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Comments on: IF THEN ELSE http://Farbs.org/if-then-else Tue, 22 May 2018 22:42:40 +0000 hourly 1 https://wordpress.org/?v=4.9.29 By: Farbs http://Farbs.org/if-then-else/comment-page-1#comment-8325 Wed, 12 Aug 2009 03:19:18 +0000 http://www.farbs.org/?p=95#comment-8325 Hi, I’m back! Was on holiday all last week and am preparing for a conference this weekend. Details and more thoughts on payment in my forthcoming post.

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By: Adam http://Farbs.org/if-then-else/comment-page-1#comment-8272 Mon, 10 Aug 2009 21:19:20 +0000 http://www.farbs.org/?p=95#comment-8272 Cmon farbs!

We wanna know whats been going on in that little farbs cave of yours :p
When will we get to play?

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By: Umu http://Farbs.org/if-then-else/comment-page-1#comment-8223 Sun, 09 Aug 2009 00:03:43 +0000 http://www.farbs.org/?p=95#comment-8223 Hi there
We all need a progress report!!
Love ya

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By: Ben Vail http://Farbs.org/if-then-else/comment-page-1#comment-8168 Fri, 07 Aug 2009 14:36:04 +0000 http://www.farbs.org/?p=95#comment-8168 I love your work and am looking forward to seeing this project moving forward, :)

A small number of people can provide a large amount of revenue if you design a model that lets the ‘die hards’ choose to pay extra… If you’re able to let people self ‘price select’, effectively, picking the Mochachino Frappa-wappa Soya for $8 instead of the $1 Coffee, while still having the $1 option available for the more frugal or poorer or less ‘into it’ folks, you get more money overall, :)

[As an example (which I know you’ve moved away from, but it serves), a basic subscription model don’t let people pay more than that, so you miss out on ‘extra’ money from those that would pay it.]

In my industry, PBBG’s (www.pbbg.org), subscription based games seem to not do so well for this reason.

The important thing to aim for in that setup is to keep those paying a small amount happy, and still feel like they are getting a quality game. I second otehrs comments in regards to making sure that people don’t _have_ to upgrade to feel they had the game they had to start with. Peer-envy is hard to avoid though, the balance can be hard to get right!

Make sure to research case studies of other games and see what’s worked and what hasn’t and why, for inspiration for your own ideas, :)

Best Wishes,
-Ben

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By: Andrew http://Farbs.org/if-then-else/comment-page-1#comment-8161 Thu, 06 Aug 2009 22:19:00 +0000 http://www.farbs.org/?p=95#comment-8161 On that note, it’s been a while since the last post. When should I expect a new one?

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By: random passerby http://Farbs.org/if-then-else/comment-page-1#comment-8138 Wed, 05 Aug 2009 08:59:31 +0000 http://www.farbs.org/?p=95#comment-8138 How about I give you $20 and you let me playtest before I go mad from waiting?

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By: Bood_War http://Farbs.org/if-then-else/comment-page-1#comment-8134 Wed, 05 Aug 2009 01:25:12 +0000 http://www.farbs.org/?p=95#comment-8134 (Psst. Can I playtest captain forever?)

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By: Sparky http://Farbs.org/if-then-else/comment-page-1#comment-8081 Fri, 31 Jul 2009 20:35:06 +0000 http://www.farbs.org/?p=95#comment-8081 I missed out on your earlier testing, but the game sounds very appealing from what I’ve seen and other people’s responses.

I’m intrigued with your thoughts about alternate payment schemes. I don’t know that I have any solid facts to contribute, but am very interested in the discussion.

I’ve noticed that one downside of buying low cost PC games online is that the process of authorizing online payment is a bit of a deterrent. People don’t seem to care as much about the actual cost of the game as the hassle of buying it. There’s also the issue of needing a recognized credit card, which affects minors and people in certain countries. If I could just plunk two dollars in your hand I’d do it without hesitation, but I might think twice if I had to fill out a couple of forms and enter in my payment information.

I could see that being a bit of an issue with a more fragemented model (for instance multiple installments, but no subscription). My hunch is that the impulse buy urge isn’t quite as powerful outside of a streamlined service like the app store or XBox Live Arcade.

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By: ARandomer http://Farbs.org/if-then-else/comment-page-1#comment-8074 Fri, 31 Jul 2009 00:08:07 +0000 http://www.farbs.org/?p=95#comment-8074 Hi there just browsing for some space based game and came across a post on bigdownload.com

The problem with single payments at the outset for the entire package is you may lose constructive feedback along the development cycle (replaced by angry demands) as well as forcing yourself to complete the project if you decide at some point to end the product for whatever reason it may be.

Although I have no idea how the game actually plays I would suggest a free initial demo for establishing a larger audience (e.g. limit the game as it is now). Market this aggressively as I am guessing you have already had some considerable positive feedback on the product.

I would then make a slightly larger than originally intended micro package for, not $2, but $5 that makes it a “complete” game and not the demo (so the current or slightly more updated current game). Then plan a rehaul/sequel/major package for the $10-$20 that can be purchased in parts or as a complete package (for the dedicated fanbase).

Without further knowledge of the game, what your development costs are, how many sales you are likely to make and whether the packages are extra story-lines, in-game items etc. to the initial product I cant suggest anything more specific.

I for one had never heard of this game before tonight but am intrigued by the concept and think there is a lot of potential if approached in the right manner.

Anyway good luck, I hope this all pans out for you.

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By: Stephen S. http://Farbs.org/if-then-else/comment-page-1#comment-8073 Thu, 30 Jul 2009 23:36:43 +0000 http://www.farbs.org/?p=95#comment-8073 I’m really looking forward to your game! :D
I can’t make an opinion either way until I can see examples of how the games will look.
If you are consistent, then the $2 might work good, if there’s enough people involved.

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