- Apr 23, 2020
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Hmm, so that number may be too pessimistic. I don't know what Subscribestar's model is, but for Patreon, the numbers I'm seeing are.No, it's not. The highest processing fee that Subscribestar charges is 10%, assuming that it gets at least $3 out of the bargain, so Inno's raking in at least $6300 a month.
Platform Fees: 8%
Payment Fees: 9% at the $5
Declines/Other: 5%
So last month I had about $400 in donos and around $300 revenue. Lilith would be making a slightly more efficient rate - probably 20% total which does come to about $5000-$6000. That's still a pretty big hit to take before taxes.
Fair enough - LT definitely doesn't have enough content/mechanical variation for more than a week of gameplay; so if you know 80 of these, I'd definitely be interested in your top 5. Or the ones that aren't totally abandoned/buggy.I mean, I do too. Just like, at a speed that might be indictive of someone spending 40 hours a week working on it. Because that's supposedly what this is. This is Inno's full time job.
I'd also like her to stop lying, but lets be realistic here.
So first, no, these games are not hard to code or design. We've literally been building text adventure games for 40+ years now. Most of them ran better, on way worse hardware, all while doing more than LT manages. Fuck, I wrote my first text adventure game before half the people in this thread were probably born. With less than 100 hours on my current project I have a prototype engine that can handle basically everything in LT worth ripping off. Like, if LT's content was in a format that didn't suck and could easily be parsed out and converted to another format, I could probably lift it wholesale (I'm not doing it by hand). The only part that wouldn't work in my engine as it is now is the leveling and perk systems, because they're horribly designed and why would anyone want to copy them, and LT's casino games which are boring and I've already done better versions of (although my poker AI is legit too hard. I can't beat it. Although I'm not, admittedly, amazing at texas holdem)
I'm not going to do that though, because I'm way more interested in making an interesting sim sandbox than straight copying LT. Plus that wouldn't be challenging or interesting in the slightest. But there's *lots* of engines that could do the same, doubly so considering how poorly LT runs. Finding an engine for a text adventure game isn't the hard part.
The hard part is writing content.
And you need a good amount of content to draw in an audience to begin with. But as has been proven over and over, once you're there community oriented games manage to progress quickly IF they're easy to write for. If LT was well designed, we'd be getting content of varying quality constantly. The fan base is large enough that if it was easy to create, people would create it. There's been like 50 of us in this thread alone talking about this.
Which brings us to my second point. Critical mass is more important to making money than anything else. Everyone plays CoC2/TiTS, so they make the most money. And everyone plays those games because they're the most popular. They're the most popular because they're the most well known. I've played like 80 different text-based hgames over the last six months, and the fact that you're acting like there aren't a ton of them just proves this point.
These games are easy to make. And they are everywhere.
And before you try and say they're not, see point number two.
LT is as successful as it is because of a combination of two things. First, timing. It blew up when there was a lot of movement between projects. Devs and players both were switching between games quiet a bit at the time, so it was a good opening for a new game to slip in. And second, reusable content making the game look larger than it is. But now it has critical mass. Inno can release milestone updates that contain not a single one of the milestone features and people will eat that shit up. The ball is already rolling.
I still would maintain that people are sticking around based on a lack of good alternatives. Writing the content is definitely troublesome too. One reason I'm using RPG Maker is that CGs and graphics make up for a lot of the dialogue I'd otherwise have to write - but that means my play time is much shorter per content segment.