Most of the people who develop funny games do so with the goal of ultimately making some money from the games. Very few people develop funny games just ‘for the fun of it’. Yes, the process of developing funny games is, indeed, one that is fun-filled and exciting. But it is also one that is rather tedious, and having undertaken it, most people do expect some sort of financial reward. This inevitably leads to the question as to how the income generating potential of funny games can be maximized.
So, how can the income generating potential of funny games be maximized?
I am of the view that, in order to maximize the income generating potential of funny games, the games have to be well crafted. The idea is to make the games exciting to play, full of fun (besides being funny) and therefore addicting. Indeed it is only to the extent that you can get the people who play the games to be addicted (to the games) that you can start thinking of making any meaningful sums of money from them.
Further, in order to maximize the income generating potential of funny games, the method selected for distributing them has to be the most ideal one. Thus, a lot of care needs to be taken when making the decision on whether the games are, say, to be distributed as downloadable files or as Flash games deployed to played online.
Further still, for the income generating potential of funny games to be maximized, the most ideal method of monetizing them has to be selected. This is where one can opt to be offering the games for free, but then allowing ads to run alongside the games. This is also where can opt to be offering the games for a fee: such that people seeking to play them have to pay. There is also the model where one can opt to be initially offering the games for free, but then starting to charge the players once they seem to have started getting addicted to the games…