By Adobe Creative Team, Adobe Press
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Extra info for Adobe(R) GoLive(R) 4.0 Classroom in a Book
We had a project with a flexible feature set but a fixed timeline. We essentially put too many features in the game and coded too late into the production process. We were still coding heavily two weeks from final master and worked on the first patch all the way through manufacturing. We fixed so many bugs in the last three months of development that we honestly thought we had a game with a fairly low bug count and a ton of features. After a week of it being on the street, I developed a new realization of how high a quality standard software must have in order to work on anyone’s computer, in any manner the user could come up with.
This is a $75,000 check that is likely to be issued to you between 9 and 18 months after release of the title. The conclusion from this is that royalties alone will not feed you and your team post-release. ” Unfortunately, even good games don’t always sell many units. As an example, the excellent developer Raven sold a little over 30,000 units of the strong game Hexen II. Messiah, the longanticipated edgy first-person shooter, saw fewer than 10,000 units sold in its first three months (most games make the large bulk of their sales in the first 90 days of release).
They do not take advance money from a publisher but sell their games direct to the consumer online. They have slowly built up a following over the years and are now quietly selling hundreds of units a month for each of their titles. I have the utmost respect for these folks. They had a vision for creating the highest quality classic card games on the planet and have executed that dream step-bystep, building up their capital, fan base, and quality level as they went. Notice that they did not pitch the idea of the world’s most gorgeous card games for $2 million up front to a publisher and then go find an artist, programmer, game designer, and fan base.