Online games: Saving money versus making money
“How do we save money?”
We get that question a lot from our customers and from potential customers. We do have an answer to it because of two benefits that we can offer with our game publishing software:
- Our game publishing software saves game developers a considerable amount of time and money because they don’t have to develop their own solutions that would enable download, install, update and launch – not to mention promotion and monetization – functionalities for their game(s).
- Our solutions offer the ability to offset traffic costs for delivering games and updates with our peer-to-peer and our hybrid CDN/P2P delivery options.
But the bigger issue here isn’t how to save money. The bigger issue is how to generate more revenue.
If you could save 20% or increase your conversion rate by 20% (or more), which would you choose?
Our solutions definitely enable savings in multiple ways. They can save time and they can certainly save money. But as with any business, the amount that can be “saved” is limited, whereas the amount that can be made is potentially unlimited.
Given that the higher upside is in the active pursuit of revenue, we tend to emphasize that and show customers how our game publishing software can help them boost conversions and generate more revenue for each game. Compared to that, the ability to save money is more of a secondary benefit of using our game publishing software.
When you have the ability to engage gamers directly, such as through our highly customizable DIRECT launcher interface, not to mention the means to promote and monetize your game in new ways, you have a huge amount of potential revenue sitting there, staring you right in the face.
The point is not to focus solely on “how do we save” but to keep your company’s eye on “how do we make more,” especially when you give your players the most convenient ways to acquire your games and to transact with you directly via the game launcher interface.
Tags: CURRENT 3.0, CURRENTpro, DIRECT, Game Publishing Software, Solid State Networks


