Xsolla Blog

Examining Ground Floor Funding or the Minecraft Model

Posted by Justin Llewellyn on Dec 3, 2014 3:51:21 PM

Minecraft is famously known as the game that broke through the Indie bubble, becoming a massive hit across almost every platform and getting worldwide recognition. It has subsequently left many developers and publishers trying to figure out everything Markus Persson did right.

For today's post we're going to talk about the funding model behind Minecraft and how it combined pre-ordering and crowd-funding into an attractive offer for consumers that developers can use.

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The Risks of Multi Game Development

Posted by Justin Llewellyn on Oct 14, 2014 11:56:18 AM

Last week, we talked about the development model of “games as a service" and the pros and cons related to it. Being able to continue working on one title is great when everything works out but it also means that not everyone in your studio can work on the game by sheer nature of game development.

Being a studio that can create multiple games at once is becoming more popular as developers are spending longer development cycles on games, but having too many balls to juggle is one of the riskiest parts of designing games and running a studio.

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Elevating Consumer Power in the Digital Age

Posted by Justin Llewellyn on Oct 6, 2014 3:09:10 PM

The video game industry's transition to the digital market has been one of the biggest shifts to how games are played and made and for today's post we're going to look at how this has affected consumers.

Your audience is no longer just fans or sales for your games, as thanks to the options today they have more ways of impacting how your game is viewed.

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Early Access Considerations for the Digital Market

Posted by Justin Llewellyn on Oct 1, 2014 11:10:14 AM

In a previous post, we examined the differences between kickstarter and early access when it comes to funding and developing a video game.

For today's post we're going to continue this examination looking at how developing a game on the early access model is different from traditional development.

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Early Access vs. Kickstarter and the Consumer Mentality

Posted by Justin Llewellyn on Sep 29, 2014 3:52:43 PM

Early Access-- Steam's option of selling games to consumers while they are being developed has had a lot of both positive and negative press. Recently, Double Fine's failure to finish their early access title: Spacebase DF-9 joins the growing number of failed projects on the service. 

Early Access may be crowd-funded base like kickstarter, but there are differences between the two that are important to understand.

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Secrets of Pricing Games in Early Access: Carmageddon Story

Posted by Ernest Chung on Sep 12, 2014 1:23:13 PM

 Slice and Dice your way to victory with the all new Carmageddon: Reincarnation!

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The Changing of Game Development with Early Access

Posted by Justin Llewellyn on Jul 10, 2014 1:53:00 PM

One of the popular trends of the Game Industry lately is the use of crowdfunding to develop games. Where people will essentially pre-order your game while it's still in beta, alpha or earlier.

Like with kickstarter, this presents a new development and sales strategy and something that prospective game designers need to know about.

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Sales of mods are on the rise

Posted by Kirill Tokarev on Feb 2, 2014 4:23:40 AM
The Stanley Parable.

Modding became the hottest topic in the press recently. Many mods are becoming standalone game and make millions of dollars. DayZ — an updated game mod was hugely successful in the Steam Early Access. The alpha of this game sold over a million copies. Xsolla studied this trend and figured out what help great mods become bestselling games.

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UGC-makers make millions of dollars

Posted by Kirill Tokarev on Jan 26, 2014 5:28:19 AM
UGC in TF2

Steam Dev Days was an eye-opening experience for many. Valve published a lot of data on various aspects of its business. The company told the audience about the sales of games, explained the joys of working with Early Access and dwelled upon revenues generated by user-generated content (UGC). We were shocked to learn that on average makers of hats and other objects for Team Fortress 2 and DOTA 2 made $15k each last year. Xsolla found out why UGC was so profitable and popular on Steam.

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