Though achieving word of mouth was a key element of the potential success of the bundle, Rosen also recognized that the process to purchase the Bundles had to be simple including elements like user account registration or the use of a secondary download client would have potentially driven away sales. The site later added the option to pay via Bitcoin only through Coinbase. With his close ties to these independent developers, as well as Ron Carmel of 2D Boy, Rosen was able to assemble the package, taking advantage of merchant sales systems offered by PayPal, Amazon Payments, and Google Checkout to minimize the cost of transactions and distribution. Gordon, who was also responsible for porting Aquaria to Linux. The porter of Lugaru to Linux was Ryan C. Wolfire had also recently teamed with Unknown Worlds Entertainment to offer a bundle based on their Natural Selection 2 game. Rosen by this point was well connected with other independent developers, for example his brother David is listed as being a game tester for the Penumbra series, and Penumbra 's composer Mikko Tarmia contributed to Wolfire Games' game project Overgrowth. Influence also came from a previous "pay-what-you-want" sale for World of Goo upon the title's first anniversary over 57,000 copies of the game were purchased during this sale, generating over US$117,000 after considering PayPal handling fees. Rosen had noted that such sales would have viral word-of-mouth spread across the Internet. Rosen describes the inspiration coming to him through similar sales of bundle packages on the Steam platform. The idea for the Bundle was from Jeff Rosen of Wolfire Games. As a corporation, Humble Bundle is headquartered in San Francisco, California, with about 60 employees. The Humble Bundle operation has since grown to include a dedicated storefront, the Humble Store, and a publishing arm, Humble Games, to support indie games. The success of the Humble Bundle approach has inspired a number of similar efforts to offer "pay what you want" bundles for smaller games, including IndieGala and Indie Royale. By the end of October 2014, participating developers had grossed more than $100 million and by September 2021, the total charitable amount raised by the Bundles exceeded $200 million across 50 different charities. The Humble Bundle offerings support a number of charities, including Action Against Hunger, Child's Play, the Electronic Frontier Foundation, charity: water, the American Red Cross, WaterAid and the Wikimedia Foundation. Bundles are presently offered on a more regular basis, with a persistent storefront for individual game sales. Subsequently, the bundles became more frequent and expanded to include games from established developers, AAA publishers, games for Android-based devices, bundles promoting game jams, and bundles featuring digital copies of music, books and comic books. Occurring every few months, the two-week Humble Bundles drew media attention, with several bundles surpassing $1 million in sales. Initial bundles were typically collections of independently developed games featuring multi-platform support (including Microsoft Windows, macOS, and Linux platforms) provided without digital rights management (DRM). In October 2017, the company was acquired by Ziff Davis through its IGN Entertainment subsidiary. The Humble Bundle concept was initially run by Wolfire Games in 2010, but by its second bundle, the Humble Bundle company was spun out to manage the promotion, payments, and distribution of the bundles. Humble Bundle continues to offer these limited-time bundles, but have expanded to include a greater and more persistent storefront. is a digital storefront for video games, which grew out of its original offering of Humble Bundles, collections of games sold at a price determined by the purchaser and with a portion of the price going towards charity and the rest split between the game developers.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |