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Would this be a good idea? (Episodic release)

Started by September 22, 2013 04:50 PM
18 comments, last by JohnnyCode 11 years, 3 months ago

I plan to work on a series of episodes. Each episode is split into 2 parts, each part is only 1 hour long.

I'm just wondering if there's gonna be a problem with me releasing 1 hour long content for about $7.

If the content is worth it, you will encounter little problems.

If the content is not worth it, you will encounter many problems.

Also not getting into legal/licensing/pr/marketing/etc. side of things here.

Comrade, Listen! The Glorious Commonwealth's first Airship has been compromised! Who is the saboteur? Who can be saved? Uncover what the passengers are hiding and write the grisly conclusion of its final hours in an open-ended, player-driven adventure. Dziekujemy! -- Karaski: What Goes Up...
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I don't see what legal/licensing/pr/marketing/ problems could appear...the content is created by artists just for the game,sound the same.I plan to release just on steam...maybe later on xbox & windows phone


I'm just wondering if there's gonna be a problem with me releasing 1 hour long content for about $7.

not much of a value for one's entertainment dollar.

two hours of video is only $5 in the bargain bin at walmart.

a decent PC game like total war, civ, simcity, the sims, etc can provide literally months or years of gameplay for $30-$60 dollars.

as a general rule of thumb, i place a maximum of $1 per hour on a game. IE if it costs more than $1 per hour of gameplay you get out of it, its not a good value. if i plunk down $60 for skyrim or the latest black ops title, i darn well better get 60 hours of gameplay or i'll feel cheated.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php


a decent PC game like total war, civ, simcity, the sims, etc can provide literally months or years of gameplay for $30-$60 dollars.

that decent pc game has hundreds of devs and thousands of dollars of budget.I'm the only programmer with little to no budget....maybe i'll use the first game as a crowdfunding...buy one hour at 7$,the next part will be longer at the same price...

This is going to sound harsh.

I'd say it's too expensive. Take a look at Desura, Humble Bundle or Indie Royale, a lot of games are shipping below 5USD and I got my games for 1-2 USD, including 5 episodes of a Sam and Max franchise.


that decent pc game has hundreds of devs and thousands of dollars of budget.I'm the only programmer with little to no budget
Irrelevant by consumer point of view.


buy one hour at 7$,the next part will be longer at the same price
Nonsense.

Previously "Krohm"

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So,I should spend hours working on something to sell it for 1$? That way I'm gonna get more by selling lemonade in the strret than this.

I'm gonna release it at 7$,if someone buys it fine,if no one does,fine again.

So,I should spend hours working on something to sell it for 1$? That way I'm gonna get more by selling lemonade in the strret than this.

I'm gonna release it at 7$,if someone buys it fine,if no one does,fine again.

You realize the lower the price the greater chance it will sell and you will get any compensation? And that you can sell it multiple times? And that 50 * 1 > 0 * 7?

I read this topic title, and it asks meif this is a good idea. I read the topic thus far, and I have to respond no, the customer is always right.

To put it in perspective. Which looks better? You may even do the math if you feel logical.

a. 50 customers buying a $7 game over 20 years, or 50 customers buying a $1 game now?

b. 120 million customers buying 1/80 of your games each release, or 5000 customers buying every game every release?

c. 30 people knowing you exist today and hating your game they bought, or 200 million people receiving your game free of charge and 2 of them loving you for it no matter how bad it is.

I've read about the idea guy. It's a serious misnomer. You really want to avoid the lazy team.

So,I should spend hours working on something to sell it for 1$? That way I'm gonna get more by selling lemonade in the strret than this.

I'm gonna release it at 7$,if someone buys it fine,if no one does,fine again.

Good luck selling a million lemodades with a single lemon. You need to realize that once your work is done, the number of copies you can do is infinite.

Also, people won't care about your situation or fair price when they are buying your game, they won't risk much money on a complete unknown release, it may not be fair, but that is how things work. I wouldn't pay 7$ for a 1 hour content unless it was something I wanted to play really badly (such as a chrono trigger direct sequel).

Currently working on a scene editor for ORX (http://orx-project.org), using kivy (http://kivy.org).

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