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PostPosted: Tue Nov 08, 2011 6:00 pm 
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pasik wrote:
Actually, I basically tried the donation model while in alpha briefly, as I had the donate button on the website and the game was free for everyone. My ratio for donates per downloads was about 1 : 5000. I actually was expecting 0 donates, as I think the model only works in certain cases, and RWR is not one of those.


Seems like it is too small of an audience at this point. I think you'd need a larger test-bed to really get an idea of it; to me it seems like you have a very small audience that is either die-hard or just taking a glance at the project.
Certainly, in some cases it doesn't work, but there are several examples of it working quite well, even outside of discount sales; The music artist "Pretty Lights" has heavy use of samples in his songs, so instead of trying to get licenses to all those samples he instead releases his music for free with a suggested download price. http://www.prettylightsmusic.com/
There are others but I can't think of them now so I won't argue this dynamic without anything to back it up.

pasik wrote:
I have thought about a free-to-play version that might fit to people who now feel left out, but haven't worked out the details yet, like what are the limitations of playing free and what is the benefit in purchasing the game then.


Singleplayer-only free version sounds like a pretty easy enough start there. That's essentially how minecraft worked when it had creative playable on it's website and survival only available in the client.

pasik wrote:
I don't think the game needs to have a modding community before the game is final or almost final. I actually don't even recommend to start doing serious mods, until I've reached a certain level with the features. As you know, it's not nice to create a mod only to find out that it needs to be recreated on each game update. That is basically happening with map modding currently, and that will likely happen for the next 3 new maps by me, which in terms of versions probably means beta 0.9.


Minecraft modders experience the same hurdles. It comes with the job. And yet, some of the most interesting bits of minecraft have come from mods.

pasik wrote:
I'm actually targeting the game to a more mature audience, with a sort of retro feeling and some resemblance to Cannon Fodder, which is actually older than majority of teens in the first place. I'm certainly happy that also younger players have found RWR and like it, and can only hope that their moms & dads understand.


Expectations change, my friend. It doesn't require that you change the aesthetic of the game to appeal to them (as obviously, it already does), but you should be wary of your audience, even outside of your initial target, as your product may have turned out to attract a much larger audience outside of the target. I only mention this because many children don't like to ask their parents to buy things for them online, they simply see it and give up.

pasik wrote:
I do have the donate button on the website still, so if someone doesn't want to specifically pre-purchase the game but rather wants to donate for development, I'd be amazingly happy and also a bit surprised by such action. If you leave a note in the donation that you'd like to test drive the beta, I can easily give you the access to the beta as well. I somehow can't see the big difference between pre-purchase + beta vs donate + beta, but maybe it's just me.


It's a matter of principles. Either way, I'm out $5 and have access to the beta, but the principles behind it are more important.

Pre-purchase: I am buying this product under the condition that I shall receive each version of the game in the future, until the final release version. Truth is, if development were to cease, getting back my money would probably be a huge pain.
Donate: I am donating money to the developer under the pretense that it be used for development of their product, out of good-will. I am not entitled to future copies, so if development were to cease then there is no harm done, as I was not given a false promise of receiving the final release version of the game.

It might as well be legal jargon, but out of principle I would sooner pay double the suggested amount via donation than 'purchase' the game under that sort of false promise.

Vanishing wrote:
I support RWR going commercial.
Take minecraft for example, it is an indie game, it is commercial, in fact, it is 13 bucks more compared to RWR, yet minecraft has a huge community, and it grew bigger after minecraft went commercial. I could argue the same about terraria.
At the same time, it is only fair to get something back in return for all this hard work, not donations, but actual "payments".


Minecraft had a larger community before it was made commercial, had an up-to-date, fully-functional version of the game available to play directly on their website for free, and had a lot of backing to spread the word of it's existence very easily.

We're not calling pasik unfair by making it commercial by any means, he's more than entitled to do as he pleases with the price. It's just that we feel that he can gain quite a bit of an audience if he plays his cards right, and we think this is one of the cards he should play.



Oh, and thanks for the beta access, friend. There may be some more money coming in the future, right now I'm a little strapped for cash.


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PostPosted: Tue Nov 08, 2011 6:21 pm 
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Vanishing wrote:
There's a fully functional demo version of the game (single player only though) which is totally free. If you pay for it, you get multiplayer version. Hmmm

Not for 0.5:
http://www.modulaatio.com/runningwithrifles/?page_id=22

Right now, 0.5 seems to be for people who payed only.


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PostPosted: Tue Nov 08, 2011 7:28 pm 
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Cosme IV wrote:
-I know that something like this can't stay free forever, but you shouldn't have done it so soon, I don't know how your sales went, but I'm pretty sure that the forums got a hit in activity when you made it free. I'm not worried about daddy or mommy not giving me their MasterCard, I'm worried about the game's fame not rising in quite a while because a lot of people will feel a bit off seeing a 5,20€ + taxes price for an indie game that they don't even know if it will be finished or not.


I don't see how it was too soon. I'm concentrating on getting the game to a great shape for the so called final version, and it can take quite some time as I'm doing the implementation mostly solo and as a secondary job. I don't know how I would benefit from getting buckets of hype right now, as the final game is still not even close to being released, and let's face it, people can keep playing a single game and talking about it only so much, everyone has a limit. I'd prefer to spark the bigger interest to RWR closer to the final.

Thus, I chose to have a public beta with pre-purchase discount, and I expected the buzz to calm down a little around the game while the early adopters would still give me great feedback and design ideas on the forum, and I still today see it possible that the game will catch on when it's final, there's good modding possibilities, and the game is potentially in Steam or the likes.

For the new comers, there's still the free demo which lets people get in touch of the majority of the game as it currently is.

Cosme IV wrote:
-Yes, we all know that this is an excellent game, but let's face it, the grand majority of the gamer base are teenagers without any way to use a paypal-credit card paying method, while I know that this game is targeted for a more mature audience, the thing is that most of the mature audience left their video games and concentrated more on their life, while only playing more casual video games or old school. It is rare to find old Cannon Fodders players, and it's even more rare to find one that still is a dedicated gamer and could actually get to find this indie game.


It's not like I'd need to get the most of the mature audience to get interested in the game, I'm satisfied with much less.

Cosme IV wrote:
Now now, I'm saying all this but giving no solutions, allow me to give one out: making the game free but doing heavy publicity for donations.
Or, making a "donator" version, a pay-to-play download and a free version, a download & play with the exact same characteristics, you would just have to ask people to buy the donator version so that you can use this money to make this game better and allow development to go faster.


I think the donation-only model would work, if I'd already be a superstar like Radiohead, so that's pretty much out of question by now.

A HIB kind of pay-what-you-want-but-you-have-to-pay-at-least-something might work, but it doesn't help much the teens who have no credit cards/paypal accounts, so that's not much more usable model here either.


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PostPosted: Tue Nov 08, 2011 8:32 pm 
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TheGent wrote:
Singleplayer-only free version sounds like a pretty easy enough start there. That's essentially how minecraft worked when it had creative playable on it's website and survival only available in the client.


That's pretty close how it is with the so called demo currently, with the exception that the demo version isn't quite in sync with the pre-purchase version right now.

Regarding the free-to-play version in the future, I was thinking more in the lines of making it possible to play free online PvP-only, and thus skip all the AI and squad handling stuff in that version. I think such version would appeal to the more casual-minded, and perhaps teens too given there's players out there. In this case, the current demo would still be accessible too for trying out the single player gaming.

It would also go hand-in-hand with my initial design, that the game is foremost a singleplayer and coop game, but there just happens to be a potentially fun extra feature that comes from the system that you can also play against each other on online with a fair player count.

The problems with this currently are:
* there's no server browser, only IP/domain-name based connections
* the online features depend on pretty low lag
* there's no dedicated server support

As you see, the game is nowhere near that yet. Before I get to start with any of those, I'm concentrating on the core game, the single player/coop mode.

TheGent wrote:
Minecraft modders experience the same hurdles. It comes with the job. And yet, some of the most interesting bits of minecraft have come from mods.


Modding is truly important and I'm totally for that, hence most of the files are easily accessible in the game. I still think the modders need to wait for the game to become more mature on the features, there's a right time for everything, and I might release the voxel character/object editor tool as well.

TheGent wrote:
pasik wrote:
I'm actually targeting the game to a more mature audience, with a sort of retro feeling and some resemblance to Cannon Fodder, which is actually older than majority of teens in the first place. I'm certainly happy that also younger players have found RWR and like it, and can only hope that their moms & dads understand.


Expectations change, my friend. It doesn't require that you change the aesthetic of the game to appeal to them (as obviously, it already does), but you should be wary of your audience, even outside of your initial target, as your product may have turned out to attract a much larger audience outside of the target. I only mention this because many children don't like to ask their parents to buy things for them online, they simply see it and give up.


Yeah.. if this turns out to become a kids-game only, then it becomes pretty difficult to make revenue with it. We all know moms & dads are likely to buy a DVD off the shelf rather than use Visa on games on internet, and there's just no way to get RWR on retail in a way that makes sense. Donations and pay-what-you-want models won't help much there, I'm afraid.

EDIT: Anyhow, you were probably after that the teens would create a positive buzz about the game given it's free to play for them, and the few mature players would buy the game / donate. I can see the idea in that, but I just don't know exactly how I would pull it off. Free-to-play would be so much easier to deal with, if I could just use ads or something.


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PostPosted: Tue Nov 08, 2011 10:29 pm 
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Quote:
EDIT: Anyhow, you were probably after that the teens would create a positive buzz about the game given it's free to play for them, and the few mature players would buy the game / donate. I can see the idea in that, but I just don't know exactly how I would pull it off. Free-to-play would be so much easier to deal with, if I could just use ads or something.

Well, as I said, doing heavy publicity for donations, with threads here and some healthy text put somewhere in the website. Maybe put an unnecessary price under the download, like "If you want to help or reward the developer, please donate X€. Or more!, if you're willing to make that sacrifice.". Sadly, I don't have experience in this sort of things even less when it's related to ads around the internet, maybe TheGent knows some stuff, or anybody else in the forum.


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PostPosted: Wed Nov 09, 2011 8:37 am 
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Cosme IV wrote:
Quote:
EDIT: Anyhow, you were probably after that the teens would create a positive buzz about the game given it's free to play for them, and the few mature players would buy the game / donate. I can see the idea in that, but I just don't know exactly how I would pull it off. Free-to-play would be so much easier to deal with, if I could just use ads or something.

Well, as I said, doing heavy publicity for donations, with threads here and some healthy text put somewhere in the website. Maybe put an unnecessary price under the download, like "If you want to help or reward the developer, please donate X€. Or more!, if you're willing to make that sacrifice.". Sadly, I don't have experience in this sort of things even less when it's related to ads around the internet, maybe TheGent knows some stuff, or anybody else in the forum.


By ads, I was referring to having a free-to-play game version that would feature in-game ads that could bring me at least some revenue, then I wouldn't have to force any limitations in the free-to-play game - you know, similar to how things work in many web browser or mobile games.

Making the full game free doesn't seem like a viable option to me. Joost already tried a pay-what-you-want with Proun with an option of full no-pay free version, ending up with less than 2% of players making a purchase. I think it proves the point that if the option of legitimate full free game is there, even the people with the possibility and the will to purchase a game skips doing it, as it's much simpler to just click one button to download it instead of filling out a boring form and clicking two buttons.

I can't see any other solution here than to limit the free version in a way or another. It's just sad that having two versions doesn't really help in getting the actual game final, there's always the burden of making two releases each update.


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PostPosted: Wed Nov 09, 2011 2:20 pm 
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pasik wrote:
Cosme IV wrote:
Quote:
EDIT: Anyhow, you were probably after that the teens would create a positive buzz about the game given it's free to play for them, and the few mature players would buy the game / donate. I can see the idea in that, but I just don't know exactly how I would pull it off. Free-to-play would be so much easier to deal with, if I could just use ads or something.

Well, as I said, doing heavy publicity for donations, with threads here and some healthy text put somewhere in the website. Maybe put an unnecessary price under the download, like "If you want to help or reward the developer, please donate X€. Or more!, if you're willing to make that sacrifice.". Sadly, I don't have experience in this sort of things even less when it's related to ads around the internet, maybe TheGent knows some stuff, or anybody else in the forum.


By ads, I was referring to having a free-to-play game version that would feature in-game ads that could bring me at least some revenue, then I wouldn't have to force any limitations in the free-to-play game - you know, similar to how things work in many web browser or mobile games.

Making the full game free doesn't seem like a viable option to me. Joost already tried a pay-what-you-want with Proun with an option of full no-pay free version, ending up with less than 2% of players making a purchase. I think it proves the point that if the option of legitimate full free game is there, even the people with the possibility and the will to purchase a game skips doing it, as it's much simpler to just click one button to download it instead of filling out a boring form and clicking two buttons.

I can't see any other solution here than to limit the free version in a way or another. It's just sad that having two versions doesn't really help in getting the actual game final, there's always the burden of making two releases each update.

The ingame ad idea is excellent, though is it possible to do so?


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PostPosted: Wed Nov 09, 2011 2:26 pm 
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I don't know, I guess there's a reason it's so uncommon in the usual application-based games.


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PostPosted: Wed Nov 09, 2011 3:32 pm 
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I for one support free to play. If It was free to play I'd get all my friends to play on it and we could have so much fun, which means I'd probably donate. I'm not paying for a game with a tiny community because it's P2P, that's one of the only hurdles stopping me donating/buying. I WANT 1000 MAN BATTLES!

I do think you should limit it though, I want you to succeed and prosper! I think this game has loads of potential.


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PostPosted: Thu Nov 10, 2011 1:01 am 
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I think the ad idea is good.
If you can get it started you can get a much steadier revenue than with purchases.

I really think this is a game than can get a big and (many thanks to modding) fairly stable community.


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