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Publishing COSC 405 Spring 2013 Bridget M. Blodgett.

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Presentation on theme: "Publishing COSC 405 Spring 2013 Bridget M. Blodgett."— Presentation transcript:

1 Publishing COSC 405 Spring 2013 Bridget M. Blodgett

2 Publishing Options Traditional Publishing Companies Console “Arcade” Options Game Portals Self Publishing

3 Publishing Company Positives Very traditional route to getting games published The publisher is often willing to pay a lot for a good idea Greater access to licenses and other controlled IP

4 Publishing Company Negatives The risk and control often lead to a lack of creativity or chance taking on new ideas Timing can be very important – Over a quarter of sales occur during Christmas The publisher takes on a high degree of risk – Wants extra control over the development process

5 Console Arcade Options Broader ideas supported or allowed Access to the audience of a console without physical publishing Tied to a specific platform Licenses can be expensive Host still has editorial control

6 Game Portals Broad user base willing to spend money Increasing acceptance across software platforms Smoothed transactions handling Less cost invasive than other publishers Often size/quality/content restrictions You need to license or build for each hardware platform Easier to get lost in the crowd

7 Self-Publishing No fees to publishing company Total control over your product 100% of sales go to your comapny Higher costs for licenses, software, IP, etc. Limited access to sources for promotion Significant investment of time/energy Sales rates can be slow or low

8 External Requirements Acceptance Guidelines – Required connections to outside sources – Objectionable Material – Size – In-game Branding Reviewer’s Personal Opinion Pitch Market Business Plan Demo

9 Self Requirements Market Research Constant Promotion Clear Business Goals – Continued Support and Improvement System for Release of Product Metrics Eye on Skill Development


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