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    # 做遊戲「錢」的「工欲善其事,必先利其器」 2021 TGDF 台北遊戲開發者論壇 [共筆筆記索引](/HksczuLpu) [官網連結](https://2021.tgdf.tw/speakers/11) 講者:彭新富(松鼠) - 獨立遊戲圈專門做成人遊戲的松鼠 # 做遊戲的錢 - 人事、工具、行銷 - 管理者:專案管理、人事安排、尋找資源 - 錢:只是個概念價值 - 開發者需要累積的:知識、常識、內容 # 知識 - 了解工具,工具更新的新舊功能。使用他、了解他 - 工具不限定只有一個 - 自我價值:了解自我、團隊內的自我定位 - 對有信心的開發者:保有反省的時光 - 對自我懷疑的開發者:先做>去想 - 對心情糟透的開發者:找朋友喝酒 - 觀察周圍的環境 - 一張紙和一支筆,你可以畫出腳踏車嗎?多觀察平凡的事物 - 團隊內的價值觀、玩家的價值觀 - 尤其是市場,瞬息萬變! - 市場經驗 - 性是優先的,但不會比「可愛」強 - 行銷的最後目標 - 數據去證明 - 有市場?但不一定會做 # 常識 - 與其說人怕孤單,不如說人怕無聊 - 交流很重要,探知未知區域,因為自己摸索時間成本高 - 尋找交流管道 - 排解孤單,增加知識來源 - 國家給予的規束 - 娛樂軟體分級的反思:可愛人物打鬥是保護級(eg.寶可夢),但打鬥的本質? - 稅務:個人所得稅、消費稅(玩家身上)、公司與個人的商業差別。 - 開公司好還是不開?講者要節稅跟內帳,所以開公司。Simpany 講者使用的顧問 - 稅務的補充 - Steam抽30%,其他國家還有增值稅...美國玩家也會被扣消費稅 - 台灣商人間的交易都有營業稅 - 台灣委託外國案件有跨國費用遇扣20%,相關法條可以降低這個數字,不要忽視節稅!! - 個人的670萬與公司的國外免稅率,當你在國外市場超出免稅額門檻,銀行會自動扣稅。確保他們扣得稅是扣在對的類別 - 雖然個人通常不被抽稅,但公司的抵稅機制比個人多很多,而且萬一個人被國稅局查起來會很麻煩 # 內容 - 想法的基礎:建立模型,你平時的行為可能就是遊戲! - 經驗:規劃的計畫一直產生變化、進度不理想 - 建議:把累積的已知拿來使用 - 活下去,才有下一款 - 善意是弱點,但包裝後是武器 - 分享是最有效率的資訊交換 - 我對你好,隱藏在背後的是你也對我好。分享對彼此互利 # 案例分享 ## A. 地緣關係 - 伊芙物語:三年日本販賣數965,不到一年在台灣卻賣到2342 - 所以...從最熟悉的地方開始經營 ## B. 榜單功能 - 活屍戰棋:在PC成績不好,在手遊卻賣不錯? - 因為在App上有上到榜單 - 承接地緣關係,在當地衝到榜單後,就可以在全球榜單曝光 ## C. 方針(成人遊戲) - 一般遊戲:已知市場、透明管道、受政府約束低 - 成人遊戲:封閉市場、管道不透明、受全球約束(講者有被Steam ban) - 成人遊戲雖然封閉,但是很團結...大家都勇於分享(謝謝山雷無私分享) - 在電玩中的高端娛樂產業,個人在社會的抒發管道之一 - 其實成人遊戲製作門檻是高的 - 行為方針也有不同細節 - 贊助平台、社團經營、平台上架、募資 - 贊助平台與社群,要有足夠的內容 - 市場 & 內容 - 平台上架:先吃老本,募資上架:先確認市場水溫 ## D. 借火 - H GAME原創聯盟 - 聯繫同質開發者 - 開拓ACG市場 - 為什麼想做?BONEFIRE LIT - 一人力量有限,利用團隊。團隊力量有限,利用聯盟 - 互助可以讓火越燒越旺:但沒人願意借火,火只會熄在自己身上 - 就像是保險的早期概念:產險 - 共同挑戰陌生市場 ###### tags: `2021TGDF` `台北遊戲開發者論壇` `共筆筆記`

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