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Comments on: Revenue, Revenme http://Farbs.org/revenue-revenme Tue, 22 May 2018 22:42:40 +0000 hourly 1 https://wordpress.org/?v=4.9.29 By: Heimmrich http://Farbs.org/revenue-revenme/comment-page-1#comment-11491 Thu, 28 Jan 2010 18:08:30 +0000 http://www.farbs.org/?p=88#comment-11491 And better yet, in the most optimistic case, you keep pirates at bay since people will (probably) rather enjoy the newest version of the game, that can be provided better and faster by the source.

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By: Darroch http://Farbs.org/revenue-revenme/comment-page-1#comment-11282 Wed, 13 Jan 2010 18:01:29 +0000 http://www.farbs.org/?p=88#comment-11282 Farbs, I think that subscription is a very good idea if you can conform to the current players:: the people who are and have been supporting you through the stages where the game is not big; give them a code or something for maybe free gameplay, or greatly reduced sub fees… and make new players get a teaser gameplay mode or a trial, then have to pay a full fee.

I’d reckon that, 5usd or so every x w/m would be a reasonable price, and maybe 2usd w/m for longtime supporters.

Also, maybe include a higher priced sub fee (10usd every x w/m, 5usd for supporters) for access to CS as well ^^

But yeah, sub fees = ossum for you, and if you can compramise enough then everyone’s happy.

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By: MrAndrewIan http://Farbs.org/revenue-revenme/comment-page-1#comment-10771 Tue, 22 Dec 2009 06:33:14 +0000 http://www.farbs.org/?p=88#comment-10771 T-Shirts anybody?

Have to say Farbs, keep the subscription cheap, keep the updates coming, and I believe people will support you. I have know idea how many people have purchased the game at the $20 mark, but I have and I would still be willing to pay a bit more to be playing in a dynamic environment. With all the cr@p that I end up spending my money on anyways, I am really pretty happy to be supporting a gaming community that I have been a part of for somewhere around 15 years.

You’ve made us an excellent game. I look forward to whatever you choose to focus your future efforts on.

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By: Farbs http://Farbs.org/revenue-revenme/comment-page-1#comment-10736 Mon, 21 Dec 2009 00:29:18 +0000 http://www.farbs.org/?p=88#comment-10736 Hey thanks Hammer,

I’m probably not going to branch out into non-flash development myself for a while, as there’s a lot more of the game I want to explore and I can do that more easily by not changing platform. I am talking to other developers about them making their own CF spinoff games though, so you may see something yet. If anything comes together I’ll be sure to post about it.

<3
Farbs

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By: Hammer06 http://Farbs.org/revenue-revenme/comment-page-1#comment-10735 Sun, 20 Dec 2009 23:18:53 +0000 http://www.farbs.org/?p=88#comment-10735 Hey there, great job on this game thus far. Gratuitous amounts of awesome.

Once you get to a point where you feel somewhat satisfied with where the game is at, consider the following:

–An iPhone app of this game
–Homebrew to the PSP
–Nintendo DS development

Yes, all well into the future, but I could all but maybe the PSP becoming feasible.

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By: Chad J http://Farbs.org/revenue-revenme/comment-page-1#comment-10532 Tue, 08 Dec 2009 23:40:48 +0000 http://www.farbs.org/?p=88#comment-10532 @Andrew T – While selling episodes is OK, I think it makes more sense to sell the development of the episodes. This concept of “owning” games is extremely flawed. Games (the computer kind) are 1s and 0s on a harddrive. They are about as scarce and as difficult to reproduce and distribute as the air we breathe. The difficult part is the development, while the physical form is a trivial detail. I feel that as long as people don’t GET IT, both developers and consumers in all forms of digital (games, music, art, software, etc…) will continue to suffer from unfair deals.

@Farbs – I hope you make this subscription model work. I’d be unsurprised if there are some complicated rules to deal with corner cases and gotchas. Many people will point these out and tell you your idea sucks. They may be right to point out the problems, but wrong to suggest it won’t work. The product model of business itself has plenty of rules to deal with its shortcomings, even when it’s the right idea.

One thing I like about this subscription model is that it encourages quality over quantity in game development, and at the same time is fair to the indie developer.

Now to rant a bit: I’m actually a little disappointed about the idea of making the game browser locked. It reminds me of oppressive DRM measures that all too many use to try and compensate for having the wrong business model. Then I have to spend a lot of extra effort (cheesey hacking) to liberate the game from the browser just so I can play it offline.

Anyways, good job on the game. I like it. I will subscribe when I have the money.

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By: Andrew T http://Farbs.org/revenue-revenme/comment-page-1#comment-9543 Mon, 12 Oct 2009 15:14:40 +0000 http://www.farbs.org/?p=88#comment-9543 It sounds like what you actually want to do is develop an episodic game. Sell the initial game at the $15 price point, and then release an episode every month or two that costs a couple of dollars? It’s like a subscription model but with more control in the user’s court. Every episode would have to have content that wouldn’t be rendered obsolete by a future episode, though.

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By: Ugly Duck http://Farbs.org/revenue-revenme/comment-page-1#comment-9194 Sat, 12 Sep 2009 08:27:40 +0000 http://www.farbs.org/?p=88#comment-9194 I think you’ll find that people won’t like subscribing for a single game, even if that game is very, very good. It’s a good premise and I believe the problem is finding the right angle. Think of the Magnatune method; providing most of the content for free with nothing sold and no irritations. The subscriptions and albums sell via customers’ trust and appreciation for the service. I recommend seeking out some indie developers who are like-minded, including their supported games in your catalogue and paying them based on hits.

Just an idea. Start with a very low subscription price which is permanent, rewarding early subscribers. Say $1 a month. Maybe even less. Something so ridiculously small that no-one would miss it. Increase the cost (for new subscribers only) as the value of the service goes up. This means that two interesting things happen:
1. People who subscribe early feel more incentive to keep their subscription
2. The service can grow or shrink to whatever cost is required.

You can still give out free and paid versions of the games, subscribers get to keep the games they download even if they cancel, you can hand out little bonuses like soundtracks and concept art, new developers can add their games to the catalogue and so on.

The only significant problem I’ve come across thus far is keeping it manageable. Once you hit 1000 subscribers, I think it’d become less personal. So you’d have to find a way to let the community manage itself.

Looks like a fun game, so good luck with this :).

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By: Farbs http://Farbs.org/revenue-revenme/comment-page-1#comment-7979 Sun, 26 Jul 2009 22:50:06 +0000 http://www.farbs.org/?p=88#comment-7979 I think you’re right. I have a bunch of work left to do before this all becomes a problem anyway, and it sounds like most games attempt several business models before finding one that really works.

Also, for anyone else who was wondering:

Antithetical
Pertaining to antithesis, or opposition of words and sentiments; containing, or of the nature of, antithesis; contrasted.

http://en.wiktionary.org/wiki/antithetical

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By: Steve Swink http://Farbs.org/revenue-revenme/comment-page-1#comment-7906 Fri, 24 Jul 2009 17:33:39 +0000 http://www.farbs.org/?p=88#comment-7906 Subscriptions and single-buy versions are not antithetical.

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