pasik wrote:
Cosme IV wrote:
I don't want to be mean or sound rude, developer. But I don't know, it seems that the forums started to die off when you gave a price for the final game.
It's just a feeling I got. I think that for an indie game, people should only have to donate. You announced a price and it wasn't quite a strategic decision due to the low amount of players that there was and the actual, well, let's call them "loyalists" that would stick with you no matter what and could bring the fame of the game back to life just in case.
You're absolutely right, going commercial always cuts off certain part of people interested in the product, I think it's only natural behavior and expected.
I don't know if it would've made much difference if RWR would've had hundreds of thousands of players, and then I'd all of a sudden reveal a price on it, I might have actually received a far worse flaming due that.
I never had the intention of starting to do something of this size and keep going with it free forever, unless it would've turned out that there's no one who fancies a game like this. I'm sorry that some of the players got the feeling that the full game will stay free.
Cosme IV wrote:
Many of the players of RWR were probably teenagers who liked indie games and would praise the fact that people made the game out of love for the game itself, to please a fanbase, and as soon as they saw a price tag, fled while throwing curses for seeing another indie game "ruined".
So I propose this, please pasik, make the game free and ask for voluntary donations to keep the game running in a thread and in the game's website.
This is your choice, but I hope that you make the one that would please most people.
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.
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.
-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.
-The problem about your donations system is that you didn't publicize it (if I remember correctly), you didn't announce, didn't make a sticky thread in any of the forums, didn't ask for any donations at all. While some dedicated people will donate, for others, it doesn't even cross their mind to do such a thing if they don't even see anything that asks them to do so.
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".
Edit: I got to know RWR during late 0.4 beta, just days before 0.5 came out, in another word: I did not play a lot. but when I see 0.5 beta and the purchase option, I pulled out my visa. Why? I LOVE this game. I thought this is a great game, and the dev surely deserved something in return. I didn't even know pasik has "promises" about later development at that time.
-Vanishing
-But Minecraft is Minecraft, I'm pretty sure it already had a huge community before going commercial, in the alphas and betas you could already see huge amounts of fans telling the game's bugs, problems, what to fix, what not to fix, doing publicity all around, etc. Terraria got its little place on steam and looked like a "cheaper, 2D minecraft", these simple things gave them a huge heads-up in terms of sales. RWR doesn't have any that, and that's a very bad point when you consider making the game pay to play.
-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.
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.