Kyrie626 wrote:I believe starting out as a traditional box-sale and optional subscription model might be the way to go starting out. It allows you to retain control. The next big question is how to fund the game -- it would seem a new round of kickstarter would be necessary?
Kyrie,
I don't know if a new Kickstarter is 'strategically' a good move, the reality is there will always be a vocal minority of people who do not want to listen to what happened and why I had to make the decisions I did, and I would not be surprised to see these people dedicated a sufficient amount of time to try to sabotage a new Kickstarter campaign.
(i know its kinda illogical because i am offering refunds out of launch profits so even if they hate me better to just wait and get their money back instead of sabotaging it and never getting anything, but such is life)Due to that, i think some kind of website based founders program may work best, Luckily we are not far from initial playable build focusing on combat, just a few months. so i was thinking of maybe doing something similar to what "They Are Billions" did, basically selling simple founders packs via there website, kind of like a simplified Kickstarter, so with no end date. actually, it's more like preordering then Kickstarter.
we could also maybe add some custom skins and uniforms in as well. one idea I did have was a mini Kickstarter for each new capital ship. i.e. any artist can propose a capital ship design, in a simple format, the community votes on the ones they like, and the highest voted design each month gets selected for development, then there are "founders packs" for that specific capital ship, getting your name on the ships bio as a lead engineer of it, a unique founder skin for that specific ship, being involved in the development of the ship from mining it to its role etc.and there would be a limited number of founder slots for each capital ship so once the ship is funded and developed its over, so its a prestigues thing to be part of and till the day the game dies you will be comemorated as one of the people who made that ship posible. I don't know if it is a good idea, just something I was messing around with.
Flatlander wrote:This is how my gaming community works generally:
Me, Xagul, and Evulz - Have a lot of disposable income, we buy all our games, and usually buy the best pack available (limited edition pre-order deluxe mega giga tetra pack!) or whatever and if it is Free 2 Play we enjoy buying tons of loot boxes, cosmetics, etc, because we want to look unique and different than other players. (Also, we both work, a lot, and experience boosts can help us keep up with our friends who seem to have an infinite amount of time)
Xagul runs his own Free 2 Play game (MMORPG) which has micro-transactions, and for a solo indie developer he does very well (His game has a Optional VIP Subscription, and pay 4 cosmetic and pay for convenience, and a actual slot machine that people seem to spend hundreds of dollars a day gambling on)
I also have run a few Free 2 Play games MMORPGs, but I have a weird Pride thing where I won't allow people to pay for anything until I feel the game is "good enough" and it is never good enough, so I usually just pay for the servers myself and develop them as a hobby.
Then we get to the REST of my gaming community.
A bunch of people with either no money, or would rather spend money on weed and booze rather than buy the next game.
So me, Evulz, and Xagul usually have to chip in together, and buy 10-20 copies of every game we play, so that everyone can participate.
Then, once we do buy them a copy of these games, since they have so much free time, they often blow past us in levels and we cannot even play with them. So Me Evulz and Xagul often buy Experience Boosts and other things to keep up with our friends.
Now, there is a game called Battlerite, that came out in Closed Beta (Pay for Access) then later for Free (That we all enjoy) that is now supported strictly by Cosmetics (I buy them and so does Evulz. Xagulz does not play this style of game, he prefers grind and progression with lots of character building options).
I spend between $100-$500 a month on video games, honestly mostly for cosmetics. So do Xagul and Evulz (Evulz actually started doing the bot-farming thing, so he buys like 20 copies of a game and starts gold farming sometimes and it's always interesting to see how often he gets banned, etc)
I feel $60 is for a 12-20 hour game. Online games last HUNDREDS of hours. It is pretty ridiculous that people expect to pay one time, and then get infinite content.
Netflix doesn't have a 1 time $60 charge, and then you get to watch all the TV shows and Movies ever created forever. They'd go out of business, why would we expect online video games to be any different.
I am fine with whatever you do. (As long as it doesn't cause you to stop supporting the game)
I plan to play the game (and have my entire gaming community at least try it) no matter what.
I just prefer to play games that are Free 2 Play, because they have more players and it is easier to get friends to try it. (Then if they like it, they can spend some money on it)
I throw my money at any product that is good. The longer I play your product, and the more shiny things you present that allow me to make my Fleet Ship stand out from other Commanders, the more I will spend.
Want to make infinite money?
1) First - Make the game fun and have a lot of players.
2) Put in loot boxes, and have cosmetics that change your colors, ship models, hull textures, rocket colors/animations, laser colors/animations, bomber skins, fighter skins, torpedo skins, explosion animation skins, death animation skins, kill animation skins, etc.
If your game is fun, and I can kill a person in PvP and when they die my ship shoots out a fleet of ships to do a Fly-By leaving trails that draw a "Troll-Face" Meme, I'll pay $600 rolling loot boxes to get it.
I totally get what you mean, I play Warthunder with my best friend (and Writer for Hades 9 Guo) like this, he has a lot more free time and disposable income then I do, so he regularly is buying me premium tanks and gifting me subscriptions so that I can keep up to his level of play.
I guess my main concern is more at this stage of development I really don't want to be designing for monetization, I want to be designing for fun. I fear that if given the option to design for profit and only profit, I may falter in my stance on no pay to win which I think would result in a worse game.
That said, there is this other side of monetization of paying to progress, which at least in Warthunder I don't mind at all, my friend is at a higher tier than me, so I just buy a premium tank at that tier to be able to play with him. Something like this could maybe be done well it honestly just scares me a little. Where to draw the line, or knowing that if you make that new premium just a tiny bit OP, it will sell like hotcakes but make the game less fun for many people. even if they won't quit they will be enjoying there experience less.
Looteryboxes are another issue, honestly, I don't know where I stand on them, They have a lot of value from a developer perspective as they are very easy to make, and can make stupid amounts of money. but I just don't know how I feel, especially how they are seen now in the current culture. This is one of those decisions I guess, where on the one hand you just get more money, that's it more money no one will quit the game because of it. but... it will make a lot of people enjoy the game less because they maybe would have enough money to just buy the 1 cheep skin they wanted, but instead, they have to gamble for it.
I honestly don't know what is the right decision here. There is also the other problem with PR, if we are doing a founders program kind of fundraseing to finish development, if we introduce lottery boxes, pay to progress, etc that will probably turn off many players from supporting the project at this early stage. (Im not acualy sure if it will but I dont think its unlikly)