Welcome to the new Sinister Design forums!
Started by Presentiment, March 02, 2010, 10:31:01 PM
Quote from: CraigStern on March 03, 2010, 12:01:55 AMForgive my cynicism, but are you speaking from experience, or from a desire to play Sinister Design games for free? Ads in Flash games really weren't all that lucrative back before the recession hit, and they're certainly no better now. I do know of a small handful of Flash game developers who are able to make a living releasing free games (Pixel Jam being a prominent example), but most free Flash developers are either in high school or college, and don't have to worry about paying rent, paying back school loans, buying food, paying for doctor's bills, and so on and so on. With Pixel Jam, the kind of games they make--short, addictive action games--are much quicker to put together and release than the kind of games I make, and they appeal to a much larger audience. In short, they're a good fit for the free Flash model. Sad to say, mine really aren't.Maybe I'll only earn a few thousand on TSoG--maybe not. I'd certainly like to earn more than that. We'll just have to see how things go, I suppose.
Quote from: Presentiment on March 03, 2010, 12:06:43 AMMost people don't care about supporting the developer that much if they can cut it cheap.
Quote from: Presentiment on March 03, 2010, 12:06:43 AMI would definitely give you ten dollars if we met in person, but the current buying method is really too clunky and I don't see the point of it.
Quote from: CraigStern on March 03, 2010, 11:13:45 AMAlso, Ert: did you know that you can order the game on CD off BMT Micro? They burn it themselves at your request, then ship it to you.
Quote from: Ertxiem on March 03, 2010, 02:57:35 AMAlthough getting the best of two worlds is quite hard, I think that the free demos might help spread the world about the games.I don't know how the ad revenue works, so please correct me if I'm wrong. A free playable demo of about 10MB to 20MB can be put on popular websites that might generate some add revenue. And, evidently, the demo itself would work as an add to the full game.I was shocked when Craig decided to sell TPA2. And I would have preferred that TPA2 would be free (as I guess anyone else wanted, even Craig). But everyone has to make a living, and from Craig's (brief) comments, it was clear that the sales of TPA2 generated more revenue than the ad revenue from all the other TRPG games (again, please correct me if I'm wrong). Therefore, I understand Craig's choice on selling his games from now on.Excluding minors from the market is indeed a problem. I don't really see a nice way out, other than the minors asking someone to give them the game or to buy it for them.Another problem raised is related to the way the games are sold. Most online stores aren't (fully) trusted, at least in the country where I live. Not because they trick people but because the direct human contact is missing. The problem may be bigger in this case because we aren't buying a CD (or something else physical) - we are buying a link to be able to download. So, again, it's another layer of virtuality that may give people some discomfort on buying.I haven't any good alternatives to the way it's done. Selling CDs will increase dramatically the costs (the CD itself with the case + shipping costs, including personnel costs). Selling on well known stores (that might benefit of higher trust from the consumers) may also reduce the margins, particularly since there might be some attempts of price squeezing.About ads. I must say that ads annoy me (and I hate those blinking ads). So, I was happy when I found out that Firefox has Adblock Plus. As more people do what I do, the revenue of ads will be lower. Ingame ads might be an alternative, provided they aren't all over the place. I can accept a preloader ad (no blinking, please) and a couple of discrete ads in the main menu or in the high score table or in the middle of the game. More ads than that and I might feel too much pushed around and end giving up on the game.Quote from: Presentiment on March 03, 2010, 12:06:43 AMMost people don't care about supporting the developer that much if they can cut it cheap. Unfortunately, I think that I'm included in that category. I hope that Craig is successful but there is a (low?) limit to how much I'm willing to spend. I just hope that my bug tracking and suggestions are helpful.
Quote from: CraigStern on March 04, 2010, 10:28:25 AMI think he's suggesting that I get funding from an investor of some kind, then use it to hire artists, programmers, etc. to work on the game for a more mainstream release. But of course, there's no way I could then go on to release the game for free afterwards. No sane investor would bet their money on that.