Way back in junior high, I started to make some games. Over a decade later, well, I’m still making games. A lot of people have come and gone over the last few years, but I’m still here, and still under the Vertigo Games name. The stakes, however, have changed.
While making games back in the day was fun and worry free as far as copyright issues are concerned, these days it’s a bit more hectic and careful (but still fun). Unfortunately, at 23 my stakes in the game have changed a bit as the bills pile up and I start to make some decisions: do I leave game making as a fun hobby, or pursue it as a goal to one day be profitable? As I have a few thousand invested in Vertigo Games, I want it to at least make a return on my investment, however slow that might be. But how?
It’s not an easy thing to do. I can’t simply flick the switch from “freeware” to “commercial” and start charging for all my games, nor would I want to. I have to ask myself: is the game I’m making now fun and original? Is there a way to make it profitable, and if not that, perhaps make it accessible enough so that other sites might pick it up? Could I turn the game into a vehicle for getting the Vertigo Games name out there? What competitions are coming up that I could make this game for? How fast can it be done, and how much will I have to invest in assets?
Games aren’t free to make anymore these days, but they’re incredibly cheap compared to most devs out there. I spend about $100-400 per game, starting with the Winter Solstice. It’s mostly for licensing, assets, outsourcing, etc. Some games, like greenTech, are cheap to make ($60) and paid off in spades. Some, like Spirits of Metropolis, are going to have a hard road ahead recouping the money spent in making it. But you know something…that’s OK. It’s a learning process for all involved, I think, and there’s really no way of me being successful for the first four or so commercial games I make. I gotta start somewhere.
Over the last six months I’ve tried to break into the casual game market with Spirits of Metropolis, and that ultimately has failed, mainly due to the fact that it’s incredibly tough to break into the casual game portal without some heavy marketing and support behind you. So now it’s time to take a new direction. With Kablooey and another game I haven’t announced yet, I’m going to do something a bit different. Both of these games will be priced at a ridiculous price…and by that I don’t mean $20, or $10, or probably even $5. It’s a new direction that I want to try in conjunction with something else that’s happening behind the scenes (which you’ll hear more about in the summer). If successful, I think it’ll finally get Vertigo Games some footing and we’ll be able to go from there. If not, well, I’m not really sure. I’ve never been sure about anything up to this point, and I’ve managed to do OK.
You know, it’s funny…whenever I talk about game making or Vertigo Games, I always say “we” even though it’s just me. I think it’s because I include all of you readers, blog commenters and forum posters under the Vertigo Games name. Certainly I wouldn’t be where I am today without you guys, whether it’s thouough bug testing or a simple comment that might raise my happiness up a bit, I’m totally thankful that I have an awesome base like you all.
So, watch for Kablooey! and the other game to be released this summer, and until then watch the blog for more news and a new monthly giveaway contest starting next week. Woo!







Although I know vertigo games even before the launch of ONR 2, I loved reading that post.
Hope your new idea works and Vertigo games becomes footage
I hope one day to hear that one of your games got the grand prize in IGF
as you deserve it
Hope to see more news soon
PS: I was waiting whole the day for that post
Keep on game making road
I have a question
What all these stuff u use for :-???
I cant understand the using of all these colours :-????
Hope I can be one day do half what u do with this ideas in game effects and gameplay
Have u tried my game MindHunter yet or not
Bye Bye == Salam (in Arabic)
Those colors are actually clay strips that I can mold. The playdough tubs are used as a foundation. All of this for a game I’ll talk more about later.
mm….. but also it doesnt since to me how molding clay is useful in making game
It’ll make a lot more sense soon, trust me.
The problem chubs is you’re betting on compromised distribution networks, of all the networks you’ve released games on, the only known one is Direct2Drive which is not very friend to indy games.
So I come to my point again – STEAM.
Don’t worry. Stuff will look up sooner or later. Just have to be patient.
Of course, you could try what Matt Thorson did with An Untitled Story and only charge one dollar for your games. He was fairly successful with that.
Ridiculous pricing sounds like a good idea. At least worth a try
Also, very cool picture. Looks like you’re really pumping out the maximum of your creativity in Kablooey, can’t wait to see what it’s really about!
Vertigogaming.net is one of the few sites that I’ve been visiting daily for years. Other sites come and go as I get bored of them or grow up, but I keep returning to VG. Probably because of the great games and friendly community, but mostly because you’re just Such A Fine Texan.
I’m really excited to see where this whole play-doh thing is going.
I guess I’m just excited in general, hehe. Keep up the good work!
One thing I think you’ve overlooked is the process of purchasing your games. I always get worried when buying products on the internet that the site isn’t trustworthy. Personally, BMT Micro just looks dodgy. Though, I’m not sure you can really do much about this other then explore alternative methods of payment (Google Checkout, and so forth).
But yeah, seriously, you’re like Miyamoto in more ways then one. The Play-doh is a great example of this. Its one of these things where everyone is like “eh, wtf?”, but as soon as its released we all realise how awesome it is.
I bought Spirits of Metropolis
hurrah
What do you mean by a ridiculous price. Really low? Really high?
Ridiculously low. Woo!
Both commercial games that are out right now are puzzlegames. I don’t like puzzlegames very much, and that’s why I didn’t buy them. I won shellblast a long time ago at cheesemedia by the way, and I enjoyed it. But I won’t hesitate to buy another game from Vertigo Games if I like it, Kablooey looks good so far and I know that you’ll make more very good games.
Just like LostOverThere, I’d rather buy a game from a website I trust. That’s why I really think you should distribute your games on PSN and Xbox Live. I don’t have a console, but I think that would be the best way of distributing your games. Steam would be a good distributingplatform too. Actually I’d rather give you the money directly and you send me a copy of the game than buy the game from a ‘dodgy’ website.
Original games on PSN and Xbox Live get a lot of attention, and there aren’t a lot of those titles. I know you have the skills to make the game, you always make original games.
I am going to get out of my puzzle niche with these next two commercial games. They’re somewhat like a puzzle, I guess, but I think they’re more of an adventure than puzzle.
But as far as matching gems and covering tiles go, yeah, I won’t be doing any more puzzle games for a while. So don’t worry.
And as far as Xbox Live and PSN, that’s very much a goal of mine. I just need more experience and money first. Sony will provide the funds if I have the tools, and I don’t have them just yet (ie a programmer, etc.).
A platform like Steam, or a console specific one (PSN/XBL/WiiWare) would pretty much guarantee instance success.
The hard part is getting there.