Dienstag, 24. Mai 2016

Tailorstage will be the future of mobile gaming


Sound pretentious?

That might be true—but if you want some definite facts, here are a few. It is practically indisputable that developers have been booming in nearly all areas but one: making money. With the new ease with which games can be made, the world has seen a flurry of game products, so much so, that it is often impossible so that in order to become popular games have to charge very little or no money to play.

With many alternatives, it can seem next to impossible for all but the most popular games to find any way to make money. But did that have to happen? Can it change?
We aim not only to prove that it can, we aim change the industry in such a way that the customers will actually be happier paying to play their games than searching out free alternatives, and where a larger amount of profit can go to game developers.

Enter our gaming platform, where gamers pay a monthly subscription fee to receive an all-access pass. Kids get to play the best popular games, and also will have the opportunity to help the bestup-and-coming and indie games gain exposure and turn a profit more easily. This is a product to believe in.

Early just this spring we closed a deal with a game industry expert with who is creating the first global brand for such a game service under the name Ninplay. Ninplay aspires to be the next Netflix or Spotify, for mobile gaming. This Tailorstage-based platform will be available first in England, before branching out to countries around the world, from Russia to India, and beyond. Check out their website at Ninplay.com

We believe that our product has a flexible future building off of this success, and that the technology can be improved upon and more tightly focused in order to reach particular consumer groups. Our next stepping-stone is to add features to this platform to create a 2nd product; a game service that is directed at families - KANGULE.com, which will provide a new games environment for families, especially for families with little children, so that smartphones/tablets can function as a safe playground for little ones, and a fun one for all. These days, it is almost impossible to prevent kids from playing games on mobile devices. Helping them have an uplifting and positive introduction into the world of gaming, and helping parents to feel comfortable with the content is a simple, yet (we believe) an underrepresented market in gaming, and is the next stepping-off point for Tailorstage products.

Interested? Want more information? Contact us at info@tailorstage.com !

Freitag, 13. Mai 2016

The revenue share model of Tailorstage

Back when we wrote the blog post about Spotify, we discussed the question of what happens in terms of money for songs listened to in a month from a particular band. What happens, and specifically, how much money does the band get for it? This is assuming that the band receives 0.0065 USD per song streamed.

The purpose of this was not to bash Spotify, who have proven their model to be very successful, and have had an outstandingly professional approach to applying it. This is especially true, seeing how our business model’s base approach isn’t so different. And there are indeed similarities—even still, it is not particularly on these similarities that I want to concentrate as much as on some of the differences. For this post I want to talk about the revenue sharing model we are using in a way that would be enlightening for game developers.

Since the realm of gaming also possessing some particular peculiarities in terms of business opportunities compared to the commercial music industry, we believe that we can be extremely successful with a lightly tweaked approach. We have spoken at other times about how we  want our game service to be available in many countries, and especially we want to implement the many different types of payment methods that would allow as many end-users as possible to have access to our services. This could be seen as problematic when it comes to regional payment options, as transaction costs can be very high in some countries. It becomes even more of a headache, because these payment options are sometimes the only way to reach customers in these countries. This, by the way, is one of the reasons that Paypal was first conceived.
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To come to the point, we have certain considerations in our revenue sharing model bear a short explanation. To remain flexible enough to be internationally effective, we have translated the difficulty with high transaction costs to a method of calculating revenue shares after transaction and distribution costs. This is the stepping-off point for our cost calculations, that lets us pay as much as we can while keeping the same model from country to country. We want to develop a fair way to implement revenue sharing, that allows a user to pay a monthly fee, and then, based off of this income, and costs, than the revenue share will be calculated out for the individual Game Developers. Thus, a user can play a play games, and we can use this information to then calculate which Developers get paid what amount. That means that our system is dynamically individual!! Every single monthly fee will be paid out through a shared revenue system—completely!! No matter if a Game was played for one minute, or ten games 20 hours each.

We think that is fair!