fast network-response times to make a game fun. You rent dedicated servers with the gameplay server software pre-installed, meaning players have access to a "ready to go" dedicated server. They share this access with their group of close friends (who commonly help cover the bill), and they can all avoid the dreaded lag issue, when the Internet slows down gameplay. These players pay to be assured a high-quality Internet network experience when playing their favorite game.

Rental

The old rental paradigm meant trying to design a game so it couldn't be played through within one rental period. These days, services such as GameFly mean that doesn't matter so much anymore. But rental stores can drive a lot of early sales of boxed products since they stock new titles when they're first launched. Making a "Special Edition" for a specific retail partner gives that outlet a compelling reason to get behind your game. All you have to do is find a way to add some very compelling content that will make gamers make the effort to play the "rental" version of the game.

Licensing

This includes ideas such as signing a deal with a chain of cyber cafés to unlock your game for their users. Or using your game as a part of a TV show. Or letting a corporation use your "hip" or "cult" game brand in their advertising. A good example is the McDonalds/Line Rider advert.

Sell Branded Physical Items

Use a service like Cafepress to sell T-shirts and branded objects to people who love your game. Alternatively, set up a deal with a company such as Figure Prints, which lets players create and buy mini sculptures of their avatars.

Pre-Sell a Game to Its Players

This model lets fans fund the development of a title. For example, they pay $10 in advance for a $50 game. They get to see the game developed, and they provide feedback before it launches. When the game is launched, they get it for free—they don't have to pay the remaining $40 for the game. Clearly you have to have a great reputation or a very hot idea to generate enough interest to pull this off, but it can work. Essentially, you found a way to get fans to fund your next game.

Before-Game Advertising

This means players watch an ad before being allowed to play a game for free. It does require them to be patient, but it also works as they are a captive audience. You can get plenty of advertising inventory from companies including Game Jacket, Mochi MediaVideoEgg, and Ultramercial, and it's a very easy way to make revenues with your game. Be aware, however, that developers now get a pretty small amount of revenues from advertising this way (unless they have major traffic). But developers can also use these adverts to drive micro-transaction sales, selling a special 30-day item that turns off the advertising. That item can make you a lot more money per player than the advertising would have. You can also offer "optional" advertising, rewarding players that turn on the adverts with virtual coins or experience boosts. A new trick is to offer "invisible" wrappers, so if a game is played on your Web site, there's no advertising, but if someone grabs the game and puts it on their site (30,000 sites do this), then advertising before the game turns on automatically. So they got your game, but you get their advertising.

Virtual Item Sponsorship

Advertisers pay reduced fees to buy large quantities of virtual items that they then offer for free to gamers. So you make your money from the advertisers, and the gamers are happy to receive an item from a sponsor. You sell Coca-Cola (KO) 500,000 magic potions that boost a character's energy at a low cost, and you make the same item very expensive for the gamer to buy. Then the game shows a pop-up where Coca-Cola offers them the item for free. That's the most positive exchange with an advertiser ever, as Coca-Cola is giving players something they want and know is valuable. So everyone is happy.

Add Download Insurance

That's the $3.95 a gamer sees on an invoice with a little note that says: "To keep your download available online, just in case you need it." The publisher is basically saying: "Buy and download this game now. Pay an extra fee, and if your hard drive dies, you can always come back and download the game again." So in a funky way, it's like selling insurance.

Pay Players to Meet a Challenge

I first saw this in a Mafia-style game where players were paid $1,000 in real money from the publisher if they could "Whack a Don" in the game. That basically turned the player into a virtual hit man. As the game designer or developer, you obviously make the task really difficult and blend it with other revenue methods to fund any $1,000 payments you might have to make. So in reality the method here is to seem to be paying the user to play, but the game is making enough money to cover those payments. The bigger the game gets, the bigger the reward gets. So balanced just right, this could be very successful as a monetization method.

Sell Something Consumable

Another trend in free-to-play games is to sell consumable items such as virtual bullets to fire guns, virtual birthday cards for other players, or even the virtual gas you need to drive a car. However, this model really grays the "free-to-play" line and should be a last resort for generating revenue.

Feed Me or I Die!

Players spend a lot of time making characters they care dearly about. (You will never understand this unless you've invested endless hours in something that can be erased in seconds.) So there are two techniques to keep virtual characters "alive": pay to feed them (by buying virtual food) or, less creatively, pay to get access to them. Designers are now adding more and more things a player needs to do to keep a character alive. For instance, keep them healthy through visits to the virtual doctor. In fact, designers can give your "pet" or "character" any disease they like, and you have to deal with it. Not kind, but its another monetization model.

Games We Love - How Free Games Make Money

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"When a game's not working, some people quit. Others change the rules."


Three years ago, Howard Marks, best known for resurrecting the financially flailing game maker Activision (nasdaq: ATVI - news - people) in the early 1990s, snapped up the remaining assets of bankrupt Acclaim Entertainment for $100,000. Now Acclaim is releasing games--charging players nothing to play--and aiming to be profitable within the next 12 months.

Instead of monthly fees, Marks is betting that he can create a profitable business entirely supported by posting in-game advertisements and selling virtual tchotchkes. "We believe that consumers would prefer to play high-quality games for free rather than pay $60 for a game in a retail store," says Marks.

It's a gutsy--but not entirely irrational--strategy. The U.S. gaming market sells about $18.8 billion a year--about half of which is sales of software for PCs and other devices, according to analyst NPD Group. Subscription gaming revenues in the U.S. last year amounted to about $600 million, says David Cole, president of DFC Intelligence, a market research firm in San Diego. Item sales barely register, he adds.

That's not true in Asia, however. Over the past seven or so years, gaming companies in Korea, and more recently, China, have built gaming empires by letting people play for free and selling them anything from virtual weapons to fashionable boots. San Francisco-based Pearl Research estimates that as much as 75% of the $1.7 billion Chinese gaming market is built on virtual item sales. Now Marks, and a small but growing number of U.S. gaming companies, are venturing down the same path.

Marks was sold on free-to-play games soon after buying Acclaim. Two weeks after the deal, Marks headed to Korea to tour 30 developers. Their stories were compelling: Company after company recited how it increased revenues several-fold by dropping subscription fees and making games free.

With no entry fee, players turned out to be willing to spend money to accessorize and augment their characters. In 2005 alone, Seoul-based game maker Nexon collected $230 million from its library of free-to-play, item-supported games. At least in Korea, the subscription model of games seemed a dead end.

"I instantly had an epiphany," Marks recalls. He would follow Korea's lead--both by rebuilding top-selling Korean games for the U.S. market and by relying on advertising and in-game sales to players, rather than subscription fees. "I decided this [is the] way people will play games in the near future," says Marks.

Going free is one way smaller game publishers can carve out a space for themselves in an industry increasingly dominated by enormous game distributors. World of Warcraft, for instance, which commands the attention of 10 million players worldwide, has become a profit geyser for Irvine, Calif.-based Blizzard Entertainment, a division of Vivendi Games.

But getting into such multi-player, role-playing games is a big commitment, involving fees of $15 a month and often soaking up 20 hours a week as players inch their way up competitive rankings.

By contrast, anyone with a computer and Internet connection can drop in to play a free-to-play game. Instead of spending hours advancing their characters, players can shore up their inexperience by buying better swords, more potent potions or protective garments.

By the time Acclaim launched "Bots!!," its first repackaged game in the U.S. market in 2006, the free-to-play trend was beginning to percolate throughout North America. Nexon had quietly rolled out its free-to-play game, MapleStory, in late 2005. When it turned up the marketing hype in February 2007, millions of users bought up 600,000 items, totaling sales of $1.6 million.

Acclaim's gratis games offer players a variety of ways to play for free. In "Bots!!," a robot arena game, players buy "Acclaim Coins" they can spend on virtual armor, guns or attack moves. In the adults-only "2Moons," gamers can opt in to watching video ads in exchange for boosting their characters' experience level. The Kung Fu-themed "9Dragons" rewards players who click through to video advertisements with in-game currency and special items.

Other small game companies began catching free-to-play fever, too.

The secret to winning big revenue is to dangle the right carrot in front of players, says Daniel James, chief executive of San Francisco-based Three Rings.

Soon after launching its casual multiplayer game "Puzzle Pirates," James calculated the cost of adding additional players to the game was negligible. In 2005, James broke down the toll booth--instead, players could use real cash to buy virtual doubloons--which, in turn, they could use to bedeck their pirates in loot or purchase other status symbols. Over a year, "Puzzle Pirates" went from collecting $50,000 a month in subscriptions to raking in twice that by selling virtual doubloons.

Only 15% to 20% of "Puzzle Pirates" players ever buy doubloons--but those who do buy a lot. Virtual currency purchases accounted for roughly 75% of Puzzle Pirates $4 million revenue in 2007. It's a lot like letting crowds into a movie theater for free, then collecting serious coinage from those who crave popcorn and Jolly Ranchers.

Inspired by such success, big gaming companies are now entering the free fray, too.

"We knew which direction the world would go," says Sony (nyse: SNE -news - people ) Online Entertainment President John Smedley. "We're going to be right on that wave." Sony's next game, "Free Realms," slated to launch later this year, will rely primarily on in-game advertising and item sales. Players who don't want to sit through a 30-second ad at login but do want "velvet rope" benefits can choose to subscribe.

"My gut tells me this will work," says Smedley. "It's about the raw numbers. We're [now] looking at tens of millions of people, not hundreds of thousands." And if "Free Realms" turns a profit, all of Sony's future, massively multiplayer gaming titles could go free, too.

Even Electronic Arts (nasdaq: ERTS - news - people ) is testing out free-to-play with an upcoming title, "Battlefield Heroes"--a casual offshoot of its popular PC-and-console shooter game. Slated to launch in September, "Battlefield Heroes" will sell items to pump up players' rankings as well as collect ad revenue from banners hosted on the official site, which players must visit to launch the game. EA Chief Executive John Riccitiello has gone so far as to declare that the $60 retail game will be obsolete within the next 10 years.

For Acclaim, the free-to-play business model has already exceeded Howard Marks' expectations. He had hoped for 2 million registered users by the end of 2007, and instead, has 5 million. He also had expected his 500,000 dedicated users to spend $25 apiece on item sales; they've been buying more. Since Acclaim launched "2Moons" last August, dedicated players have spent an average of $57 on virtual items.

"Many publishers will not be able to jump in because they want to protect their existing business model," says Marks. "They may not survive a transition to the free-to-play model. In our case, we started there."

Thứ Năm, 17 tháng 2, 2011

Detail steps to import SketchUp models into Unity3d

After the acquisition of SketchUp since Google, SketchUp is a more powerful, and updated much faster speed, here is how to import SketchUp file into Unity3D!
1. When start new SketchUp project, select the engineering units for the Meter (m), if not meters, in the Tools -> Model Info -> Unit within the Format changes to Decimal: Meters can be.

Because it will affect the original SketchUp, so please note that the accuracy is not enough if Precision also need to change to sufficient accuracy, also set the Enable length snapping consistency and accuracy to enable them to correctly perform automatic capture.

2. Select File -> Export -> 3D Model, file format is FBX (only Pro version of SketchUp Caixing). Click Options to modify several options.

Export Options in

Select the Triangulate all faces into all the surface triangles

Select Export two-sided faces are exported to both sides (some flat sides of different materials, it is very important)

Select Export texture maps derived surface texture

Select the Swap YZ coordinates (Y up)

Unit selection Model Unit (the first step if you are right, this election is the same effect Meters)

OK then, you can click Export.

3, In Unity3D, select Asserts -> Import New Asset. Find the exported FBX file. After the file has been imported, select file in Project window. In Inspector window , set FPXImporter/Meshes/Scale Factor to 1. Finally, the model was dragged into the scene and you're done! Enjoy it.