I plan to keep any of my games (yes, they exist even though I've released nothing in 6 years) free for a few simple reasons:
1) if you charge for the project you'll have to offer 'support' of some kind (tech support, complaints, refunds, etc)
2) if you charge you need to report the income (which usually necessitates opening an LLC or similar (not sure how it works outside the states!))
3) if it's free, and you grow bored of the project, you can just walk away from it and, while people will/might complain, there's nothing they can do about it
There are other ways to generate some revenue from the game as opposed to flat-out charging for it.
In-game Advertising is my favorite method. Nothing that interrupts the game-play ... but think of a sign in one background that has an advert for Nike shoes (not practical for an indie game of course, as Nike isn't likely to be interested, but you get the point!) Or maybe the character orders a Coca-Cola (again, Coke wouldn't buy into an indie game but again, just an example). I had the notion at one point to have an area in a game that is repeatedly visited ... and there's big sign in the background that (through a connection to the 'net would pull in and place dynamic ad content on the sign) so there'd be different ads periodically as players played through the game.
Also, the website could have advertisements (paid or Google, etc). Though please, no pop-ups or forced commercials before video(s). Just normal side/top mounted ads are okay.
Donations (which you already have). For some reason, as Mark eluded to, I am more likely to donate than buy ... because I feel I can pick the donation amount based on my own sense of what the game/project is worth to me rather than somebody else dictating that.
Just my thoughts!
1) if you charge for the project you'll have to offer 'support' of some kind (tech support, complaints, refunds, etc)
2) if you charge you need to report the income (which usually necessitates opening an LLC or similar (not sure how it works outside the states!))
3) if it's free, and you grow bored of the project, you can just walk away from it and, while people will/might complain, there's nothing they can do about it
There are other ways to generate some revenue from the game as opposed to flat-out charging for it.
In-game Advertising is my favorite method. Nothing that interrupts the game-play ... but think of a sign in one background that has an advert for Nike shoes (not practical for an indie game of course, as Nike isn't likely to be interested, but you get the point!) Or maybe the character orders a Coca-Cola (again, Coke wouldn't buy into an indie game but again, just an example). I had the notion at one point to have an area in a game that is repeatedly visited ... and there's big sign in the background that (through a connection to the 'net would pull in and place dynamic ad content on the sign) so there'd be different ads periodically as players played through the game.
Also, the website could have advertisements (paid or Google, etc). Though please, no pop-ups or forced commercials before video(s). Just normal side/top mounted ads are okay.
Donations (which you already have). For some reason, as Mark eluded to, I am more likely to donate than buy ... because I feel I can pick the donation amount based on my own sense of what the game/project is worth to me rather than somebody else dictating that.
Just my thoughts!