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Thread: Limited Run Games - physical runs of digital games

  1. #31
    Senior Member JWiley_12's Avatar
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    I thought this was interesting:

    Quote Originally Posted by LimitedRunGames @ neoGAF
    Some other people are doing it but I think they're approaching it wrong. Ripstone, Maximum Games, Soedesco, and maybe some others. They're focused on retail, though, so they do huge print runs. They're also not able to pay developers much because A) the print runs are huge and B) retail means wholesalers, store operators, and many others need to get paid in the process. I can't imagine developers make much when they partner with these companies. Also, the games they produce don't seem to sell very well if the five thousand copies of "Stick It To The Man!" I've found in the wild are any indication. I think the only way to make this a viable business is to do small runs, direct to customers. People will definitely take note and rip us off if we're successful. In all honesty, I'm kind of ripping off Brian Provinciano and Vblank in the first place, just to give due credit.

    But yeah, our goal is to make more physical games available to players and also make developers good money at the same time.
    Soedesco are the people that did the Teslagrad release retail for example. Ripstone did Stick It To The Man!. Maximum Games is going to bring Divinity: Original Sin Enhanced Edition to PS4 and XBOne.

    It's a bit of a weird reasoning that they can't pay developers much because the print runs are huge. You'd think that the more copies get sold, the more the developer makes... Also producing larger numbers should reduce the average production cost.

    My guts says he's right though that bringing those games to retail is not the right approach. I have the impression that the Wii U release of Teslagrad isn't selling at all for example. The store clerk at my local store said as much when I inquiered about it some time ago: zero copies sold at their store.

    He's wrong about ripping off Vblank though. Doing small runs, direct to customers. Doesn't that feel familiar? I think he's ripping off someone else.
    Last edited by JWiley_12; 10-09-2015 at 09:00 AM.
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  2. #32
    Quote Originally Posted by JWiley_12 View Post
    It's a bit of a weird reasoning that they can't pay developers much because the print runs are huge. You'd think that the more copies get sold, the more the developer makes... Also producing larger numbers should reduce the average production cost.
    I think their point was that because the print runs are huge, there's a much higher possibility of having excess inventory that doesn't sell which means you don't make as much money or even lose money.

  3. #33
    Senior Member JWiley_12's Avatar
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    Quote Originally Posted by werezompire View Post
    I think their point was that because the print runs are huge, there's a much higher possibility of having excess inventory that doesn't sell which means you don't make as much money or even lose money.
    The way they posted it though makes it seem like the developer is not making any money on it. They aren't talking about the profit the publisher makes.

    I guess the idea is that, by printing a higher number of copies of the game, the publisher is taking a bigger risk, and he thus moves part of that risk onto the developer by paying them out less. Which results in the ironic situation where you, as a developer, have to support the idea of your game reaching fewer people, because that will land you more money.
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  4. #34
    Senior Member JWiley_12's Avatar
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    Seems like we have a user named LimitedRunGames on here as well.

    (who also reads this very thread)
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  5. #35
    Senior Member ramzastrife's Avatar
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    Quote Originally Posted by JWiley_12 View Post
    I thought this was interesting:



    Soedesco are the people that did the Teslagrad release retail for example. Ripstone did Stick It To The Man!. Maximum Games is going to bring Divinity: Original Sin Enhanced Edition to PS4 and XBOne.

    It's a bit of a weird reasoning that they can't pay developers much because the print runs are huge. You'd think that the more copies get sold, the more the developer makes... Also producing larger numbers should reduce the average production cost.

    My guts says he's right though that bringing those games to retail is not the right approach. I have the impression that the Wii U release of Teslagrad isn't selling at all for example. The store clerk at my local store said as much when I inquiered about it some time ago: zero copies sold at their store.

    He's wrong about ripping off Vblank though. Doing small runs, direct to customers. Doesn't that feel familiar? I think he's ripping off someone else.
    Vic has commented about the risk and potential nightmare that dealing with some retailers is. Them not paying the devs/pubs and holding onto a bunch of inventory and just returning it and withholding payment until they get credit for the unsold copies. These retailers don't prepay for the games, they pay after, so he is not just blowing smoke about that.
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  6. #36
    Quote Originally Posted by JWiley_12 View Post
    The way they posted it though makes it seem like the developer is not making any money on it. They aren't talking about the profit the publisher makes.
    In a lot of indie/publisher relationships, the two are just different parts of the whole. The developer gets x% of the profit and the publisher gets y% of the profit. It's mostly bigger productions where you have the situation where the publisher pays the developer a set amount and then takes all of the profits (or losses).

  7. #37
    Senior Member Missile!'s Avatar
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    If anyone on the Gaijinworks community is wondering why we haven't chimed in on the thread, we're still awaiting activation on our account.
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  8. #38
    Senior Member banditwolf's Avatar
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    Well that makes sense.
    I think Vic said it takes upto a week. So be patient.
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  9. #39
    Senior Member ramzastrife's Avatar
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    Quote Originally Posted by Missile! View Post
    If anyone on the Gaijinworks community is wondering why we haven't chimed in on the thread, we're still awaiting activation on our account.
    -@Limitedrungames
    It is not surprising, they make an announcement like this and want to find out how it is being received. Doing a google search brings this thread up (currently on page 3 but may have been higher previously). I don't have a problem with them just lurking, but I think it will be nice once their account is activated to converse with them. I think they are doing a cool thing and will very likely support it if most of the games don't crash their website and sell out within minutes.
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    Legend of Heroes: A Tear of Vermillion
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  10. #40
    Senior Member xelement5x's Avatar
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    Quote Originally Posted by Missile! View Post
    If anyone on the Gaijinworks community is wondering why we haven't chimed in on the thread, we're still awaiting activation on our account.
    -@Limitedrungames
    Haha, we are a small community, but a vocal one apparently.
    Quote Originally Posted by MrBonkers View Post
    Actually this makes the localization good, but because it doesn't match the Japanese Script 1:1 people throw a fit. And if that's a problem for you, GTFO, go improve your Japanese and play the Japanese version to be as pure and kawaii as you want.

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