Costly

Started by DanielH, Wed 13/02/2008 11:57:07

Previous topic - Next topic

DanielH

I was wondering if I released the game I'm planning to make (it's getting along... slowly) for free in the downloads section, but also released a commercial version, (In a box, with jewel or keep case) would you buy the costly one? Or is it not worth making a professional version (because everyone will just get the free one). I don't want to MAKE people pay, but I'd like them to, obviously. The full one will have extras like art and such, but the game will be exactly the same.

zabnat

I would also buy it if it's worth the money. I have many CDs, movies and games I've bought even when I've already had them downloaded.

Leon

It depends indeed on the added values. If there's nice printed documentation with it, a good quality, good-looking box, maybe some other 'goodies' like an extra audiodisc (game soundtrack?), then I'd buy one. But it would be more out of the collectors point of view, not the gamer. The game itself is just the 0's and 1's.

So far I've 'collected' quite a few games that were available for download as well (legally or not).
Ultimate Game Solutions - Because there is a solution for everything

GarageGothic

I doubt that you'd be able to sell enough copies to actually make a profit. With the cost of writable cds, printing, and postage, not to mention the work you put into it, you're already stretching the limit of what people might want to pay for a game they already downloaded for free. Of course it all depends on the quality of the game as well as the extras. But I think a better strategy would be to make a succesful game, release it for free to show people what you're capable of, and then start working on a commercial game. If you want people to have your first game on their shelves, release cover artwork for people to print themselves - in my opinion, the couple of bucks you could make by doing it yourself isn't worth the trouble.

SSH

Check out http://xiigames.com and http://davelgil.com for two guys who have already/are going commercial with AGS games, and read their informative blogs...
12

GarageGothic

#5
And pay special attention to Dave's postmortem on The Shivah, where he discusses the mistake of releasing the original version for free. But also keep in mind that both Dave and Vince proved themselves by releasing freeware games before going commercial.

auriond

If the game is exactly the same, the only people who would buy the commercial version are those who are really great fans. Or your good friends. It's sad, but no matter how good your game is I think people are more likely to want to play it for free. Don't forget, for the physical version they would still have to pay for postage as well.

Unless, of course, your extras involve something like an extra scene, or a hidden mini-game, or something more game-related than just art.

I'm speaking as someone who's considered this idea before, though not for a game. Mine was a free comic - I offered a printed book version, but no one bought it besides one or two really close friends. Granted, I didn't add any extras, but I really don't think it would have made much difference... (or maybe my art is just really that bad :P )

Dave Gilbert

I can put in my two cents here, since I did this exact same thing about two years ago.  The Shivah was originally freeware, and when I decided to sell it commercially (after getting folks to improve the graphics, music and adding voice acting). I planned to leave both versions up. 

What ended up happening was that the free version got downloaded a lot more, while very few people bought the commercial version.  Even though it was a much improved game, many people couldn't justify paying for a game they'd already played for free.  In the end, I removed the free version. This angered a vocal minority, but was a better move in the long run.  Two years later, very few people remember that it was ever free in the first place.

In your case, I guess it depends on what your motives/goals are.  If you are using this as a stepping stone to selling your own games, I'd strongly suggest NOT releasing a freeware version.  If you want to test the waters to see if you're able to market and sell a game, giving it away for free won't teach you anything.  But if you are just doing it for fun, why not?

-Dave

Radiant

I would like to point out that it is easier to spread a free game than it is to spread a commercial one.

DanielH

Quote from: GarageGothic on Wed 13/02/2008 13:32:31
keep in mind that both Dave and Vince proved themselves by releasing freeware games before going commercial.

That's probably the way to go. No, on second thoughts, there isn't much point releasing a commercial version, not until I'm certain someone will buy it. Thanks for the help guys. :)

Leon

But isn't this the infinite loop? You can't know if people want to buy it until they've seen it. And they can only see it if you release it as share/freeware. But then there's no point in selling it anymore...
Ultimate Game Solutions - Because there is a solution for everything

DanielH

Quote from: Leon on Wed 13/02/2008 20:27:07
You can't know if people want to buy it until they've seen it. And they can only see it if you release it as share/freeware. But then there's no point in selling it anymore...

Not quite.

The system works like this:
Freeware game- Shows people that games are good.
People- Want more games.
Commercial game- People buy it, based on past experience (with freeware.)

eg: Demos for commercial games are freely available, and If you liked the demo, you're more likely to want the game.

cyen

If you ultimate goal is to make money from the game, why don't you make available a free demo but they'll need to buy the game to play the full version? On the other hand, if your goal is to get as many people to play your game as possible, then offer a full free version.  To entice the fans to purchase the game, offer tons of goodies that are only available in the "commercial" version.  I suppose you could also ask for donations.

auriond

I imagine that the ideal outcome is to make the game commercial AND to have as many people play it as possible. :P

Another possibility is donateware: the players set the price, in other words. You send them a "commercial" copy with lots of extras if they donate. I've seen several websites doing this, but I'm not sure how succussful they are.

Emerald

Yeah, Yahtzee has a 'special edition' for most of his games, which you can gain access to if you donate 5 or more quid. Dunno if it's really done much - he certainly isn't dining with Bill Gates or anything...

Personally, I don't think you'll make much money with old-fashioned adventure games any more, unless it has HD graphics and Brad Pitt doing the main character's voice...

Then again, there's not much glory either - a couple pats on the back by various adventure game communities. Not like you'll be getting a BAFTA or something.

I think it's more about personal achievements. "Yay, I made a video game that's fairly popular. My dream's come true."

Either that, or it's just for the shits and giggles...

LimpingFish

There's still a market for "old-school" adventure games, though it's relatively small, and more or less confined to the internet. You'll never be rich, imho, but there is profit to be made.

I'm not sure how successful enhanced versions of otherwise freeware games ultimately prove; Dave's situation with The Shivah not withstanding. I'm sure loyal Yahtzoid's pay for the privilege of owning the various special editions he releases, but I doubt he makes any more than (a healthy amount of) beer money from the profits. I could be wrong, of course.

The reasons why we make games may vary, but I think fame/money/sex wouldn't be very high on the list.

Though he may disagree, Dave Gilbert has set the bar for the commercial AGS "model". He's not smoking it up with Donald Trump in the VIP room of Caesar's just yet, but I'm sure whatever the ultimate glory that may be achieved by going commercial, Dave will likely be one of the first to experience it.

Steam: LimpingFish
PSN: LFishRoller
XB: TheActualLimpingFish
Spotify: LimpingFish

DanielH

Quote from: Emerald on Thu 14/02/2008 23:39:01
I think it's more about personal achievements. "Yay, I made a video game that's fairly popular. My dream's come true."
Either that, or it's just for the shits and giggles...

It's pretty much both. :)

Dave Gilbert

Quote from: LimpingFish on Fri 15/02/2008 00:08:43
The reasons why we make games may vary, but I think fame/money/sex wouldn't be very high on the list.

I can't speak for everyone, but I totally got into game development to pick up chicks.

mouthuvmine

Quote
I can't speak for everyone, but I totally got into game development to pick up chicks.

So it works!? Wooooo, I'm saved!

*ducks so girlfriend's fist misses by mere inches*

Emerald

Quote from: LimpingFish on Fri 15/02/2008 00:08:43
He's not smoking it up with Donald Trump in the VIP room of Caesar's just yet

Oi, you just ripped off my crappy joke...

SMF spam blocked by CleanTalk