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GOING COMMERCIAL?

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I think he means micro-transaction. Like freemium games, maybe? I could be wrong though. But if he means micro-transaction, then it's like you release the game for free, but charge something for premium players.

For example, in Maple Story, going from one town to another takes time. You can buy an item that teleport you instantly to the desired place. People who want to save money will not buy it and walk there by themselves. But there will be a group of people who want to save time and think that they'd rather spend money than time. With this model, you want this small group of people to compensate for releasing the game for free.

Most competitive or hard core gamers hate this, since most freemium game make them think that they're playing a crippled games, or the gameplay favour paid players too much, or feels that the game force them to pay money to have fun.

I've been following seminars of GREE, which is pretty much a Japanese Zynga, so if you want more information on this I can tell you. It's pretty evil, and the fact that they admit it with a smiling face and spread the knowledge kinda make me feel sick in my stomach though.

As for Radiohead, they're a music band that release their music for free on the internet. They also offer an option for people to pay whatever they want for their music. I think they sell physical CDs as well. They're a great example of releasing stuff for free doesn't mean you cannot make money from it anymore, as there are many people that pay for their music, even though the music is free.
Ocean
Resident foodmonster
11991
Shakespeare should be thankful that someone invented the techniques required to build stages, else he'd have nowhere to put on a show.

Yeah because it'd have been impossible for him to do the play anywhere else other than on a stage.
DE
*click to edit*
1313
The primitive man who started scribbling on the walls of a cave should be thankful aliens invented caves.

Meanwhile the modern man should be thankful that an army of faceless scientists invented biological warfare and deride Michelangelo for his Sixtine Chapel frescoes that didn't produce warm water and penicillin and so were entirely pointless and without merit.

Welcome to the technocratic utopia, hope you're not a street performer or an opera singer, else we're going to have to ask you to leave.
DE is the wisest man on RMN.

Now let's please end this "scientist are better than game devs" discussion.
Max McGee
with sorrow down past the fence
9159
Game Design is a lot like a science anyway. I'd say it's about 50/50 between science and art.
slash
APATHY IS FOR COWARDS
4158
I can honestly say that if I can scratch out a living making games, I'm going to do it. I absolutely love everything that is making games - the design, the flow, the experimentation and the testing, and of course, the utterly countless tweaks to perfection.

If I make good games that are worth playing, I won't feel bad asking for money for them. It's a fair trade and everyone comes away happy.

I already spending huge amounts of my work time making games, and yet when I come home I still have the urge to spend my free time making other games. The psychology behind fun is a blast to explore.

author=Max McGee
Game Design is a lot like a science anyway. I'd say it's about 50/50 between science and art.

There are very very few fields that you absolutely can't utilize while designing a game. Of course, there are a couple very important ones as well :D
Stop it with the Science vs. Art debate everyone.

YE HATH BEEN WARNED
^ Dammit, kentona.
Should've made my point yesterday >:( I decided against it because I had an inkling of how it would go, based on account of the London Riots thread.

author=hima
Most competitive or hard core gamers hate this, since most freemium game make them think that they're playing a crippled games, or the gameplay favour paid players too much, or feels that the game force them to pay money to have fun.

Yeah, I'm not a fan of that. Hate it, actually. It's not that I'm too cheap to buy whatever I need, but that you can usually buy such a tremendous advantage over the freebie players that the integrity of the entire game goes into question.
Adventure Quest comes to mind.
DE
*click to edit*
1313
I'm not going to further participate in the "science trumps art" debate because it's as dumb as "gameplay is more important than story in RPG's".

To stay on topic - overall I agree with Calunio. If I ever finish a game it's going to be free for everyone, with graphics for the plundering. The moment a hobby starts bringing you money it ceases to be a hobby and becomes work, and we all know that work involves a whole different set of emotions and attitude than a hobby. To earn money I do work, not hobby turned work.

That said RPG Maker led me to learning how to do pixel stuff and currently I do work on graphics for commercial projects which earns me money. But the best thing about it, except the pay of course? These projects get FINISHED. I can be almost guaranteed to see my pixels move on the screen in a coherent manner and people enjoy looking at them while playing the game. That's... grand. Amateur projects? 99% of them crash and burn in a not very spectacular manner and all the work that was put in them can as well go to the dumpster. Not cool.
slash
APATHY IS FOR COWARDS
4158
author=DE
That said RPG Maker led me to learning how to do pixel stuff and currently I do work on graphics for commercial projects which earns me money. But the best thing about it, except the pay of course? These projects get FINISHED. I can be almost guaranteed to see my pixels move on the screen in a coherent manner and people enjoy looking at them while playing the game. That's... grand. Amateur projects? 99% of them crash and burn in a not very spectacular manner and all the work that was put in them can as well go to the dumpster. Not cool.


I totally agree - and I've had the same experience.

I find it's damn hard to set deadlines for yourself when there are no actual reason for deadlines - like getting paid or keeping your job - but if you actually wanna finish, it's usually more efficient to set a schedule or create some sort of organization.

Back in the day I used RPG Maker as more of a therapeutic exercise and never really strove to finish the games. I would spend weeks on the mapping of a city, and, looking back, I knew I wanted to finish my game, but I needed discipline. That's the reason I'm taking game-making to the next level.

It's still possible to do it as a job and a hobby. Even when I'm working on projects with strict deadlines, I always still have one little experimental prototype to goof around with in my spare time - and ironically, the stuff I learn from these prototypes very often help me with my legitimate projects.
Thanks for the explanation, hima.
At least no one can complain about the model of "release free but hope for financial compensation from nice people"...except maybe the developer.

But how does that model work with respect to paying any minions one might have? (artists, scripters, composers, etc)
author=flowerthief
Thanks for the explanation, hima.
At least no one can complain about the model of "release free but hope for financial compensation from nice people"...except maybe the developer.

But how does that model work with respect to paying any minions one might have? (artists, scripters, composers, etc)

You're welcome!
As for paying your team, the staffs should be paid for their labour beforehand. The project leader, the one who paid for everything, then take any donation from the project after that.

Or if there are not many people in your team, then split the donation works too.
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
haha this topic made it to ~RPG Maker Rage Comics~
DE
*click to edit*
1313
he sure gets what this topic is about hahaha
1. The last thing that runs through my mind when making games on a shitty program like RPG Maker 2000 is the assumption that I'd want to make some money off of them. No one with an IQ over 80 would want to pay a single penny for an RM game, no matter how less-sucky it is compared to its contemporaries.
2. No, because I see this game-making thing as nothing more than a hobby. I do not care for mainstream video game companies these days (besides Nintendo). Indie gaming is the true future for gaming innovation, but I'm not interested in taking a career in game design personally.
3. See Answer #2.
4. See Answer #1.
slash
APATHY IS FOR COWARDS
4158
author=Allen Hunter
1. The last thing that runs through my mind when making games on a shitty program like RPG Maker 2000 is the assumption that I'd want to make some money off of them. No one with an IQ over 80 would want to pay a single penny for an RM game, no matter how less-sucky it is compared to its contemporaries.

http://freebirdgames.com/to_the_moon/

Granted, they had a team of like a dozen people from varying disciplines, but it's still RPG Maker.
author=Allen Hunter
1. The last thing that runs through my mind when making games on a shitty program like RPG Maker 2000 is the assumption that I'd want to make some money off of them. No one with an IQ over 80 would want to pay a single penny for an RM game, no matter how less-sucky it is compared to its contemporaries


You're so, so wrong.
author=Allen Hunter
No one with an IQ over 80 would want to pay a single penny for an RM game, no matter how less-sucky it is compared to its contemporaries

I would pay for a completed Rise of the Third Power. I would pay a lot of money for it, as a matter of fact. It's much better than many, many commercial rpgs.


This topic is really making me think of Pier Solar:

http://en.wikipedia.org/wiki/Pier_Solar_and_the_Great_Architects

http://www.piersolar.com/

But yeah, I'd pay for a great RPG Maker game too. Quality is quality, no matter where it comes from.