[POLL] WOULD YOU SELL YOUR GAME ON RMN?

Poll

Would you sell your game on RMN? - Results

Yes
24
18%
No
14
10%
If I ever made a commercial game, I would
67
51%
I will never make a commercial game
15
11%
I'd sell other things (musicpacks, tilesets, etc..)
5
3%
I like turtles (I will post a comment below)
6
4%

Posts

p.s. I'm not trying to defend poorly made games in any way

like, come on, it's me. me!

but just as I don't trust the bulk of the rpg maker community to make a good game when given the opportunity

I don't trust the majority to know a good game from a bad one

and while this is fine as long as everyone's learning I'm in favour of whatever course of action keeps this nearsighted, self-centered, credulous, paradoxical community of ours as far away from any actual influence or power as possible

don't trust rpg maker kids with money
I'm not sure how I feel about commercial games on RMN. On the one hand I don't mind, on the other I fear there is going to be a horde of really bad RTP games that people make in one evening and then just try to milk on easy cash. Would commercial games be subject to some kind of quality control (preferably harsher than free ones)?
Either way, I won't be making commercial games anytime soon so my answer would be option 4.
author=SnowOwl
I'm not sure how I feel about commercial games on RMN. On the one hand I don't mind, on the other I fear there is going to be a horde of really bad RTP games that people make in one evening and then just try to milk on easy cash. Would commercial games be subject to some kind of quality control (preferably harsher than free ones)?
Either way, I won't be making commercial games anytime soon so my answer would be option 4.


there already is commercial games on rmn. i believe this is about a new way to sell them.
I guess I can remove my tinfoil hat then. Must have missed when that happened. Carry on, then.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
i am not a developer and i am new to RMN, but when i see games like "dwarven fortress" that lives purely on donation, i wonder why not make a donation system? instead of making a game commercial just let people donate to the developer they like to.

it encourage people to create real good games.

also a new sorting, "most donated game", it can bring corruption, (a developer who donate to himself) but what good it give him? only some useless attention.

sorry for my bad English.
Addit
"Thou art deny the power of Aremen?!"
6394
If I could, I would.
author=meisam
i am not a developer and i am new to RMN, but when i see games like "dwarven fortress" that lives purely on donation, i wonder why not make a donation system? instead of making a game commercial just let people donate to the developer they like to.

it encourage people to create real good games.

also a new sorting, "most donated game", it can bring corruption, (a developer who donate to himself) but what good it give him? only some useless attention.

sorry for my bad English.


Believe it or not, donations aren't the most reliable method for making games...or resources.
Lato
Infantry for life!
1209
I have a few games made that I would sell so ya, always good to be thinking of new ideas for the site to really make it stand out.
donation stuff is pretty heavily reliant on that game being an immense cult hit

like, dwarf fortress has a huge and super weird fanbase and that's the only reason it works for it

a donation option is something I'd been planning for my first couple of games just because I don't want to charge for them but I'd like to see where people price my work all the same, but

that's more out of curiosity than anything else. I'm not under the impression that it'll mean huge profits, and I wouldn't be looking to it as a serious funding method if for instance I had sunk any more money into this or didn't already have a job
slash
APATHY IS FOR COWARDS
4158
This might be relevant to people considering donations! This was World of Goo's result when they hosted their first Pay-What-You-Want sale:

http://2dboy.com/2009/10/19/birthday-sale-results/
world of goo was also a fairly high-profile release. I don't think those results are at all comparable with what an rpg maker game from a first-time developer would get. a pay-what-you-want sale is also distinct in minor ways from a freely downloadable game with a donation button off to the side.

that said, the patterns they found wrt what people paid are interesting!
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
well i never said, someone can live with donation, with his first game. living purely on donation need a lot of time and luck. its an exponential process, its won't be linear.
dwarf fortress, was a side project for someone, he work on dwarf fortress as a side project. it was a hobby for him. eventually it become so popular that donation was enough for him, so he quite his job and he now can work only on dwarf fortress.
donation would never work for a real company that should meet his clients expectation, because its too risky.

a commercial game need a lot of work, and its aim is to satisfy majority of people. people here create games mostly because they want to show their feeling, their talents.

if a developer think about how much he will sell, he don't think about his own feeling, he want to create something that is good for majority, he won't risk, he will repeat what was successful, i think its opposite of what RMN is.

what i am saying is not set in stone, not every developer think like that but a lot of them will do, its how economic work.

now what price you want to give to your game anyway? when there is so many powerful company, with prices as low as $5, do you want to buy a old successful game from GOG or do you want to buy a rpg maker game? consider that only two games reached 20k download, when its completely free. if dwarf fortress set a price right from the beginning how many would buy it? I believe it would never had such a success, and it would never had such a high profile.

dwarf fortress is a bizarre fringe case that filled a niche no one even knew existed before then. it is entirely incomparable to anything produced here, and in fact taking any aspect of its development or history as indicative of game development in general is pointless and tenuous at best.

it's a statistical outlier that happened mostly by accident. you can't compare it to the process most games go through, because very little of what happened with dwarf fortress actually makes sense.

he want to create something that is good for majority, he won't risk, he will repeat what was successful, i think its opposite of what RMN is.

to be honest with you I think that's exactly what the rpg maker community is like.
I personally don't think I could ever make something of high enough quality to sell, and it sounds kinda like a huge legal mess, unless you made everything from scratch.

I make games for the love of gaming. I treat it like cos-play. I would never out right buy a costume of a character I loved, cause I didn't put any effort into it. If I ever did make an awesome costume, I wouldn't want to sell it out to anyone; because I'd be ecstatic they loved the same person as I do. I'd let them borrow it if it fit.

Same here with RPGs, I play other people's games because they put effort into it, because they love it and I want to support that. I think throwing money into the mix kinda squishes the love for the under dog.

Also I'm with everyone else - the quality thing scares me. I've played games that asked me for money and I'm sitting here thinking "OMGOSH!, you actually think you DESERVE MONEY for this pile of BS?!" You'd need to have some sort of quality control, or sampling system. When I walk into a video game store, and want to buy something, You better believe I am going to check it out on the interwebs, or in a magazine first. Some stores even let me play it before I buy =D



P.S. Totally want to go play Dwarf Fortress now.
My eyes can't... handle... the tiny... window... guuhhh
I'd get it on here first and then I'd try getting it greenlighted on steam afterwards.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
its all about perspective.
of course my discussion can go both ways, i mean, what reason i give, can be used to argue myself, i just wrote my observations.
yes there are a lot of clone in rpg maker, but not all of them, there are exceptions, and exceptions rule our world. you can be one of the millions or one out of millions. I chose the second, also the first option is safer.

also remember, any opportunist try to look for exceptions.anything that we learned was because we were looking for exceptions, exceptions means we are wrong, we must change, we must develop. following the tradition can work, its safe, but we won't improve anything.
at least this is what i think :P
I never said the rpg maker's obsession with what's "safe" was a good thing.

you can be one of the millions or one out of millions. I chose the second,


hahahahaha listen to yourself
Okay, I'm going to turn my capital letters on for now because I have a serious question for everyone who's been talking about how this needs some quality control in place. Well, two questions, really:

First, why is it necessary? All the reasoning I've heard so far has been something along the lines of "it would upset me" or "some things don't deserve money" and, while I'm sure both of these are true in certain circumstances, they're not valid reasoning for this sort of thing. So why is it important that bad games don't get sold here, really? Bad games get hosted here all the time. If they're as bad as you say, then let people know with reviews and stuff like that and people will keep wisely away.

Second, and this one is important, how are you going to enforce it, and on what standards? You're all fine waving your hands and going "oh those bad games" right now when you don't have to name names, but can you put that to actual use if you need to? Can you know a bad game when you see it, and describe why in a way that can be applied in most situations in a nearly objective sense? What are your criteria? This isn't critique, where you can tailor things to what's in front of you -- this is an approval process, so you need to be specific and all-encompassing at the same time. Are any of you prepared to do that? Because, frankly, I don't think most of you can tell a bad game it's bad unless it's such an obvious joke that it's got bells on.

(Keep in mind that we already have slight quality control measures in place for submitted game pages, for the sake of making sure the page is fairly clear and gives a good amount of information. I believe that this is currently all that's necessary -- anything beyond that is so subjective and vague as to be practically unenforceable on a large scale.)

Thanks for your time.