Spiderweb's Jeff Vogel Shares His Knowledge
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1. You Need a Good Idea
So you want to sell something. Well, I want you to imagine something first. Think about your wallet, and the money in it. Think about the times when you pull out that wallet and actually hand over your credit card or cash for something. I'm willing to bet it's for something you really need or really want. You don't just do it for anything. You like your money, and you want to keep it. Unless you're rich, you are probably at least a little careful about the money you spend.
Well, when you're running your business, your job is to pry the credit card out of peoples' wallets. Again and again. Systems like Microsoft Points make the process a bit more abstract, making it a little easier to get people to buy your stuff, but, in the end, you have to convince people to give you money. And people like their money.
This means (and yes, I know this seems obvious but it's amazing how often people forget it) that whatever you are selling has to be pretty darn special. It has to be a good idea, well executed, and not competing against a ton of free competitors. And let me tell you something. That's a hard thing to come up with these days.
Have an idea for a tower defense game? Well, is it better than the (free) Desktop Tower Defense? Really? I bet it isn't. Want to sell a shooter on XBox Indie Games? Well, is it better than (free) Aegis Wing or ($1) I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1? If not, you have a real problem, and you haven't even written a line of code.
How do I make a living doing what I do? I write huge, involved RPGs with funky enemies and intricate storylines. Is it a huge amount of finicky and irritating work to make games like that? Yes. Am I ever tempted to write less involved casual-type puzzle games? Hell yes. But I make something that is relatively rare and you can't easily obtain on Kongregate for free. Thus, not only are people interested in my work, but I can charge a good price for it. Selling something scarce has its points.