[stella] Making carts (post script)

Subject: [stella] Making carts (post script)
From: Glenn Saunders <krishna@xxxxxxxxxxxx>
Date: Thu, 06 Mar 1997 17:00:21 -0800
At 06:24 PM 3/6/97 -0500, you wrote:
>     I think a good stratagey would be to limit the number 
>of cartridges you make and then reserve the last five or 
>ten games for future auctions or trades.  A limited production 
>run does not mean that you can't make a substantial profit 
>from your work. 

(I've been encouraged to end the thread, but I do feel it's important to
get this out in the open now, even though most of us on the list don't have
games to release...  I also feel I can relate some of my experience with
the CD project which may be useful.)

A good compromise would be to start out making carts (or tapes or CDs)
exclusively, and then only when the demand dries up or you've hit your
"maximum", release it as a .BIN, esentially making it P.D.  At that point
the money won't really matter and as long as the carts you produce have a
unique label and manual, noone will be able to flood the market with EPROM
clones built off those .BINs so the carts will still be valuable limited
editions.

After all, _all_ games have a general sales curve with a beginning, middle,
and end.  That's why LucasArts packaged all its hot games into one
compilation pack.  Even the hottest games trickle off in sales eventually.

The wisest thing to do is to estimate your market, make all your product at
once, then sell it out and move on to the next product.  That way economy
of scale helps you, you can do higher quality work, and you delegate much
of the drudgery of manufacturing to a professional printer or duplicator.



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