How Many Copies Did Gish Sell?
Over at excellent indie game site GameTunnel, Gish co-creator Josiah Pisciotta has revealed actual sales on the IGF-winning blob platformer, and it's OK, but a little underwhelming for the indie PC gaming world.
Why? Well, even though it was a high-profile IGF winner, the Chronic Logic guys sold 4521 copies only through their website, for a total of about $81,000. After the retail/affiliate income and the IGF winnings, they ended up netting about $121,000 - not bad for a game done in 6 months by 3 people, but not spectacularly impressive.
As Josiah notes: "As you can see Gish did not sell well in retail or on other sites and the majority of income generated from Gish (67%) was from direct sales through chroniclogic.com. Gish also missed out on a number of opportunities that could generate a lot more income such as North American retail and console distribution because of a lack of a shared vision among the developers."
My point of view is, partly, that digital distribution of PC indie games was still becoming accepted when Gish launched in 2004, and that I suspect less well-known games are doing better now. As an example, I heard anecdotally (and unconfirmedly) that Armadillo Run may have sold at least 5,000 copies directly from its website.
In addition, it seems fairly easy to rack up 20 or 30,000 paid downloads at $10 each if you can get on Xbox Live Arcade as a console-based indie. There are _wildly_ diverging opinions about whether console distribution is good or practical for indies, but I think it aggregates the hardcore indie-friendly consumers and makes it easy for them to pay, so it's a very good thing. But we need more data points! Anyone else want to volunteer figures, esp. for XBLA titles and major PC indies?









Comments
Detailed stats regarding the sales (with additional comments about conversion rate etc.) are available here:
http://www.gameproducer.net/2007/05/09/sales-stats-gish-121000-sales/
Posted by: Juuso - Game Producer | May 10, 2007 12:09 AM
This is an eye opener! I've known about Gish through word-of-mouth before IGF and I've heard nothing but great things about it. With such positiveness surrounding the title, I automatically assumed it would do well on par with top selling casuals games.
I'm surprised they didn't try going to more popular portals like Yahoo, MSN, Big Fish, and ArcadeTown particularly the last two as they're more open to other genre's.
Well, this is definitely something to mull over.
Posted by: rioka | May 10, 2007 9:11 AM
Well...I could approach this from the Reflexive side with IGF winner Wik or the GameTunnel side with its Indie game coverage, but both I find give discouragement as to the viability of Indie games on the PC.
To start off, I don't think it is much if any easier today. Josiah mentions that Bridge Construction Set overall and currently is outselling all the other games. BCS is very similar to Armadillo Run and I bet the sales numbers are quite similar based on the ones mentioned above. I think the sales of AR aren't demonstrative of it being easier to sell games. I think there is simply a larger number of people who are accessible through the PC and will pay for a good physics simulation type of game.
Gish is on Reflexive's portal and the numbers, unfortunately, aren't all that great (nor, honestly, are Wik's), even though I would say Reflexive, due to its own personal history has a much more traditional audience than most of the online portals.
That said, I think that Gish's UI made it a bad fit for the casual portals (go back and select your level and you'll see what I'm talking about). Certainly it could have sold a few more copies, but I wonder how many.
The bigger issue here is whether or not Indie games can be profitable on the PC. Based on the numbers I've seen, it seems that a few of the more niche titles (lux, bcs) have been successful, but the majority of Indie titles have struggled to make much if any money. (that is if we decide on the more modern indie definition that removes casual games like Westward from Indie)
Mutant Storm was not a money-maker on the PC nor, to my understanding, was Eets (released within the last year).
I think a lot of us hold a lot of hope for the console side helping, but for the VAST majority of Indie developers the console side isn't a possibility, so I think it is a separate discussion topic.
My greatest hope is that more websites will post information about these games, because I still believe that if more people knew about them, more would try them and eventually buy them. I think awareness is the number one issue for these games. (the other key issue is simply that the PC isn't the best way to reach gamers - the number of websites and magazines dedicated to it make that quite clear)
There are some GREAT titles that people are simply missing out on, to their and indie developer's detriments.
Posted by: Russell Carroll, Reflexive Entertainment | May 10, 2007 10:11 AM
The problem with Gish, is that it looks crap. End of Story.
It might garner all the great reviews by the indie press, but that target audience is not large enough. It's not going to tempt the average punter to take a gamble on it, unlike the friendly inviting casual games on the market.
Although I do not have an industry insight into the indie gaming market as Russell above, I would bet that Eets was a lot more successful. Just visit the respective websites, and look at the games. Eets is bright, pleasing to the eye, it looks fun. Gish looks like a Windows 95 era homebrew.
Eets has also managed to carve out its own community with its DIY tools, which also gives the gamer and the developer a free support network. It's available on Steam and is about to pop up on Xbox Live Arcade, where are all the other indie games? (Incidentally, Wik has just appeared on Steam)
Indie Developers, get out there and sell your product.
Posted by: hahnchen | May 10, 2007 1:18 PM
"Mutant Storm was not a money-maker on the PC nor, to my understanding, was Eets (released within the last year)."
Well, according to the charts at MajorNelson's site, Eets isn't really doing that well on the Xbox 360 either. So maybe the problem lies with the game itself.
Posted by: fluffy bunny | May 10, 2007 2:06 PM