<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Flash Game Development Journal</title>
	<atom:link href="http://www.binaryspacegames.com/2009/05/flash-game-development-journal/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.binaryspacegames.com/2009/05/flash-game-development-journal/</link>
	<description>Flash Game Development</description>
	<lastBuildDate>Fri, 27 Aug 2010 19:28:23 +1000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.6</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: flash</title>
		<link>http://www.binaryspacegames.com/2009/05/flash-game-development-journal/comment-page-1/#comment-877</link>
		<dc:creator>flash</dc:creator>
		<pubDate>Fri, 05 Mar 2010 15:20:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.binaryspacegames.com/?p=99#comment-877</guid>
		<description>I&#039;ve been reading a few posts and i&#039;m adding your blog to my rss reader , thanks !</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been reading a few posts and i&#8217;m adding your blog to my rss reader , thanks !</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jay</title>
		<link>http://www.binaryspacegames.com/2009/05/flash-game-development-journal/comment-page-1/#comment-65</link>
		<dc:creator>Jay</dc:creator>
		<pubDate>Sun, 19 Jul 2009 03:37:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.binaryspacegames.com/?p=99#comment-65</guid>
		<description>Thanks for the feedback guys. Colm, I hadn’t seen that article yet, thanks for bringing it to my attention. We have had numerous talks on a paid version, and we were leaning towards doing it for the sequel… but that article is very convincing! Our game has an added difficulty in that if we want to sell it, we need to pay certain ‘license fees’ which are quite high. We’ve got a couple of ways of measuring the potential success of the game before release, so depending on how that goes we will make a decision. We will know in a month or two either way.

Cheers,
Jay</description>
		<content:encoded><![CDATA[<p>Thanks for the feedback guys. Colm, I hadn’t seen that article yet, thanks for bringing it to my attention. We have had numerous talks on a paid version, and we were leaning towards doing it for the sequel… but that article is very convincing! Our game has an added difficulty in that if we want to sell it, we need to pay certain ‘license fees’ which are quite high. We’ve got a couple of ways of measuring the potential success of the game before release, so depending on how that goes we will make a decision. We will know in a month or two either way.</p>
<p>Cheers,<br />
Jay</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Colm Larkin</title>
		<link>http://www.binaryspacegames.com/2009/05/flash-game-development-journal/comment-page-1/#comment-56</link>
		<dc:creator>Colm Larkin</dc:creator>
		<pubDate>Wed, 15 Jul 2009 14:14:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.binaryspacegames.com/?p=99#comment-56</guid>
		<description>I tend to agree with Dan Cook recent post (see http://lostgarden.com/2009/07/flash-love-letter-2009-part-1.html ) about making money from flash games; why not charge the _player_? Basically the problem is that mochi-ads, sponsorship, adsense... ALL that money comes from advertising revenue at some point, putting a hard limit on how much money there is to go around. 

It&#039;s definetly something we&#039;re looking at very carefully right now; our original plan was to do as you said and release our first game with the standard &#039;free/ads/sponsorship/licenses&#039; flash moneymaking model just to get through the (difficult) experience of releasing a finished game for the first time. The intention being to make something with a &#039;real&#039; revenue model after that; now I&#039;m leaning towards doing from the get-go. We&#039;ll see!

Anyway, keep up the good work, you&#039;ve made it into my RSS subscriptions :)</description>
		<content:encoded><![CDATA[<p>I tend to agree with Dan Cook recent post (see <a href="http://lostgarden.com/2009/07/flash-love-letter-2009-part-1.html" rel="nofollow">http://lostgarden.com/2009/07/flash-love-letter-2009-part-1.html</a> ) about making money from flash games; why not charge the _player_? Basically the problem is that mochi-ads, sponsorship, adsense&#8230; ALL that money comes from advertising revenue at some point, putting a hard limit on how much money there is to go around. </p>
<p>It&#8217;s definetly something we&#8217;re looking at very carefully right now; our original plan was to do as you said and release our first game with the standard &#8216;free/ads/sponsorship/licenses&#8217; flash moneymaking model just to get through the (difficult) experience of releasing a finished game for the first time. The intention being to make something with a &#8216;real&#8217; revenue model after that; now I&#8217;m leaning towards doing from the get-go. We&#8217;ll see!</p>
<p>Anyway, keep up the good work, you&#8217;ve made it into my RSS subscriptions :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sam Horton</title>
		<link>http://www.binaryspacegames.com/2009/05/flash-game-development-journal/comment-page-1/#comment-3</link>
		<dc:creator>Sam Horton</dc:creator>
		<pubDate>Sun, 24 May 2009 20:40:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.binaryspacegames.com/?p=99#comment-3</guid>
		<description>Nice Article, Jay!

It&#039;s really tough to make any predictions about Flash Games, whether it be A 5 minute game about throwing shoes at presidents, or another Zombie Slayer, it&#039;s all up in the air. 

A developer earning 50k for a single Flash game is not unheard of, but at the same time, most games fail to come anywhere near that mark. Sponsors/publishers make the real money, by running a &quot;successful&quot; portal with a constant stream of new games to keep the players coming back. An individual can hardly imagine competing with that, unless they have strong IP to build on (Casual Collective, Bloons, etc.)

Success stories like theirs are great fun to read about, but it&#039;s much more rewarding to build something you love and watch it take off, even if it doesn&#039;t make it to that $50k mark.

Best of luck with your new game, and definitely keep going with the blog!</description>
		<content:encoded><![CDATA[<p>Nice Article, Jay!</p>
<p>It&#8217;s really tough to make any predictions about Flash Games, whether it be A 5 minute game about throwing shoes at presidents, or another Zombie Slayer, it&#8217;s all up in the air. </p>
<p>A developer earning 50k for a single Flash game is not unheard of, but at the same time, most games fail to come anywhere near that mark. Sponsors/publishers make the real money, by running a &#8220;successful&#8221; portal with a constant stream of new games to keep the players coming back. An individual can hardly imagine competing with that, unless they have strong IP to build on (Casual Collective, Bloons, etc.)</p>
<p>Success stories like theirs are great fun to read about, but it&#8217;s much more rewarding to build something you love and watch it take off, even if it doesn&#8217;t make it to that $50k mark.</p>
<p>Best of luck with your new game, and definitely keep going with the blog!</p>
]]></content:encoded>
	</item>
</channel>
</rss>
