- Jan 16, 2021
- 237
- 262
Yeh, I definitely messed this part up lol. The original release could probably have been 2-3 bux. The big, updated version could be something I'd sell for $5. It's too late for me to change the prices now, which is a shame, but it's a lesson learnt and something to address going forward for sure.Charging $1 for your game on Steam was definitely a MAJOR mistake.
People associate price with quality. I guarantee you that a lot of people have looked at your game and not purchased it because it was a dollar, when they might very well have bought it if it were $5 or $6 dollars. $1 tells them that you don't value the game, so they'll assume it is trash quality.
Keep in mind that people value their TIME as well, so adversely to getting eyeballs on your game, $1 tells a lot of people that it isn't worth their time.
One of my degrees was in business, and we studied this phenomenon all the time. It sounds crazy, but it applies to all sorts of things. The fastest way to get rid of physical goods isn't to give them away for free - it's to charge for them. Otherwise, people assume something is wrong with the goods. Expensive wine outsells cheap wine all the time (even when the cheaper wine is objectively better) because people use the price as a quality metric.
Do this thought experiment:
Assume you are walking down the street and see a guy selling hamburgers for a dime. Would you think 'Great value!' and buy a burger? Or would you think 'What's wrong with his burgers that he has to sell them for a dime'? A few cheapskates or risk takers will buy a burger, sure, but most of the public walking by won't buy one even if they are hungry.
You are the dude selling hamburgers for a dime, buddy.
Yeh, I'm definitely that dude selling burgers for a dime haha.
I guess my initial thinking with Patreon was that people would like seeing games finished, but people are obviously happy with the larger games with frequent updates too. I thought just releasing art packs and progress reports while I work on making a complete game was a good approach, but I'm thinking now it wasn't.Patreon isn't great for what you are doing. It's NICE that you are making completed episodes and games and releasing them, but that means a LONG time between updates, and frequent updates are one of the major things people look for in deciding to support a Patreon.
The ideal model is a bigger game that you update frequently (every month if possible for best results) and after a couple of years of updates on Patreon, you have a finished game that you can THEN release to Steam as a full game for a fair price. You get money during development, then you get more money and players from Steam with the completed version.
Then you have a track record and a fan base, and you transition your Patreon to a new game and rinse and repeat.
If you are only going to make small games that only get updated once, the better model is to skip Patreon, polish them well, then release on Steam with a decent fair price that will earn you living money and build a community around your games that way.
This makes me think of another idea I had. So, yeh, I agree that multiple small games isn't the best approach, but then, I could maybe bundle them in a way that makes them one big worked on game.Again, Patreon works best for larger games.
I don't think linking tiers to game releases is particularly effective. As you noted, your game will likely be pirated on sites like this one ANYWAY, so everyone should ALREADY be getting your unfinished game from your Patreon for free. Your tiers should be for other things like the artwork files, discord access, voting ability for content, etc.
One effective way to do things (that requires frequent updates) is giving supporters EARLIER access to new updates, by 2-3 weeks. This means your most rabid supporters get to feel a little special, and most pirates (lets call them "passive" supporters, because they can still benefit you by word of mouth and praise) won't mind waiting a couple of weeks longer to see the new stuff.
If you keep doing multiple small games, I don't think Patreon is going to be all that effective for you. You can set it up to charge Patrons per release, but that's a terrible way to make money off of finished games. And most people will not want to support you by the month when they don't have any idea of how long they will be supporting you before a game drops.
Why support you for $5 a month for 6 months while you make a full little game, when they could just wait and buy the finished thing off of Steam at the end?
Just some things to think about. You already have a advantage over others in that you have a finished game to show, and the quality looks good.
Like, I'm either going to make my third game be one big area like a town or city or something and some surrounding areas. And then I'd try and get it up on Patreon unfinished, but with at least 1-2 girls with their own finished storylines. Then, I could do something where I try and bring in a new girl and questline every month or so via an update.
But then, the other idea was that I could have one game that is just a series of episodes that are about 45 mins or so each and players would just pick an episode from the main menu. Each ep could still be self contained like I'm doing now, but I could easily release Patreon versions that contain the latest ep. This way, if the episodes are small, I'd still be able to get them out in a month or so and hopefully keep people interested as well.
Both ways would allow me to do what you said and keep building something that I could eventually release on Steam later.
Thanks for this whole comment by the way. It's given me a lot of food for thought.