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I've been working with independent game and software developers for 5 years, so this article is based on some of my own experiences. However, I didn't feel that my experiences were enough, so to supplement the information, I asked several veteran game developers for input. I hope you find these helpful. I wish you the very best for a long, successful career in indie development.   ~ Cate Defrise

1. Keep the same download link name for one product - Don't change the name of the download link for your product each time you update the version. Why? Because when other sites make your link available to the public, (which is a great favor to you to get you exposure), they most likely won't update the link each time your release a new version. Example: don't name your game "anothersimgameV1.zip" Because when you have a version 1.1, then change the name of your file, it screws everyone up including you (you would have to change all the links on your website too) Make sure you keep older versions of your product for yourself, however, just in case you need it

2. Forget using .sit files - Newer Macs no longer have an application to unstuff those files. If a person with a newer Mac downloaded your .sit file, and realized it needs to be unstuffed, if they don't have an application to do that, most likely, they might just trash it (instead of finding Stuffit Deluxe to download). Use .zip files or .dmg, which works on new Macs as well as older Macs.

3. Find GOOD mentors - As in all other industries, one of the best ways to learn essentials is from a mentor. Who are the successful independent developers? Which ones are veterans in the industry? Which games or software do you love, and who made them? That's a good starting point to find mentors. That said, some successful veteran developers don't have time to mentor or simply don't want to help newbies. You have to figure out which ones are receptive and also, you have to make sure you find the ones that are giving good advice. Some veterans, because they are evil, will mess with newbies - they don't want any more competition and/or they don't want others to know their secrets. Wouldn't the world be great if these veterans would simply say, "I don't want tell you how I did this or that." - instead of lie? Yes, newbie! Some veterans will point blank LIE to you! When you do find some GOOD mentors, just shoot over quick emails to them and get a little bit of knowledge at a time, whilst not bugging them

4. Affiliate your products - When you release your game or software, do affiliate them. Why? You'll sell more, that's why. This is a serious duh-ism. Other people can put your product on their site, which might have a high-quality, targeted audience and might just sell like crazy, and it might be more than you'd ever be able to sell on your own. Don't be a greedy, stingy ass on their commission because they are working hard to sell your product, afterall. And you make more money with affiliates. I recommend at least a 40% commission to your affiliate. (It'll make them work harder to get you sales!) If possible, create "special builds" for them. Lastly, make sure your affiliation system works. Many systems do not work at all and so an affiliate of yours might be sending you lots of sales but aren't getting any commissions. When they find out that the system doesn't work, they will oust your product from their site. That means your sales will go down, down, and down. Which ones work? Plimus, RegNow, Reflexive and BMT (There are LOTS of others and they simply don't work.) Stick with ONE payment system because when you have multiples systems, your affiliation doesn't work very well or at all. By the way, affiliates do not like that and will rid your product from their site in no time.

The other side to this is that if you do affiliate your games, they could be found on nearly any game site and you will sort of lack "ownership" of them. You will officially be the developer, but if people can find your game on another site, you will not be recognized. You may or may not even care about this; this is only to inform you of the consequences. I personally feel you should affiliate because that will just increase your sales.

5. Beware of the Big Game/Software Portals - If, for example, you finally finish your your game, it's all beta-tested and squeaky clean, then a huge game site says they'd like to feature it, there are good points to this and bad points to this opportunity. The good part is that you can honestly say, "I made it!" and maybe millions of people will download your game, play it and buy it. That is awesome and you should congratulate yourself and have a party or something. However, be aware of the consequences of giving your game to a Big Site. Why? Many of the game sites offer a monthly pass that costs about $5. This gives the gamer an opportunity to play one full version game for the month. If that is your game, you made a sale! But wait. They only paid $5. And the Big Site takes 70% of the sale and you, the guy who sweat blood and tears to make the game, get 30%. Now, if my math is correct, 30% of $5 is a buck fifty (less after some fees!). That's not that much but you're saying, "But if they sell like 10 thousand of those, that's like $10,000! You would be right. So, please I hope you do sell a minimum of 10,000 games on that Big Site. The best case scenario for this situation is if you have a super viral kind of extremely popular game. Those are far and few between. Also to note: they may or may not feature your game on their site, and your game might disappear into the jungle that is their huge site. Less exposure will be lead to less sales. No exposure leads to...no sales. Finally, the most horrendous part of this mix is that when you DO make a sale with Big Real Site, you will not get the benefit of the customer's information. If you can't have that, how can you build your client base?

Note: Many devs recommend that you ask for an advance, in addition to commissions on each sale. If you don't get an advance, they will use your game as filler content to have a new game to present on their site, and you won't make much from it, in most cases, as it will just quickly get buried. If you do receive an advance, that probably means that the publisher will push your game harder to recoop his investment and that he believes your game will sell a lot - so your sales could be excellent in this case. It's common practice that games that selll, receive an advance from the Big Site. If you don't get an advance...you can probably guess what will happen to your game.

6. If you do go with a big game site, do negotiate a smart deal -This happens much too much and even some of the veterans have admitted that they blindly went into the deal and sign the dotted line because they were so happy the Real Portal game site wanted their game! Don't just accept their terms. They are made to really screw you over. The good thing is that you can negotiate! For all the negatives I wrote in #5 above, try to get rid of them in your contract. Example: If you want access to the clients, get that in your contract. You will be more respected with your own reasonable terms even though the Big Site will be disappointed they couldn't walk all over you like they do with most newbies. If the Big Site doesn't agree with your terms, walk away unless you are desperate. Definitely negotiate or find someone that can do it for you. Do it or get screwed. Another note: if they do agree to your terms double check to see that they are complying with your terms. If not, seek legal counsel.

7. Create Intelligent Partnerships - Why do everything on your own when you can use the power of many to sell your product? For example, if you have a racing game, get in touch with racing portals that have access to a huge, targeted audience, a public that cant wait to play your game. Offer a commission to the portal for each game sold. Again, I think I need to remind you not to be stingy. What you gain here will be more exposure, more sales, and a new business opportunity and relationship.

8. If your game doesn't sell, move on. Yup. Just let it go. You will be so horribly tempted to try to work on it further, to make it better. Afterall, you already spent a good part of your recent life on it. Forget about it. Though, learn from the experience. Rarely, does this extra effort work. If you do this, rather, you may end up regretting it and wasting even more time. Try not to get discouraged and move forward to work on your next project.

9. Monitor your product, notice the trends and try out different approaches - You may get waves of sales. Where are they coming from? Did someone feature your game on their site? Which site? Did it help your sales when it was featured on Apple? If so, maybe you can update your game regularly (with real improvements) so you can try to stay on the front page there. Another example: Perhaps you did put your game on a Real Big Site, and your total commission was $12 yet you could swear it was on the front page for a while. Do you think you actually made more than $12 in commissions? Make your own conclusions here, but maybe that wasn't such a good idea, afterall.

10. Look at your business as a whole - You may think that your passion and talent to make games or software is enough to have a successful business. The product that you develop is great and you have no reason to doubt its success. If you think that, I have one thing to say to you: don't be naive. Please look at your business as a whole. Yes, work to make the best product ever, but think about how you're going to sell it. How will people find it? Magically? Is getting "digged" enough? Will you have to market your product? Buy ads somewhere? You must figure these things out. Also, what does your website look like? Is it easy to navigate and find download demos? Is it easy to BUY your product? You know, some people will want to just buy your game without trying it. Will it be easy for them to do that? What is your long-term goals to keep your games visible? Are your prices why people aren't buying? Can you put yourself in the shoes of your potential customers and find what can be improved? Are you building your client base? Do you have a newsletter?

11. Unless your games are FREE, don't try to target the query, "Free Games" or "Free game downloads," or anything that implies that your games are free. You will be wasting your time trying to do this. Why? People looking for free games want free games! You might argue that it'll send you traffic. You could be right but it's the WRONG traffic that is using your valuable band-width. You need targeted, high-quality traffic.

12. Grow. Always questions things. Adjust to the industry and changing technologies. - Always be questioning your product and why or why not it's working. How are you going to build on your client base? Which advertising strategies work? Will you be able to survive on the sales of previous games while you're developing a new one? Which strategies used to work but don't anymore? A bit of a sidebar here: some of the advice you might receive from veteran developers may no longer be valid due to changing tastes, technologies, industry, whatever. Ask identical questions to different developers and see how each of them answers. Constantly, seek new ways to grow!

 
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