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Is Hero's Realm worth remaking commercially?

  • kentona
  • 11/19/2015 05:10 PM
  • 21510 views
Looking for an anime artist, an animator, a music composer, and a sprite artist who will work for free

I am looking for earnest takes on this question.

I am a hobbyist developer on a small budget ($0 is small, right?) at the moment, with no experience releasing a commercial product. What I am doing right now is mulling over the practicality and feasibility of remaking Hero's Realm into a commercial game.

HR as a commercial game has always been a faroff idealistic fantasy of mine, but seems increasingly feasible with the release of MV, the expansion of Kickstarter to Canada, kids growing older, and the loosening of restrictions for games on Steam and other online game portals (judging by some of the crap that gets in there). People recently reached out to me about doing sprite work and music for it. It seems like it is all coming together slowly, despite me not doing anything, so I feel it is high time I actually took a serious look at it.

While I know a bit about hobbyist game development, I don't know shit about commercial game development. That's why I am mentioning this publicly. I am scared of the pitfalls I can't anticipate, some of the possible issues that might arise, the costs, the maintenance, and even to some degree stuff like ongoing support, refunds, and piracy. Validate my fears and/or alleviate them please. I don't even know how to break down a budget for a commercial game development project. I have never run a Kickstarter. Unlike other devs, I don't have a particular strength in one area (like, I am not a composer, spriter, scripter, writer, or artist). I am unfamiliar with the inner workings of any major distribution platforms.

For the aesthetic, I am sure you can guess, but I am going for an early SNES feel. Kind of like this: http://rpgmaker.net/games/7196/images/ but cleaner and with a better palette (and better charsets). My ambitious plan is to remake in in MV to take advantage of that engine's latest features, but my less ambitious (ie- cheaper less time consuming) fallback plan is to release it in RM2k3. It really depends on my analysis on the marketability and anticipated returns from this very generic retro RPG.

The first step is for me to replay and assess the current Hero's Realm. I'll fix the bugs noted so far and any new ones I find, slightly tweak some of the balancing, and releast a v1.6 in the new official RM2k3. So if nothing else there's that.

I am not quitting my dayjob for this. But what kind of return would a top down retro RPG with no hook or gimmick or witty title expect, honestly? $100? $1000? $5000? $1 MILLION DOLLARS? I have decided it is worth the effort to feel it out and release v1.6 in the official RM2k3, but beyond that I am hoping you could weigh in with your advice.

Thank you for your time.

Posts

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author=Hasvers
The number of indie people who live off a single game is negligible, it doesn't work even for the big successes (like, say, being #1 on the App Store).
I totally agree that the number of people who live off a big success is very limited. But there's real revenue to be had in selling games. To the Moon sold nearly a million copies, for example, giving it revenue of about $2 million - $10 million. Since cracking $4 million gives you $40,000 guaranteed income for life (assuming 4% safe return with 3% inflation, so 1% real return -- actual stock market results are usually higher), a big success can and does give people that opportunity to pursue game making for a career...assuming they manage their windfall properly and don't just spend it all.

As for the example you cited, note that you're talking about a 99 cent app. Most of the money in apps is in ads, not sales. And most RPG games sell for more than 99 cents too. Additionally, the guy there was making $275,000 $155,000 in his regular full time job. So for him to say "game making was only marginally more profitable than my normal job" isn't really relatable.

That all said, even major game studios fail on a regular basis. Frankly, I'm willing to bet that games are among the most competitive industries on the planet. So any success there is a huge success. As Kentona said, he's not quitting his day job over this. I think that's wise.

EDIT: Totally did my math wrong on the guy's income. The more accurate number is probably $150,000-$160,000. Sorry for the mistake.
Don't get me wrong - I would love to quit my day job. (Just in general, not just over this - it turns out that working in IT for an insurance company isn't the high-flying exciting job you'd imagine it to be. ...wait. Scratch that. It is EXACTLY the "high-flying exciting" job you'd imagine it'd be). I am definitely not making $275,000 per year.

I am not expecting this remake to sell a million copies, but I am hoping for 5000. But I really am not sure what to expect, and I don't want to set myself up for disappointment with unrealistic aspirations. That being said, $1000 wouldn't even cover the anticipated costs for music production.

More and more, though, it is evident that I haven't done my homework and don't know the right places to look or start. So I am having reservations.
Well, let's just say Steam is a weird place. Some really cool games like Technobabylon can be out for 7 months without reaching 10k, while another Early Access crafting zombiefest does so easily a couple months later.

Also,

author=unity
My only foray into the commercial world of video games was the Remnants of Isolation post-contest Steam release, which didn't exactly set the world on fire, but it's a very different and small game, so I think something like Hero's Realm has a lot more potential.

I've always been quite curious about this, because RoI commercial is apparently owned by circa 60,000 people at the moment, which is actually quite good by Steam/ RPGMaker standards. Were most of these copies free gifts by Degica/IGMC to participants (since that's when the big jump for RoI and Last Word happened) or something?

Anyway, regardless of how they were obtained, RoI is still near the top (at 23rd place, to be exact) when it comes to rmk titles owned on Steam. You can see the full list here: At the top is obviously To The Moon (aka the only good RPGMaker game 95% of gamers know about), with nearly a million owners. (The days where Kan Gao was told to give up making games on here Quintessence review now feel like a glance into the mirror universe.)

Factor in the release date and the price, though, and our friend Sailerius' Skyborn is the winner by far: 430,000 copies distributed in 1.5 years, at the price of 15 $, vs. 910,000 at 10 $ over more than three years for Gao's standard-bearer (although To The Moon is also on GOG.com, where it must've turned enough copies in its own right). It's also a game that, quite obviously, goes for a whole other RPG audience than what Hero's Realm was designed for.

To cut long story short, and ignore freeware like Eternal Senia and horrors like Cthulthu and Labyrinthine Dreams, the only comparable title in top 20 is Memories of a Vagabond, which got 200,000 owners and has quite a few similarities in the way it's presented, though it's obviously quite different as well.

In spot 22, though, Epic Battle Fantasy 4 is quite similar and got 64,000 owners over 20 month timespan at 12 $ price, as well as wholly positive reception to boot. However, it does have some really high production values as well. Then, there's DarkEnd, which has the typical RPGMaker aesthetics, wasn't as good of a game, too, and still got 22,000 owners. It's ultimately difficult to perfectly predict how it'll turn out, but essentially, either one of those titles is now your game to beat. Buy them, play them, see what it did better and where HR is superior, and then apply that knowledge to the commercial release. Barring some unexpected collapse in Steam playerbase, you ought to do fine (and I say this as someone who started writing this comment in a rather skeptical mood.)
author=hedge1
a big success can and does give people that opportunity to pursue game making for a career...assuming they manage their windfall properly and don't just spend it all.
Definitely! But for every Kan Gao or Jon Blow, there are dozens of Aldorlea and Wadjet Eye living off a catalogue of moderately-selling games. Plus, it's the model that allowed someone like Jeff Vogel to survive before indie games were even a thing, so I think it's a better bet to get you through the wild fluctuations in visibility the market is likely to undergo (not saying the -pocalypse word because people say stupid tings).

Still, kentona, I'm quite sure that given the community and the interest in your previous games, you'll get 5 digits out of it (eventually, not sure how fast, though success is rather often decided pretty soon).
As for the 6th digit (or whatever is enough to quit your day job) I don't know - though as others point out, it's not impossible if stars align, and you don't mind being back to cup noodles for a bit (or you have savings, or a good Kickstarter).

NTC3> Interesting points. It would be great to have the real numbers - Skyborn was in at least two bundles as far as I can remember, from which it can expect more like 15 cents out of every purchase. And it was there before there were bazillions of RM games on Steam, I think. But still, that doesn't quite invalidate your point, even if the effective price is much lower it is still a success - though it would be at least as interesting to understand what happened to games that did not succeed as well.

Anyway lots of data and stories to be found around the interwebs (if you look in the later pages, there's even an ASCII roguelike that made 30k, so everything is possible I guess?)
I should hire you as my production manager.
Haha well one of the benefits of being an all-around swell guy is that you've got a threadful of people willing to do data mining for you just because we like you and your games, so I'd say it bodes well for your crowdfunding and viral marketing prospects.

That's the indie magic: crowdsource parts of your production cycle! (like Aedemphia managed to have a pretty darn decent crowdsourced OST; compared to that, marketing and management shouldn't be too hard??)
"you need to make sure your game contains something that an inept videogame blogger can make an edgy point with."

truer words
The only input I can say if this game is going commercial is that everything will have to be customized considering the circumstances with this game. It will take a lot of work...I would say around 3+ years or more depending how competent your team will be with this game if it is a simple 2D JRPG.
I think I will take a more conservative stab at this and see where it ends up. Ara Fell development and release is an inspiration!
Solitayre
Circumstance penalty for being the bard.
18257
Solitayre
Circumstance penalty for being the bard.
18257
If it goes well you should do Hellion too.
Imagine if 31,000 people spent $10 for this game. Like, damn, it already has a lot of success for RPG Maker standards.

I'm confident you could turn this into something profitable somehow.
I'd be happy if all you gave me a dollar tbh
Cap_H
DIGITAL IDENTITY CRISIS
6625
author=Solitayre
If it goes well you should do Hellion too.

Hype!
author=Cap_H
author=Solitayre
If it goes well you should do Hellion too.
Hype!

Might even flip the order, depending on the scope of HR. We are still in the analysis phase.
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