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A simplie list of steps you need to think about when publishing a AAA game.
  1. Set massive budget that makes "Titanic" look like "Clerks".
  2. Develop the title for 2-3 years. Leave out local multiplayer. (local multiplayer means gamers can play together without buying separate copies) DRM it to prevent piracy... and used sales.
  3. Engage in massive hype campaign by leveraging advertising relationships with review sites, bribing reviewers/bloggers, and seeding stealth marketers into message boards/comments sections ...oh and purchasing Ad space.
  4. Release Standard Edition alongside Special Edition and optionally Ultra Special Elite Edition.
  5. After about 6 or 9 months (or when hyped sales are almost completely evaporated) mark down the retail price and/or release a Greatest Hits/Platinum Hits Edition.
  6. Start hyping up the sequel. Address some of the complaints about the game design (after you've created more issues to be fixed in the 3rd game.) Ignore any complaints about the DRM or the absence of local multiplayer.
  7. Sell downloadable content of stuff that needed to be in the game to begin with.
  8. If sales and milking don't get you past the “break even” point, license and/or reuse newly built game engine. (if applicable)

 

Guide to AAA game publishing.



  1. Set massive budget that makes Titanic look like Clerks.

  2. Develop game for 2-3 years.

  •  
    • Don't forget DRM (to prevent piracy... and resale)

    • Don't add local multiplayer (if you include local multiplayer gamers won't have to purchase extra copies to play with each other.)

  1. Start development of the Sequel.

  •  
    • Fix some of the issues with the game design while at the same time create more issues to be fixed in the 3rd game.

    • Ignore any complaints about the DRM or the absence of local multiplayer.

  1. Engage in massive hype campaign.

  •  
    • Pay reviewers, Astroturf web forums/comments, and bribe bloggers ...oh and purchase Ad space on Television and gaming sites.

  1. Release game alongside Special Edition and optionally Ultra Special Elite Edition.

  •  
    • $60, $80 and $150 (oh which one will I get? )

  1. After 6 or 9 months mark down the retail price and/or release a Greatest Hits/Platinum Hits Edition.

  •  
    • For about $20, $30 or $40

  1. Sell downloadable content.

  •  
    • Preferably with stuff that needed to be in the game to begin with.

  1. If applicable sell game engine in case the game flops and you need to break even.