Game Design, Programming and running a one-man games business…

Thoughts about sales volume

When I was on holiday, i was flying over some big city, looking down at all the tens of thousands of buildings, and thinking¬† “This is just one city, in one state, in one country, in one part of the world, and yet if I could sell a game to just one person in every street in this city, I’d be doing much better than I am”.

Of course, it’s not as easy as that. But That’s how I think. I hear that Fable II sold 800,000 copies last month. That’s pretty awesome, and that’s at a higher price, and just one month. Surely overall, the game will shift 1.5 million copies, maybe 3 million in total. Equating it to copies of Kudos 2, it’s like maybe 5 million copies. (huge congrats to everyone I know back at LH working on that game btw)

Now obviously I haven’t sold 5 million copies, and obviously I only need to sell maybe half of one percent of Fables II’s sales to make the same ROI (which would be very nice) , given that it’s mainly just me. But even taking this into account, it occurs to me that it would be entirely feasible to sell double or four times the number of copies I’ve sold so far.

Some people assume I sell hardly any copies of my games. A lot of the people who admitted to piracy who emailed me gave me helpful hints on how to sell a few copies a month if I did X. Thanks guys! Some other people assume I sell a LOT more than I do. These tend to be people who see my games on sites like Stardock and yahoo, and assume all games on such platforms make people rich. My Mother is convinced I drive a Ferrari, because I gave her a boxed copy of one of my games. All things that get into shops make people rich according to her. (no they don’t).

So I’m curious. How many copies of Kudos 2 do you think I’ve sold so far? How many copies of Democracy 2? (It’s been out a year).