Sponsor interest

zerosimms

  • Posts: 710
Just out of curiosity, how long would you leave it if you didn't have any interest for sponsorship in your game before releasing it to the "wild"?

dtrungle

  • Posts: 1938
I'm curious too.  :o

I haven't uploaded anything to fgl yet but I'd place it up there for maybe up to a month, while emailing certain sites to "look" at it to see if they're interested.

Is there a better method?

If you do set it loose, be sure to add whatever you want that would credit and boosts your reputation. And you'll probably want ads, but try not to put ads in terrible, terrible places like I've seen in some games and to spread it out fairly. :-\

rob1221

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  • Posts: 9473
I think FGL recommends 6 to 8 weeks, but for me I'm not waiting that long unless the game is rated at least 7.  Anything less goes directly to quick auction (2 weeks).

lazyboygames

  • Posts: 485
Yes, what Rob said.

zerosimms

  • Posts: 710
I think FGL recommends 6 to 8 weeks, but for me I'm not waiting that long unless the game is rated at least 7.  Anything less goes directly to quick auction (2 weeks).

Thanks Rob, my game got a 7 so I think i'll leave it a month (see what happens) then take it off if that's the case, id rather do a distro for Mochi with ads I think. 

rob1221

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  • Posts: 9473
When you do take it off, finish with either a last call (if you have an active bid, even if that bid is too low) or quick auction (if no bids).

zerosimms

  • Posts: 710
When you do take it off, finish with either a last call (if you have an active bid, even if that bid is too low) or quick auction (if no bids).
Ah cool, thanks for the heads up on that ;-)

spoogob

  • Posts: 1106
From my own research, games can sometimes take 2-3 months to be picked up, and can take even longer. I guess it all depends on how long a dev is willing to wait.

My first game I put up on Fgl about 4 months ago, and it had many watchers and after 2 months, I got impatient and released it with mochi ads. This game got a 7/10. (I spoke to some other devs on fgl who told me I should have polished it a little more as it should get a sponsor - guess I was too hasty/impatient in the end).

My second game got a 6.5/10 and I only put it up for around 2-3 weeks before I took it down and just published with mochi ads. Again, this game had watchers , but I was personally not as pleased with it, so I pulled it for this reason. This game sunk without a trace so my gut feeling was right not to hang around.

My last game is currently on Fgl for the last week, and got a 7.5/10 (getting higher!).. and this time Im gonna be patient. Im getting a lot of big sponsors playing it for long periods (not that that matters, but Id guess it would appear positive), so Im gonna do what I was told a while back.. "put your game up, and forget about it - then carry on with your next game".

Good luck with your game anyhow! :)

Jon

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  • Posts: 17524
From working with various people who eventually got sponsored, you want to shoot for an 8 and allow some time to get a sponsor who will see things the same way you do.

Word is that it's getting more difficult to get great terms, and the contracts are less. This is all driven by mobile gaming's rise. It isn't that people are necessarily playing fewer web games, but more dollars end up going towards the mobile sector now.

spoogob

  • Posts: 1106
Im going mobile with my next game, but Im not sure in what sense Im putting it out there though (through fgl or other method - as I know fgl do mobile to some degree, but havent looked further into it). But its coming on nicely and is perfect for flash/web and mobile.

One more thing to add regarding sponsors.. One more thing I asked on Fgl was what were the lowest admin review scores devs got compared to sponsorship and sponsor amount. The responses were interesting, and does back up the 'each sponsor is different and has their own opinion on a games quality/worth'. Some low scoring games got good sponsorship.